Space Engineers

Space Engineers

retractable landing gear
Takeshi  [developer] 22 Aug, 2017 @ 6:52pm
Bug/Problem reports (LG)
Bug/Problem reports
If you find a problem or something is not working like expected, please post it here.

- wich part have you used?
- small or large grid?
- Dedicated server or Singleplayer?
- can you upload a blueprint/world?
- are you using other mods in your world?
- wath happend?
- can you describe, step by step what you are doing to reproduce the problem?

Please try to set a vanilla block on the grid and try again, please tell me if this will work. - new game? wich startszenario? Other Mods? (i have seen this but was not able to reproduce it)

Please give me as much information as you can, without this i cant help you.
Thx
Last edited by Takeshi; 30 Dec, 2017 @ 7:03am
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Showing 1-15 of 59 comments
Doomstrike53 22 Aug, 2017 @ 6:19pm 
Landing gear disappearing after re-log
When loading a previous save, the retractable landing gear is gone. I've tested various things: locking/unlocking, extended/retracted, so far it happens consistently every time. I REALLY like this mod, but I'm out of ideas and sick of having to replace them every single time I load a save.
Last edited by Doomstrike53; 22 Aug, 2017 @ 6:20pm
Takeshi  [developer] 22 Aug, 2017 @ 7:04pm 
@Doomstrike53, please upload your world. For now i have no idea why that happend.
Doomstrike53 22 Aug, 2017 @ 8:43pm 
Well I seem to have found the problem, and I don't know why I didn't think to remove mods and test for incompatibilities. I removed the Configurable Max Ship Speed mod and it worked like a charm.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=599536562
It sucks though because I really like that mod.
Zelestiah 23 Aug, 2017 @ 3:02am 
When the gears retract, the hitbox doesn't update, it doesn't move with the gear, wich kinda is a pain. You die when flying at great speed into the hitbox of a retracted gear xD maybe something to look into?

It is with all the gears btw, 1x1, 3x1, small and large
Last edited by Zelestiah; 23 Aug, 2017 @ 3:02am
Takeshi  [developer] 23 Aug, 2017 @ 8:39am 
@Doomstrike53, thx, i was able to reproduce it, i asked the Modauthor for help
@BSteurful, its right and a known issue, i tried now to make it more clear in the description
Screaming Angels 24 Aug, 2017 @ 3:20am 
@Takeshi : I suggest checking the log files.
I don't

2017-08-24 20:13:39.931 - Thread: 1 -> ERROR while adding cube LandingGear_3x2x1_retracting: System.NullReferenceException: Object reference not set to an instance of an object.
at VRage.Game.SessionComponents.MyVisualScriptManagerSessionComponent.GetObjectBuilder()
at Sandbox.Game.World.MySession.SaveSessionComponentObjectBuilders(MyObjectBuilder_Checkpoint checkpoint)
at Sandbox.Game.World.MySession.GetCheckpoint(String saveName)
at AnimaScript.Anima.Init(MyEntity entity, String modName, String altModName)
at landinggearanimation.retractablelandinggear.BlockInit()
at landinggearanimation.retractablelandinggear.Init(MyObjectBuilder_EntityBase objectBuilder)
at VRage.Game.Entity.MyEntity.Init(MyObjectBuilder_EntityBase objectBuilder)
at Sandbox.Game.Entities.MyCubeBlock.Init(MyObjectBuilder_CubeBlock builder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at SpaceEngineers.Game.Entities.Blocks.MyLandingGear.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MySlimBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid, MyCubeBlock fatBlock)
at Sandbox.Game.Entities.MyCubeGrid.AddCubeBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge, MyCubeBlockDefinition blockDefinition)
at Sandbox.Game.Entities.MyCubeGrid.AddBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge)
Screaming Angels 24 Aug, 2017 @ 3:27am 
I would strongly urge you to change that code.
Calling GetCheckpoint() for every time a cube is added, will lead to lots of memory usage and performance issues.

You are also making improper use of Entity.NeedsUpdate.
This was detailed here:
https://forum.keenswh.com/threads/7395156
Takeshi  [developer] 24 Aug, 2017 @ 10:33am 
@Screaming Angels, thx for pointing me to the Entity.NeedsUpdate problem
Calling GetCheckpoint is in the part i havent created. But for me this part runs only if one of my LandingGears is placed. And it works for the most, why it will run into error if your mod is also running?
Mogwai 24 Aug, 2017 @ 10:36am 
sorry, could you provide some more details please....
1) from what i can see the script is called when adding a gear, not "a block"..why/where is that causing memory usage and/or performance issues? (yes that could be done at mod-init once but i assume thats not your point)
2) GetCheckpoint calls a function in the engine which returns save folder name..why do we see a nullpointer when your speed mod is involved? We run the mod on a DS without speed mods from day one and have never seen that error messages....where is the missing link?
Screaming Angels 24 Aug, 2017 @ 3:12pm 
MyCubeBlock.Init is called every time the langing gear is spawned.

spawning includes:
* during game load -> ships with existing landing gear.
* player placing a landing gear block.
* in dedicated servers, when you move long distances the game will unload areas too far away, and load ares close by. This is called clustering by the Keen devs. Every time to move into an area you haven't been recently, it will download and spawn the ships. The blocks on the ships will be created anew.


GetCheckpoint("null") serializes the entire checkpoint content.
This is a performance issue, and so should not be called over and over.
The loaded Mods do not change during the lifetime of the game, so calling it once only is sufficient.



My Configurable Speed mod uses in game variables, which are set using the call MyAPIGateway.Utilities.SetVariable()
It isn't the only mod to use this. I beleive the laser shipyard mod uses this also.
The Variables are stored in the Checkpoint object by the game.


As for GetCheckpoint("null") failing. I honestly have no idea.
I call it in my Admin Helper mod to list the installed mods for users, and have never seen an issue calling it.
It may be that is does not like been called from MyEntity.Init
Then again, it could be a real bug in the game, which you will have to ask Keen to fix.
Screaming Angels 25 Aug, 2017 @ 5:01pm 
With SE code acces, I've been able to identify that one of the functions I call in the Configurable Max Ship Speed Mod is causing MyCubeBlock to prematurely initialize before other parts of the game are ready.
I've been able to change this function call, using a method that was previously unavaiable.

So both mods can now work togeather again.
Doomstrike53 25 Aug, 2017 @ 5:20pm 
Originally posted by Screaming Angels:
With SE code acces, I've been able to identify that one of the functions I call in the Configurable Max Ship Speed Mod is causing MyCubeBlock to prematurely initialize before other parts of the game are ready.
I've been able to change this function call, using a method that was previously unavaiable.

So both mods can now work togeather again.
Yay! Just tried it out and it's working perfectly. Thanks for looking into this, really appreciate it.
Takeshi  [developer] 26 Aug, 2017 @ 4:00am 
@Screaming Angels, thank you verry much
anjasqurl 3 Sep, 2017 @ 10:17pm 
I've been having an issue with the gear not wanting to actually lock to anything once they are attached.

I was watching the upload of Capt. Shack's "Mod all the things" Exploration video and somone apparently told him you have to log out and back in after welding them?
Takeshi  [developer] 4 Sep, 2017 @ 9:22am 
yep, please read known issues, for now all moded landing gears i checked have this bug. After welding they cant log to anything. After realoding the world, it works fine.
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