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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.
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.
https://gyazo.com/a7acb37689686d5ec3ca44910422b4f6
https://gyazo.com/e52aed0d4558f0524a3d16e7e3c2de2d
Yeah, like VanGogh says, you'll have to scale your ambitions back. Like, a lot. Sorry.