Space Engineers

Space Engineers

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2cm Jun 22, 2017 @ 2:30am
How can I overcome number of physical shapes limitation?
1. make simple shape ship.
2. separated grid with rotor or piston.
3. go back to starmade.
4. [other opinion]


Yes. Keen does not seem to be able to handle this issue.
That limitation are from Havok.
Keen prevented game from crashing by stopping updating grid's physical shape.

Keen must explain the physical shape.
How SE decide them?

Shapes of grid?
or just adding each shapes to grid by blocks?

plz.... give me way.
Last edited by 2cm; Jun 22, 2017 @ 2:49am
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Showing 1-15 of 23 comments
Nihl Jun 22, 2017 @ 2:49am 
i never managed to reach limitation yet. And i have like 1km long mother ship with f-loads of turrets. Same to my fancy space station. 30k blocks and physical shapes are only at.... 8k.

I think that overcoming physical shapes is not possible, without rolling back to prev versions of game. And reaching point, where you use a limit, wont give you anything good anyways. only bugs and havok engine crashes. Crashed physics - strange things happen.
Last edited by Nihl; Jun 22, 2017 @ 2:51am
2cm Jun 22, 2017 @ 3:11am 
Originally posted by Nihl:
i never managed to reach limitation yet. And i have like 1km long mother ship with f-loads of turrets. Same to my fancy space station. 30k blocks and physical shapes are only at.... 8k.

I think that overcoming physical shapes is not possible, without rolling back to prev versions of game. And reaching point, where you use a limit, wont give you anything good anyways. only bugs and havok engine crashes. Crashed physics - strange things happen.


Thanks for comment.

You can easily reach limit by just adding a lot of gyroscopes.
I believe SE has rule for decide optimized physical shapes.
It seems spend more high cost for polygon block.
But I have no idea for massive simple blocks(like armor) and multiple connected grids.

Going back to the previous version will not resolve this issue.
Yes. Old version allow more number of physical shapes than new version(according to developers answer: 30% more than new version).
But if I approach limitation, just game crashes without any notification.
https://forum.keenswh.com/threads/1-181-0-physical-limits.7395205/

I experienced it once.
Last edited by 2cm; Jun 22, 2017 @ 5:01am
2cm Jun 22, 2017 @ 4:35am 
Ok...

I got a idea from test.

Simple blocks will optimized, but others not, each complex blocks are require an individual physical shape(but if they don't have special physical shapes, they use simple bounding box for physical shape: it seems mergeable like simple block).

Hole will make cost higher.

Extruded shape will make cost higher.

Slope shape will make cost higher(I guess slope have non-mergeable physical shape, like complex block).

Closed boxes will make save cost.

Filled box without slope will make cost lowest(sometimes they only need one physical shape, regardless of size).

And....



GOOD NEWS!


Each grid manages number of physical shapes limitation independently, even they are connected each other(by rotor or piston ... , except merge block)!


I just started split my ship.

Last edited by 2cm; Jun 22, 2017 @ 9:18am
vlad2_PL Sep 6, 2017 @ 12:13pm 
i will test rotor/piston option.
My ship is 550 long 130 wide, 472,359 blocks total, and that is only the launch bay -_-
Stollie Apr 20, 2018 @ 6:53pm 
♥♥♥♥♥♥♥♥♥.
Stollie Apr 20, 2018 @ 6:53pm 
I didnt even know SE could handle that many blocks
Anyone got a way around physical shapes limitation
I can't place anymore blocks and I'm phasing through about 80% of my ship that i've managed to build, I've only found one thread on it but, it was no help, P.S 472,359 blocks total and its only my launch bay
There is soo much more I have yet to even build on it >_< and I can't continue with it
VanGoghComplex Apr 20, 2018 @ 7:28pm 
Your ship is too large. There's no practical or impractical reason for a ship that size in this game.
MekaDovah Apr 20, 2018 @ 8:03pm 
That's just a launch bay?! Wow, that's a colossus.

Yeah, like VanGogh says, you'll have to scale your ambitions back. Like, a lot. Sorry.
Never mind, just found a way around it. My PC crasher series is back on track >:)
MekaDovah Apr 20, 2018 @ 8:10pm 
Okay now I'm curious. How did you get around it?
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Date Posted: Jun 22, 2017 @ 2:30am
Posts: 23