Planet Nomads

Planet Nomads

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Old-gamer Sep 29, 2017 @ 7:03pm
0.7.5.1 Physics Change feedback for Devs.
Thought a thread where we could provide what we think about the physics changes might be in order. I've spent about 8hrs in-game since the change.
  • I'm still seeing plenty of shaking parts on vehicles and things that get launched away from me. I was dismantling a rail-vehicle and the thing took off in-air, bounced several times and then landed about 100M away. It did not leave the planet though.

  • Dismantling something with the Multi-tool is like I'm hitting it with a jackhammer now and the added force is having an undesirable effect of the parts being removed. They are visually being pushed now versus just being reclaimed as before.

  • Sliding when standing on built items vs ground seems a bit worse than before.

  • I have not been launched into space yet, but also have not been running over things to stimulate it as I have been busy trying to build a rail system.
I can't say that the physics are noticeably improved if that was what we were supposed to see from this update. But maybe I haven't been working with whatever was supposed to get better. :steammocking:
Last edited by Old-gamer; Sep 29, 2017 @ 7:04pm
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Showing 1-15 of 60 comments
Sticky Wicket Sep 30, 2017 @ 2:32am 
Thanks for this Og.

I have not been able to test it yet, and wondered how it was fairing.

Building and testing rail vehicles is a very good way of assessing what's going on, since they are particularly prone to jittery overactive physics.
Last edited by Sticky Wicket; Sep 30, 2017 @ 2:35am
Old-gamer Sep 30, 2017 @ 5:51am 
GTBR, regarding my first bullet with dismantling a vehicle, the parts that flew off 100M were completely laying on the ground, not sitting on a rail or any other form of platform. I should have added that piece of information and that was a new thing that I've not seen happen before. I think that issue could be connected to the more aggressive dismantling action of the multi-tool coupled with how the physics are currently behaving.
Old-gamer Sep 30, 2017 @ 6:24am 
Regarding building a rail-system, I think this it may be pertinent to the physics discussion. As we know, if the rail-system is physically connected to an existing base the rail-vehicle will disappear when the base is repainted from having left it (approx 560M away) and returning.

So, I built my rail-system on a separate platform apart from the base. But doing so has relegated that build to the odd physics of the same things we see when working around a vehicle, character moon-walking and even the rail-vehicle moon-walking on the assembled rails.

Lastly, I also encountered an issue with the rail-vehicle staying on it's rails. I went maybe 60M over to my base to get some more parts for extending the rails, came back and the entire vehicle was sitting on the ground directly underneath the rails where it has just been sitting moments earlier. At that point, and because of these weird issues trying to build things disconnected from the base, I abandoned the entire idea.

I've lost too many hours of my time over the past 3 days battling against the game's physics which IMO are still misbehaving. I just don't want to waste time all over again working on new ideas until these problems (which I can't control) are resolved within the game. So for now, I'm back waiting for a next new toy (hovercraft, etc) for new things to do in-game. :steammocking:
Last edited by Old-gamer; Sep 30, 2017 @ 6:30am
Sticky Wicket Sep 30, 2017 @ 8:33am 
What you are referring to there is the other issue that was raised a few weeks ago about the priority in which things are loaded into an area.. Presently vehicles get loaded first, before any base infrastructure. I think you were part of that discussion where Craneballs said they would re-prioritise it for vehicles to get loaded in last.

I think it is also subject to how much stuff is there. I have a small raised garage with a vehicle and it doesn't fall through the floor..presumably becasue it is only small.

It might be worth pointing out that this particular problem was not always so evident.
When I first built my monorails way back in June I did not have this problem to start with, I am convinced some update in July changed things. Remember when we all started to have that issue with screen freezing? I think something was changed in the way the game saves and loads stuff at that point.

I'm sure you must be correct about the physics still being not fixed.
Last edited by Sticky Wicket; Sep 30, 2017 @ 8:35am
Old-gamer Sep 30, 2017 @ 8:58am 
GTBR, I only mentioned the vehicle disappearance issue as the backdrop/reason that I chose to build the rail-system separate from the base. I wasn't intending to highlight that whole vehicles disappearing problem again (which is known news).

The point that I'm trying to make is the still present physics problems when building things that are not physically anchored (on the same grid) as the base. I believe those problems are either made worse or added-to when you start significantly adding rail to get from A to B. I was only trying to go ~800M to get to a remote location.

As I started extending the rail, I could no longer stand still on the foundation blocks, set in the ground, that were the foundational structure for the starting point of my rail-station. It just progressively got more strange as I added rail. I feel that the game, while encouraging us to have the freedom to build, is not really (yet) capable of allowing it.

I have personal limits to how much of my time I'm willing to waste trying to build in light of the game's physics issues. Unfortunately, I have reached a saturation point at this time until things get a lot better in that regard.
Last edited by Old-gamer; Sep 30, 2017 @ 8:59am
Sticky Wicket Sep 30, 2017 @ 10:30am 
Completely understandable.

There is another thing happening there to do with the fact that if you build out from a vertical point, it does not take into acccount the curvature of the planet, so you are in effect, building an incline; the effects of which gets progressively wierder the further you go in terms of whatever simulates gravity. :steammocking:

All in days work for a Nomader :D
Last edited by Sticky Wicket; Sep 30, 2017 @ 10:31am
Old-gamer Sep 30, 2017 @ 10:47am 
What was really strange was that I had not yet crossed into that realm of building-out rail when you fall and things disappear from your view. I was only about half-way through the 800M to complete the rail. But, it appears that was enough distance to start promoting the problem.

I love to work in this game if the game will allow me to accomplish something in the end. Getting hit with a bunch of weird physics issues that resulted in losing hours of work was something I wouldn't want to redo. I was actually hoping that the physics changes yesterday would help me with my build.

I enjoy experimenting and facing a good challenge in creating things. But, sometimes I can't control what the game will do with a given creation and just hafta know when to "cut bait". :steammocking:
Last edited by Old-gamer; Sep 30, 2017 @ 10:47am
Sticky Wicket Sep 30, 2017 @ 11:02am 
I just thought of something else too. Since the Planet is noww only half the size of what it used to be the curvature aspect affecting things must be twice what they used to be, unless Craneballs accounted for that. 800m and you will most definitley see what I mean: if you build down from the rail, the vertical will not be vertical to the floor.
Last edited by Sticky Wicket; Sep 30, 2017 @ 11:02am
piddlefoot Sep 30, 2017 @ 11:28am 
Fascinating read.
Old-gamer Sep 30, 2017 @ 11:51am 
Originally posted by Got to be Real:
I just thought of something else too. Since the Planet is noww only half the size of what it used to be the curvature aspect affecting things must be twice what they used to be, unless Craneballs accounted for that. 800m and you will most definitley see what I mean: if you build down from the rail, the vertical will not be vertical to the floor.
Excellent point that I had not considered.

Did you also experience your vehicle sliding backwards (moon-walking) on the rail without you in it? That was also something that became a new problem once I got about 350-400M out with the rail extensions. It seems that "lots of hell broke loose" at about 400M that was not presenting itself prior to that.

Before I built out that far, the rail-vehicle was stable and I had driven it from rail-start to wherever I was currently extending the rail many times. Once the physics-hit-the-fan, all normal building, character movement and vehicle behavior changed in a blink.
Sticky Wicket Sep 30, 2017 @ 1:22pm 
Originally posted by Old-gamer:
Originally posted by Got to be Real:
I just thought of something else too. Since the Planet is noww only half the size of what it used to be the curvature aspect affecting things must be twice what they used to be, unless Craneballs accounted for that. 800m and you will most definitley see what I mean: if you build down from the rail, the vertical will not be vertical to the floor.
Excellent point that I had not considered.

Did you also experience your vehicle sliding backwards (moon-walking) on the rail without you in it? That was also something that became a new problem once I got about 350-400M out with the rail extensions. It seems that "lots of hell broke loose" at about 400M that was not presenting itself prior to that.

Before I built out that far, the rail-vehicle was stable and I had driven it from rail-start to wherever I was currently extending the rail many times. Once the physics-hit-the-fan, all normal building, character movement and vehicle behavior changed in a blink.

Yes I had a quite noticeable amount of vibration-sliding going on without me being in it when I got to a far station. To the point where it visibly started to slide backwards as soon as I got out. All in creative mode, so it was not difficult to just put a wedge block to stop it.

You commented on this screenshot back in... whenever it was ... The angle of the struts is very visible....made all the more clear because of it being on water.

http://steamcommunity.com/sharedfiles/filedetails/?id=945081352

~

There is probably a nexus point where the balance tips and things start to become evident. I guess you found that :steammocking:
Last edited by Sticky Wicket; Sep 30, 2017 @ 1:31pm
Old-gamer Sep 30, 2017 @ 2:06pm 
I reloaded my save (where the problems I mentioned are active) just to check a few things. It seems that I have the problem in reverse of what most people say they experience building rails. My ~400M of rail disappears only when I walk back onto my main base. That is what spawned my rail-vehicle to fall to the ground. When I set foot back onto my base to get more parts, the rail disappears and the rail-vehicle no longer has anything to set on, so it falls to the ground. I actually reloaded several times and observed it happen by walking backwards onto my base and watching my rail project.

I did build supports (that go all the way into the ground) about every 150M along my elevated railway. But they are not preventing the entire rail from disappearing when I walk back onto my base. The rail will reappear in view if I walk away from base back over to the starting station of the rail. I have no explanation for why I have the problem at the beginning of my rail system that is only 15M from my base.

I did go out on the rail and removed the outermost 200M of the ~400M so that I only had 200M total remaining. With that outermost 200M of rail removed, I can walk onto base, the complete rail section does not disappear and the rail vehicle remains in place.

I also found a workaround (that only temporarily works) to the vehicle moon-walking on the rails. If I jump into a Stasis Chamber and heal (allowing time to pass), and then exit, all the problematic moon-walking (both myself and the rail-vehicle) comes to a rest. Unfortunately, getting into the rail-vehicle and driving it again on the rails, re-triggers all the moon-walking.

Maybe the Devs will read all this (if they can stand it) and have some thoughts. :steammocking:
Sticky Wicket Sep 30, 2017 @ 2:18pm 
I think there is simply a limit on how much can be built in a certain area....but I suspect (as indeed you are also suggesting) there are other factors involved that are not that clear.
As players we can only observe that certain things go wrong, go haywire or behave unpredictably, we can try to test that out and find similarities by comparison, but there are (limitations) or other that are going on with the game engine we do not know of that seem to be consistantly causing this.

Craneballs may have never really anticipated the desire for people to want to build sprawling bases and complex interlinking structures, but it is clear that many of us do want to do crazy stuff like that. :D

Its an interesting problem for the developers..and an interesting problem for us. :steammocking:
Last edited by Sticky Wicket; Sep 30, 2017 @ 2:25pm
Old-gamer Sep 30, 2017 @ 2:31pm 
Yep, and my desert-lava base is one of the smaller ones that I've built in PN. But I have a 12-wheel Crawler based on the standard wheels and a 20-wheel monster-crawler sitting on the dirt just outside base. So maybe all that stuff plus the new rail system "poked the bear" in this game.

I was expecting something bad to happen once I moved past the first 200M of rail. It is a long distance of building to make one of these things span 800M total. I was very much looking forward to making runs to my remote Uranium/Titanium mines, especially in light of how fast these rail-vehicles can cover the distance. Not today unfortunately...
Last edited by Old-gamer; Sep 30, 2017 @ 2:32pm
Menzagitat Oct 1, 2017 @ 4:03am 
Originally posted by Old-gamer:
...I did build supports (that go all the way into the ground) about every 150M along my elevated railway. But they are not preventing the entire rail from disappearing when I walk back onto my base. The rail will reappear in view if I walk away from base back over to the starting station of the rail. I have no explanation for why I have the problem at the beginning of my rail system that is only 15M from my base....

You say you placed support pillars every 150m but you don't mention if you disconnected the rail into segments.
The game stores the buildings connected as a tree.
From your description I understand that the support pillars are "back-up pillars".
If you disconnect the rail between two pillars, the game will check the disconnected part to see if it should apply the physics onto it. And if it finds that a part of it is intersecting the terrain, then that intersection will be the new "support pillar".

My assumption is that if the chunk where the "support pillar" is stored is unloaded, the entire structure is unloaded. It could be another block though.

Originally posted by Old-gamer:
...Maybe the Devs will read all this (if they can stand it) and have some thoughts. :steammocking:

Indeed, Craneballs could give use some insight how these things work. The granularity of loading the chunks, size of the chunk. Is the chunk edge a predetermined border? Can we have a vehicle with front wheels in a chunk and rear wheels in another chunk?
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Date Posted: Sep 29, 2017 @ 7:03pm
Posts: 60