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And no, the MFC wouldn't be a proper place to collect the troubleshooting data, because thrusters can be grouped by sharing the name (ThrusterState, whose default assignment is ThrusterPowerLevel##)
Note before the list: if there is nothing in the U-tool because the network is inert, press a button or change a lever to cause an update
How I go about troubleshooting:
-Is there power, is there propellant? (just a quick check on batteries, fuelrods or propellant tanks)
If the thruster doesn't fire when it should due to the movement requested:
-Does the Thruster have data (data always comes with electricity)?
-Does the Thruster have a proper name (device field shared with MFC)?
-If I rename the Thruster and manually trigger it with a button, does it fire? (if no, --> Propellant is missing, if yes something went wrong on the way from the lever)
-Do the levers work? U-tool the lever: is it named as you would expect? does it see the FCU (I'd search for one of the FCU fields from the lever)?
-Does the FCU connect to the MFC? (U-tool search for the FcuMfcIO fields from the FCU)
if all thrusters do fire, when they seemingly should due to the movement requested, but something is off overall, it is more something that is either Thruster grouping (where the names are and what thrusters share names) or thruster placement (above/below/in front/behind center of mass for the respective direction).
If it only occurs after a moment and your ship is suddenly spinning out of control, it is your generator is not (yet) producing enough power or had to reset due to overheating and can't produce enough power at all.
I'm sure I forgot something, but I hope something in here helps.
Thruster like to be bolted to the ship frame (beams).
And sometimes you think you placed the thruster correctly on a hardpoint, but it isn't properly set (triangle thrusters are egregious for this for beginners)
I have spent several hours going over each and every cable and pipe several times and I just can't find any broken connections. It's driving me mad.
Because this is in the game world and not in the designer, everything I want to try means I have to craft the parts, which means I have to rely on the (mostly useless) diagnostic tool a lot. If there was some way to just point it at a thruster and say "does this have power?" and "does this have propellant?" then this whole process would take seconds instead of hours.
Point at thruster and open U tool. If you pointed correctly you will see variables of this thruster. If there is power you will see a massive amount of updates in log frame and you will be able to see your generator variables on the variables list (you can filter them).
If there is power, then you can check if there is fuel this way: temporarily rename thruster variable (thrusterstate / thrusterpowerlevel) to something else, so it's not controlled by MFC and set variable value manually to 10000. If there is fuel and power, the thruster will start firing.
When your ship behaves like that, you should inspect thrusters while they fire. Set centering speed on your lever to 0 and move it until ships starts flying incorrectly and leave it like that. Then go around your ship and look if there are thrusters that should be firing, but are not doing that and then try to fix those thrusters.
In most such cases the cause of the problem is incorrectly installed engine (no power/no fuel) or incorrect variable naming.
Have a crack at going through that, as it'll solve people's issues most of the time.
I also highly recommend posting a screenshot of the ship (if you're comfortable with that) to the ship design channel and asking around as there's loads of people there (including myself when I'm around) willing to help troubleshoot.
Another is to maybe check the durability tool and see if some thrusters complain about thruster base or some sort (they will have a cube in the center that, when clicked on with the durability tool in the U-tool or the hand held version will display what is wrong with it). If this is the case, it is a bolting problem and the thruster needs a direct bolt connection to the ship frame (beams) or maybe is not properly set on the hardpoint
And if the other thruster on the corner works, it should have prop and power, but you may want to consider piping/cabling both sections
- Pin-point the thrusters that are malfunctioning by performing all the basic maneuvers. Once you've picked up a faulty maneuver, set the CenteringSpeed of the associated lever to 0, repeat the maneuver and leave the ship to observe the behavior of the thrusters from the outside. If there's a symmetrical maneuver that works as expected, compare the two. This helps narrow down the problem to specific thrusters.
- Note that the thruster, the hardpoint, and the frame has to be connected independently. If the thruster is bolted to the frame, but not to the hardpoint, or if the hardpoint is bolted to the thruster but not to the frame, there will be no valid transfer of stress between the three eelements, and such thruster will not work.
- Power/signal network is present if the U tool detects the data flow from the thruster's body, which interacts with that flow to operate. Setting PowerLevel to any value will cause the thruster to fire even for a mere moment before being reset back to 0. If it does, then it has the working fuel feed.
- Otherwise operational thrusters that do, or do not fire when expected is typically a result of incorrect grouping. Thrusters that are grouped together with the same PowerLevel field name will be counted as a sum of their vectors and cannot operate independently.
Like DivineEvil says, this issue is normally a grouping issue, If its bad and taking you a long time to figure out, as you are under 50 thrusters, just open the thruster naming tool on the top and reset all to default or automatic naming that will fix any grouping issues.
If you have grouped them yourself make sure never group them for ease of use or anything, e.g group all left side thrusters together as that would be bad, your ship would need to fire the front left sometimes and the back left sometimes to rotate, grouping them together would make this impossible.
Make sure to use your durability test tool, and check everything that is even in orange, if you are getting orange warnings on your thrusters or thruster hardpoints / connectors you need to fix those, it would say something like "hardpoint needs to be connected to 2 beams" you would need to fix that.
This trick was somewhat useful, in that I could at least get to see what thrusters were firing. That's the good news. The bad news is, the thrusters firing when I attempt to roll made no logical sense at all. Like, opposing thrusters firing at full blast and one of the main forward thrusters working against all of the retro thrusters. So, I assumed there had to be something horribly wrong with the thruster numbering, like duplicates somewhere causing the wrong ones to fire. I therefore spent some 30 minutes renaming each thruster to something that reflect their position on the ship.
This had but one effect: Now rolling stopped working altogether, everything else still works. Repeating the experiment with setting CenteringSpeed to 0 revealed that... *drumroll*... exactly the same nonsensical thrusters fire when I attempt to roll, but now it's just as bad to either side. The ship is perfectly symmetrical, maneuvering thrusters are all paired and placed far away from the center of mass, this should be trivial but apparently isn't. I should probably add that this ship *used to* work properly, I've been deep into the belt with it several times but that was a couple of years ago.
If anyone else wants a headache too, I'm just above Origin 1. You can't miss the giant box.
Start a new automatic keybind, the sat in the seat 'V' key thing, sometimes you have too many things bound to one key.
When you have thrusters firing like that it's either 1)the keybindings, 2)other thrusters simply aren't firing, 3) your thrusters are at 45 degree angles, it just confuses the FCU as it can't work out what direction it is facing. (Note it can sometimes work if you're lucky)
I have triple and quadruple connections everywhere at this point, and still the ship flat out refuses to roll to one side. Rolling to the other side suddely started working again for no apparent reason. I do not think that this is a problem I can solve.
Hardpoint Corner seems to be bugged and only one of the two faces works.
I think it's probably due to how the hard points are attached, those corner beams have given me problems in the past with mounting thrusters to them, maybe the FCU now sees them as 45 degree hardpoints mounted the way they are.
Corner hardpoints are first and foremost terrible because of their weight. There's simply no reason to use them instead of regular small ones.
We gave up and left, sorry.