Hardspace: Shipbreaker

Hardspace: Shipbreaker

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In my opinion there are serious problems with the physics.
I am having strange behavior with explosive decompression.

I am outside a ship, some distance away. Opposite me is the wall of the salvage compound with the ship in the middle.

I am in front of a door furnace panel and I have my cutter out with the option to burn a line through the panel. Normal physics should indicate if I create a hole in the panel, the hole will allow atmosphere to escape creating thrust on the ship in the opposite direction, perhaps pushing me away as the atmosphere acts on me.

I do so, and instead of the remnants of the ship going away from and pushing me away, because atmosphere is escaping, creating thrust away from me, Instead the entire remnant of the ship accelerates in the completely opposite direction. Ie, it accelerates towards me. As if the decompression was happening on the OPPOSITE side.

??? Very very weird. Its not the first time I have been frustrated with such.

I know the developers wanted to make explosive decompression dangerous but this opposite behavior is the wrong direction. Its just silly.

Thanks for reading,
Azinthir
Last edited by thereverendlkster; Dec 27, 2021 @ 9:38pm
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Showing 1-14 of 14 comments
Sir Kepi Dec 27, 2021 @ 9:44pm 
Yeah the physics in this game are a bit weird. What happened in your case is that something inside the ship likely got pulled toward the breach and struck the bulkhead, causing the ship to move in that direction like something had hit it in that direction, because essentially something did. Thing is, usually when this happens the item in question has much less mass than the ship so it shouldn't do anything, but it still does. The developers should really address that problem, but for now what you can do to avoid this is clear out any floating items inside of the ship before trying to explosively decompress it. Stow any loose items in an airlock or just get them out of the ship if you can. In fact, this should be the very first thing you do in my opinion, along with grabbing any collectibles (data drives, credit drives, Armadillo parts, etc) floating around.

To Steam: This post is constructive and on-topic. OP was talking about a problem they had with the physics of the game and that's exactly what I'm discussing here, as well as offering a bit of advice on how to avoid it. This post is not an attempt to "derail" anything or insult anyone in any way, shape, or form, nor is it an attempt to "bait" or "goad" anyone into a "non-constructive argument" in any way, shape, or form, which isn't even a listed rule (thus it's unenforceable) in Steam's Rules and Guidelines For Steam: Discussions, Reviews, and User Generated Content, which can be found here: https://help.steampowered.com/en/faqs/view/6862-8119-C23E-EA7B
thereverendlkster Dec 27, 2021 @ 9:51pm 
I did prep work before I popped the door. I did clear out loose items. IN case the developers wondered.

But make no mistake, "what the fruit mechanics" is demotivating. You do it right and 33% of your ship is destroyed cause it accelerated the opposite direction it should have. And you die cause the ship accelerating in the wrong direction takes you out of the work area.

As much as the developers use explosive decompression to make it challenging, these physics bugs are just annoying. Like 90% of the ships I do have no means to depressurize without explosive decompression. So you want to use the tactic, I'm fine with that, but make the behavior predictable and reasonable. One object changing the direction of the ship which does not have the mass to reasonably do such and to do it in such a dramatic way as to cause opposite of normal physics is not good or beneficial.

Thank you for listening.
Azinthir
Last edited by thereverendlkster; Dec 27, 2021 @ 10:03pm
Mandemon Dec 28, 2021 @ 1:30am 
Honestly, game really needs to fix issue where low-mass objects can randomly pull heavier objects around like they had no weight. Depressurized Nomads hull recently and somehow some random object caused entire ship to be pulled into processor, while I was still inside it.

Furnace should also have smaller gravity range, right now it extends to processor and can pull items out of processor.
Last edited by Mandemon; Dec 28, 2021 @ 1:30am
Originally posted by thereverendlkster:
I did prep work before I popped the door. I did clear out loose items. IN case the developers wondered.

Yeah but I'm very confident in saying that Kepi is right and you just missed something.

That being said, just avoid causing a depressurization event in the direction of the furnace/processor bays and this particular issue will have much less of an effect on your gameplay.
thereverendlkster Dec 28, 2021 @ 1:49pm 
Heh, I didn't die from the Furnace or got stuck in the processor. The ship hit me and moved me all the way out of the work area and I died from that. lol
thereverendlkster Dec 30, 2021 @ 11:38pm 
@Colonel Sanders Lite, I understand your confidence but pardon, the fact we have to go through a long process to engage a workaround to get around the developers lack in this area, I thought it was good to point out so they would correct it.

Was I wrong?
Oh, I'm not saying it shouldn't be addressed. Substantially moving huge masses with tiny objects is absurd. I'm just saying that it is what's happening.
Thank you, Colonel Sanders. I also hope they listen. IT is redonculous that every ship I do at level 30 involves explosive decompression. ITs like the ships were all made to fail in the same way. Oops, they were. How lazy
ADMNtek Jan 3 @ 1:19am 
it is indeed annoying. I tried to d a fule Javelin a while ago and to depressurize I cut of the front hull cap and the ship ended up smashing into the master jack. and completely destroying the front of the ship. another big issue is that with the last update ceratin objects just get riped of the walls when you depressurize. and they end up bouncing around inside the ship smashing into whatever is in the way easily casing fires and explosions. how are you supposed to prep for taht?
Originally posted by ADMNtek:
another big issue is that with the last update ceratin objects just get riped of the walls when you depressurize. and they end up bouncing around inside the ship smashing into whatever is in the way easily casing fires and explosions. how are you supposed to prep for taht?

I'm not certain it's the only thing, but I'm pretty dang sure the primary culprit here is atmospheric regulators. If you pay careful attention, you'll notice that they don't move around on your tether like they're 2kg objects. The feel more like they weigh 2 tonnes. And yeah, they like to fly off the wall during decompression now. I think you can avoid this by doing the airlock safe thing, like you would with a forklight or something.
ADMNtek Jan 3 @ 2:04am 
Originally posted by Colonel Sanders Lite:
Originally posted by ADMNtek:
another big issue is that with the last update ceratin objects just get riped of the walls when you depressurize. and they end up bouncing around inside the ship smashing into whatever is in the way easily causing fires and explosions. how are you supposed to prep for that?

I'm not certain it's the only thing, but I'm pretty dang sure the primary culprit here is atmospheric regulators. If you pay careful attention, you'll notice that they don't move around on your tether like they're 2kg objects. The feel more like they weigh 2 tonnes. And yeah, they like to fly off the wall during decompression now. I think you can avoid this by doing the airlock safe thing, like you would with a forklight or something.

unfortunately, they aren't the only objects that do they are just the most consistent. I have also seen it with tube lights but the worst offender is the cover plates for the radiation filters. they are big heavy and I'm pretty sure they are too big for the airlock.
Ive had a reactor panel hit me and send me flying backwards so fast that I ended up in deep space quicker than I could react. other times I have had entire sections of the ship start spinning on its axis due to a bed mattress hitting the wall.

Worse still Ive had entire sections of the ship fly apart because for some reason they are holding velocity but still have cut points holding them together. Soon as that cut point is removed the stored velocity sends the ship flying .. usually right in to the processor or furnace.

The physics are whack and just cutting or removing parts can cause other parts to act randomly ..not sure how parts are storing velocity.

Funniest instance was getting hit by a airlock console in the head and it propelling me into the furnace so fast that not even the grapple could save me.

As for decompression, some ships you have no choice but to do controlled explosive decompression. But with how unpredictable ship parts are under decompression you just have to ride the bull so to speak and hope you and the ship dont end up in the furnace.
Last edited by TrashPanda; Jan 3 @ 4:24am
Originally posted by ADMNtek:
Originally posted by Colonel Sanders Lite:

I'm not certain it's the only thing, but I'm pretty dang sure the primary culprit here is atmospheric regulators. If you pay careful attention, you'll notice that they don't move around on your tether like they're 2kg objects. The feel more like they weigh 2 tonnes. And yeah, they like to fly off the wall during decompression now. I think you can avoid this by doing the airlock safe thing, like you would with a forklight or something.

unfortunately, they aren't the only objects that do they are just the most consistent. I have also seen it with tube lights but the worst offender is the cover plates for the radiation filters. they are big heavy and I'm pretty sure they are too big for the airlock.

They are . .till the Airlock breaks apart and the rad cover decides you are its intended target to greet the furnace god.
I particularly like the Lvl 8 hazard Gecko Salvage Runners. They sometimes have atmospheric controllers that appear functional many more than I've ever seen, but then you try and use any one of them and your game crashes. Its like "Sucker!"
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