Space Engineers

Space Engineers

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How do I turn off physics?
This game keeps actively trying to sabotage my work, but I'm in creative mode. How do I turn off the physics simulation so I can turn off the gyros of the rover that I've blueprinted? I'm in creative mode. It was stationary when I took the blueprint, but it isn't when I try to paste it. In creative mode. I'm really somewhat distressed because my past week's creative mode work is potentially unrecoverable.

Oh yeah, fix pistons too. It's physically impossible in the real world for an object to push on itself hard enough to do infinite backflips. Really annoying when I'm trying to tune my design just to be able to survive creative mode. Just make the piston head break after the force between the objects reaches some proportion of some kind of average of the two grid masses.
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Showing 1-15 of 15 comments
Mr B. (Banned) Jan 27, 2021 @ 12:32pm 
Blueprints do not save movement, so it's something in the build itself which is causing it to flip about.

All I can suggest is paste it in space (with no grav), and try to get in it to turn off power and stablise.

Then you can work out what's causing the issue. Generally two conflicting grids (rotor, hinge, piston).
Last edited by Mr B.; Jan 27, 2021 @ 12:32pm
Dan2D3D  [developer] Jan 27, 2021 @ 12:34pm 
OP : " It was stationary when I took the blueprint "

do you still have the world save with that concept where it is not moving (stationary)?

If yes, share your save here and I will go in to try the problem/bug you found.

How to publish a world save :

1 - Select your save.

2 - Click the "Publish" button on the left.

3 - Choose a proper Tag or skip all and click the OK button.

4 - Your world will be uploaded to Steam Workshop.

5 - Share the Workshop item link here.

__

Or, share the blueprint if you don't have that world where you created it.
Dan2D3D  [developer] Jan 27, 2021 @ 12:43pm 
I would also go in space (no gravity) like Mr B. said but I would paste in a space station with landing gears on its floor (auto lock enabled) and paste the moving creation on it so the landing gears will lock it in place.
Last edited by Dan2D3D; Jan 27, 2021 @ 12:43pm
DontFollowOrders Jan 27, 2021 @ 1:28pm 
Turns out, it WAS a piston. Same problem I already solved before recurring, and it turns out that when they are stuck, even turning off the power won't save it. Had to get lucky and hit the cockpit at just the right time in its uncontrolled spin then manipulate the pistons manually. So glad I built an open cockpit design.

My point is, this is one instance of many and should be completely avoidable by the nature of it being creative mode. My designs are too gorgeous and practical to watch blow up over and over. I want to do that part in survival.
Spaceman Spiff Jan 27, 2021 @ 1:29pm 
Nope, physics imbalances, round-off error, and all that. It makes for a gnarly-cool self-destruct, though.
Dan2D3D  [developer] Jan 27, 2021 @ 1:45pm 
Well done!

I rarely miss now but I go slowly, meaning I add only one subgrid at a time so add one piston or rotor or hinge, with a lot of clearance and test all before adding more.

= Rarely miss this way :selike:
Last edited by Dan2D3D; Jan 27, 2021 @ 1:46pm
DontFollowOrders Jan 27, 2021 @ 2:27pm 
I got lazy trying to make the most of a unit I've already mostly completed. Mounted some autocannons underneath the cabin that's supported by piston/rotor
inline suspension, so I can ride high and shoot from underneath. Kind-of a tight space and I didn't want to invest the time to check every single degree, so I eyeballed it and got punished by the piston hitbox again. Lesson probably not learned

Still trying to tune the suspension to make it more accessible, as it's meant to be a crew served vehicle so in best case scenario there won't be much for pilot to do other than drive. Why not let him add DPS to structures and targets of opportunity?

Then I just need to figure out how to tie these flare dispensers to my designator turret and I just might be able to call it done
Last edited by DontFollowOrders; Jan 27, 2021 @ 2:31pm
Gorbadon Jan 27, 2021 @ 2:32pm 
Originally posted by DontFollowOrders:
Then I just need to figure out how to tie these flare dispensers to my designator turret and I just might be able to call it done

Sounds like this script could be of use for that, unless I am misunderstanding what you are trying to do.
https://steamcommunity.com/sharedfiles/filedetails/?id=672678005
Last edited by Gorbadon; Jan 27, 2021 @ 2:34pm
DontFollowOrders Jan 27, 2021 @ 2:48pm 
Already using it for the main and secondary turrets, but unfortunately it doesn't recognize the flares as a weapon
Gorbadon Jan 27, 2021 @ 2:57pm 
Originally posted by DontFollowOrders:
Already using it for the main and secondary turrets, but unfortunately it doesn't recognize the flares as a weapon

Do you have enough space on the flares to place a camera block?

The script should see those as valid blocks and you can set up a timer block with the script to trigger when they are supposed to shoot and link it to fire the flares, should work as far as I know.
Last edited by Gorbadon; Jan 27, 2021 @ 2:57pm
DontFollowOrders Jan 27, 2021 @ 3:00pm 
I've already got some spotlights set up for that purpose, just didn't know a method. I'll give that a go and see what happens.

Only problem is I don't know how to set up a timer block to listen. I'm still kinda new to this

But my decoy mines work fantastic
Gorbadon Jan 27, 2021 @ 3:11pm 
Originally posted by DontFollowOrders:
Only problem is I don't know how to set up a timer block to listen. I'm still kinda new to this
If I read the description correctly all you need to do is to add a timer block to the turret group, the script should write some config options to the custom data field of the timer.
There you should be able to configure how the script uses that timer.

From the workshop description:
Optional Steps
Add any desired optional blocks to the group:
Timers: Can be configured to trigger on shoot or on targeting in the timer's custom data
Lights: Can be configured to blink or change color when turret is targeting or idle in the light's custom data
You can set rotor/hinge rest positions in the custom data of the rotors/hinges once the code has finished registering your turrets.
Last edited by Gorbadon; Jan 27, 2021 @ 3:13pm
DontFollowOrders Jan 27, 2021 @ 3:53pm 
Oh, fantastic. I didn't realize there would be more things appearing in the menu.
Enkar Jan 30, 2021 @ 8:20am 
Originally posted by DontFollowOrders:
Turns out, it WAS a piston. Same problem I already solved before recurring, and it turns out that when they are stuck, even turning off the power won't save it. Had to get lucky and hit the cockpit at just the right time in its uncontrolled spin then manipulate the pistons manually. So glad I built an open cockpit design.

My point is, this is one instance of many and should be completely avoidable by the nature of it being creative mode. My designs are too gorgeous and practical to watch blow up over and over. I want to do that part in survival.

In the save's advanced option, you can disable damage. just uncheck the "destructible blocks" option, and your creations will be able to clang to their heart's contempt without breaking.
Last edited by Enkar; Jan 30, 2021 @ 8:21am
DontFollowOrders Jan 30, 2021 @ 5:13pm 
That doesn't stop them from trying to breakdance when you mess up a piston, lol. Not even powering off the vehicle will save you from that.

Also need damage on to make sure the grids are stable and robust
Last edited by DontFollowOrders; Jan 30, 2021 @ 5:14pm
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Date Posted: Jan 27, 2021 @ 12:15pm
Posts: 15