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it could very well be an engine issue. and there is no fix for that.
the game does have a few bugs, but a good portion are related to the games engines. and the only way to fix them, is to upgrade the game engines.
and we know that's not currently planned
But once its open, some will likely run in before its closing again.
Its just too many bodies trying to get to a too small point.
The problem is the terrain makes the walls crooked every which way and as the collision does not match the wall section 100% it leaves a hole between two sections. Building a secondary wall ON TOP OVERLAPPING the two sections fixes this. Yes you will get texture flickering cause of all the wall sections nesting in each other, but no gaps. Horribly tedious tho, cause you need to test with your own character can they walk through the section or not. Cannot trust your eyes. And reloading the save after every few wall sections so the game updates the collision.
I am thinking maybe if the collision was ridiculously oversized, they would automatically overlap. BUT you could not build the wall automatically dragging, you would have to build it manually wall section by wall section, BUT the game allows you to place several copies of the same item continuously. And the automatic linking does no services anyways bc of the above mentioned gaps.
No idea what that would do the path engine if all your wall sections were doing the Star of David, collisions overlapping.
I just have 2-3 heavies set to Engineer. Because the gate is always damaged during an attack they stay next to the gate and kill clippers.
To stop THEM from clipping out of the gate .. I set them to hold position
1 MOD idea would be to make bodies clippable, so that bodies don't have physics.. would solve A LOT of issues
You can remove the ragdoll, but then everyone stay standing when they die, literally. It would require access to game code to turn the ragdoll on for a second and then off again. Which we do not have.
^-- This.
Actually, if bodies didn't have momentum, that'd help. But, then those "drifting" animations and slides and the like wouldn't be around. Also - Any collision object near a wall is going to cause bouncing/physics issues if a character is up against both, including other characters. At some point, it's possible for physics to get our-of-range and radical values get applied. (ie: Like body/corpse "bounces" when dropped after carrying and hitting something at the wrong angle... or right angle depending upon one's point of view. :))
(Note: There are some notes for some of the engines and I don't recall which is being used for collision physics. (PhysX?) Anyway, I remember reading a little bit about dampening effects, but from what I recall the choices there were slim regarding what Kenshi kind of needed to do with it. eg: Making changes there might not yield the results desired with other things, like "floppy injured limbs" and "swinging belt-lanterns." /shrug)
What would help? Well, preventing NPCs from bunching up would be a good idea. A narrow "lane" that feeds enemies into the Gate area, but that is maybe controlled like a kill-zone with a separate gate, might help. The issue - IF they clip through that and end up in an area that has no gate access to the base interior, they'll start working on the walls.
A buildable that elevated the walls, couldn't be destroyed, and maybe had no navigateable/walkmesh surface on it, but still allowed wall access via a ladder... (Kind of like "deep water" tag?) Dunno, maybe that could work, but it'd have to be a valid build surface and I don't know how that works.
There's a mod that allows some "underground/in-ground" building in mountain areas. Pretty freaky... I do not know how the mechanics differ between "ground barrier collision" and "building wall barrier collision." Using a variant of that may just encourage raiders "falling through the world" and either crashing or "forever raids" that can't be ended since the raiders are on their way to explore Hades...
If there's a separate avoidance behavior that makes units give collision boxes a wider margin, that might help, but it'd also likely be something shared by all units, so some undesirable results may occur.
Personally?
I look at it like a "feature." :)
This game is the most lovable pile of jank I've ever installed on any computer. :) 11/10
PS: I've never gotten "mad" at the game due to some janky mechanic that caused me grief. Briefly annoyed? Maybe when I ended up in a war with the Tech Hunters due to a massive Friendly Fire incident? That one time in Sho Battai where my fastest character collision-bumped through a wall into a closed Private Residence and the results made me slaughter the whole town? Maybe a bit miffed. But, the magical "Load" button saved me - Save Early, Save Often, Save Multiple Times.
Oooh Now I gotta test out a 'Mostly Gates' style of walls.
So if you can, please provide a few screenshots of the process making this 'type' of double gate, step-by-step would be great, how close together etc. Would be excellent to add to the steam guides section for others. Thank you.