Space Engineers

Space Engineers

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Ship flipping
Anyone know when this will be patched?
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Showing 1-15 of 17 comments
Karmaterrorᵁᴷ Sep 3, 2019 @ 11:17am 
Lets see if we can figure out why its flipping....

Any sub grids? (Rotors or pistons with something on the end)

Any mods at play?

Can you share a pic of your creation? Most of the time flipping is caused by two subgrids pressing on eachother or the main grid.

Irl that wouldnt matter because its an internal force. But in se that force is applied and has a massive effect.

Even just having rotors or pistons on a none static grid will cause a pull force on that grid in atmo, and a drag effect when accelerating in space :)
Last edited by Karmaterrorᵁᴷ; Sep 3, 2019 @ 11:20am
piston on front, no rotor, flipped earlier after disconnecting from connector, also no rotors connected either side, no mods, it's one grid with two rotors applied infront to extend drills...
it sits ontop of the pylon there
Buzzard Sep 3, 2019 @ 1:34pm 
You've got pistons AND rotors. The stuff on the ends of those pistons/rotors is a separate sub-grid. Any time that subgrid touches or rubs against the main grid, you're going to have some interesting physics moments. Explosions are possible with some of those interactions, but more commonly, the craft will do strange flips and be generally uncontrollable/hazardous.
While it was locked to the connector, it couldn't exactly move much without a massive impulse (see also: impact). The moment you disconnected, it was free to explore those fun bits of physics.
Dan2D3D  [developer] Sep 3, 2019 @ 1:39pm 
Pistons and rotors are not good on ships so we must do A Lot of Engineer testing to find a working solution.

To remember :

1 - Pistons and rotors = Bad on ships but better on ION space ships because no Gravity.

2 - Pistons and rotors = Not bad on cars but needs a lot of testing to find the solution.

3 - Pistons and rotors = Very good on stations.


Edit

"When it's not working = you have to delete and create/test a new concept."

(because the previous one is not working = Bad concept)
Last edited by Dan2D3D; Sep 3, 2019 @ 1:45pm
Or ; Bug fix an issue that has been here since pre-release, there should be no reason -not- to use pistons on a ship... And ;

Originally posted by Buzzard:
You've got pistons AND rotors. The stuff on the ends of those pistons/rotors is a separate sub-grid. Any time that subgrid touches or rubs against the main grid, you're going to have some interesting physics moments. Explosions are possible with some of those interactions, but more commonly, the craft will do strange flips and be generally uncontrollable/hazardous.
While it was locked to the connector, it couldn't exactly move much without a massive impulse (see also: impact). The moment you disconnected, it was free to explore those fun bits of physics.
Theres no pistons or rotors on that ship or base, there's two connectors. Good observation... Ship flipped prior to attaching pistons, even more so after. After it started flipping -all by itself.-
Dan2D3D  [developer] Sep 4, 2019 @ 8:30am 
Would be kind to share your "Bugged" save so the Veterans can fix it for you.

OR

Send all to the SE programmer.
Lander1 (Banned) Sep 4, 2019 @ 4:26pm 
Pro tip; don't leave ships floating around without a pilot, land them before you abandon the controls.
No can do, playing on an online world with no saves, so it's soo much fun ; newsflash, after disconnecting my brand new ship from the connector system it bounced 500 meters backwards and exploded for no reason wasting 4 hours of grinding. No pistons or rotors attached.. Dunno what this is but it's not funnyyyyy.
Okim Sep 5, 2019 @ 2:56am 
Adjust rotor head displacement slider until your ship stops flipping. As people said eariler - that`s the two subgrids intersecting / touching somewhere that causes this flipping.

Also i would advice to always use blastdoors rather than any other blocks where two subgrids might touch each other. Even the catwalks can cause flipping issues. Never use armor blocks immidiatelly next to moving parts!
Last edited by Okim; Sep 5, 2019 @ 2:58am
I didnt get subbed to this for some reason, usually does it auto when i post... meh wahtever..

Can you upload a BP of the thing? shouldnt be any flipping without pistons and rotors. Unless something is on override like gyros or thrusters.

A rule of thumb with pistons in general is never have min travel at 0, always keep it at 0.1 to avaoid collisions. Once you get the why of that rule you can not use it where its not needed, but at the start best to stick to it.

Did you by chance have anything locked with a merge block?
Dan2D3D  [developer] Sep 5, 2019 @ 8:37am 
Ah! it`s a server > Ask the admin to help you then by doing some basic testing to know more on what is going on.

I would paste the station and your ship in a Local world to find the STR.
Originally posted by Dan2D3D:
Ah! it`s a server > Ask the admin to help you then by doing some basic testing to know more on what is going on.

I would paste the station and your ship in a Local world to find the STR.

There's nothing that even remotely hints as to why this is happening, server is in experimental mode, and that's the only thing that isnt "normal" lol.. He helped me flip it twice allready, yesterdays experiment was beyond salvage and sadly when he was offline but this stuff is randomly happening. I can use the ship, nothing happens, next time I use it, it bounces backwards and upwards and tries to flip over for no apparant reason. Also noticed some sub groups keeps redefining themselves, for instance, setting engine system with engine components only, next time you wanna go for a ride it's suddenly linked up with two containers... Hydrogen system is busted, full tank -> 0 no time and so forth and so on.. I miss the steam bug report section.
Originally posted by Karmaterrorᵁᴷ:
I didnt get subbed to this for some reason, usually does it auto when i post... meh wahtever..

Can you upload a BP of the thing? shouldnt be any flipping without pistons and rotors. Unless something is on override like gyros or thrusters.

A rule of thumb with pistons in general is never have min travel at 0, always keep it at 0.1 to avaoid collisions. Once you get the why of that rule you can not use it where its not needed, but at the start best to stick to it.

Did you by chance have anything locked with a merge block?

Will try to copy it out, need to salvage what's rest of it, kinda blew up when it backflipped into someone else yesterday... :P

No merge block pistons or rotors, pure blocks and thrusters only, no subgrids.
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Date Posted: Sep 3, 2019 @ 11:01am
Posts: 17