Medieval Engineers

Medieval Engineers

Bronze Cannons
kcs123 9 Mar, 2020 @ 10:07am
Bug - CTD when using bronze cannons on ship
I tried to create ship with cannons on it. With cannons placed only on lower deck, everything works fine. However with additional cannons on upper deck game CTD when I try to remove timbers and convert static grid to dynamic grid. Here is relevant piece of log wit cut off repeative lines.

Let me know if you need full log or savegame file. Screenshot of WIP of crafting:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018123846
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018124603

2020-03-09 05:29:46.645|Main Thread> Error: Block Block:PlankWallSB is missing physical shape! 2020-03-09 05:29:46.650|Main Thread> Error: Block Block:ShipRailingWT is missing physical shape! 2020-03-09 05:29:46.669|Main Thread> Error: Block Block:MastPillar10 is missing physical shape! 2020-03-09 05:29:46.669|Main Thread> Error: Block Block:MastPillar10 is missing physical shape! 2020-03-09 05:29:46.670|Main Thread> Error: Block Block:ShipRailingWT is missing physical shape! 2020-03-09 05:29:46.672|Main Thread> Error: Block Block:ShipDeckGrateWT is missing physical shape! 2020-03-09 05:29:46.673|Main Thread> Error: Block Block:ShipRailingWT is missing physical shape! 2020-03-09 05:29:46.674|Main Thread> Error: Block Block:MastPillar10 is missing physical shape! 2020-03-09 05:29:46.674|Main Thread> Error: Block Block:ShipDeckGrateWT is missing physical shape! 2020-03-09 05:29:46.686|Main Thread> Error: Block Block:MastPillar5 is missing physical shape! ... cut off 2020-03-09 05:29:47.122|Main Thread> Warning: MyPhysicsBody (PhysicsBodyComponent:ElevationCrankPhysics): CollisionModel does not exist. Using Model collision from model: Models\subpart_ElevationCrank.mwm .. cut off 2020-03-09 05:29:47.170|Main Thread> Finished loading stage Starting Components, elapsed time: 2.395255 seconds 2020-03-09 05:29:47.170|Main Thread> 2020-03-09 05:29:47.170|Main Thread> Session loaded 2020-03-09 05:29:47.170|Main Thread> Finished loading stage Finished loading, elapsed time: 19.3070987 seconds 2020-03-09 05:29:47.171|Main Thread> Process information Periodic Check: 2020-03-09 05:29:47.172|Main Thread> Managed Memory: 4,682,821,904 B 2020-03-09 05:29:47.173|Main Thread> Private Memory: 8,830,111,744 B 2020-03-09 05:29:47.173|Main Thread> Nr of Threads: 83 2020-03-09 05:29:47.173|Main Thread> Simulation Speed: 1.00 2020-03-09 05:29:47.173|Main Thread> Entity count: 519 2020-03-09 05:29:47.173|Main Thread> Player count: 1 2020-03-09 05:29:47.173|Main Thread> Current: 2020-03-09 05:29:47.174|Main Thread> Paged Memory: 8,830,111,744 B 2020-03-09 05:29:47.174|Main Thread> Working Set: 6,165,786,624 B 2020-03-09 05:29:47.174|Main Thread> Virtual Memory: 14,602,113,024 B 2020-03-09 05:29:47.174|Main Thread> Peak: 2020-03-09 05:29:47.174|Main Thread> Paged Memory: 13,943,291,904 B 2020-03-09 05:29:47.174|Main Thread> Working Set: 8,686,174,208 B 2020-03-09 05:29:47.174|Main Thread> Virtual Memory: 19,484,135,424 B 2020-03-09 05:29:47.174|Main Thread> Number of Worlds: 1 2020-03-09 05:29:47.174|Main Thread> 0) RigidBodies: 74, ActiveRigidBodies: 38, CharacterRigidBodies: 4 2020-03-09 05:29:47.175|Main Thread> 0) Constraints: 90 2020-03-09 05:29:47.978|Main Thread> Loading progress: 99%, IsUpdateReady: True, MySessionLoading: False 2020-03-09 05:29:47.978|Main Thread> MySessionLoading status: 2020-03-09 05:29:47.978|Main Thread> 0: TerrainWaitStep: 0/1 2020-03-09 05:29:48.363|Main Thread> All voxels loaded, cleaning up hooks. 2020-03-09 05:29:48.689|Main Thread> Loading finished: 99%, IsUpdateReady: True, MySessionLoading: True 2020-03-09 05:29:48.691|Main Thread> Loading completed, starting session. 2020-03-09 05:30:01.472|Main Thread> Warning: MyPhysicsBody (HandItem:HammerIron): CollisionModel does not exist. Using Model collision from model: Models\Weapons\Hammer_OneHand.mwm 2020-03-09 05:30:30.276|Main Thread> Error: Block Block:MastPillar10 is missing physical shape! ... 2020-03-09 05:30:47.182|Main Thread> Process information Periodic Check: 2020-03-09 05:30:47.183|Main Thread> Managed Memory: 5,831,963,376 B 2020-03-09 05:30:47.184|Main Thread> Private Memory: 14,846,537,728 B 2020-03-09 05:30:47.184|Main Thread> Nr of Threads: 53 2020-03-09 05:30:47.184|Main Thread> Simulation Speed: 1.00 2020-03-09 05:30:47.184|Main Thread> Entity count: 538 2020-03-09 05:30:47.184|Main Thread> Player count: 1 2020-03-09 05:30:47.184|Main Thread> Current: 2020-03-09 05:30:47.185|Main Thread> Paged Memory: 14,846,537,728 B 2020-03-09 05:30:47.185|Main Thread> Working Set: 9,291,972,608 B 2020-03-09 05:30:47.185|Main Thread> Virtual Memory: 20,497,502,208 B 2020-03-09 05:30:47.185|Main Thread> Peak: 2020-03-09 05:30:47.185|Main Thread> Paged Memory: 15,232,819,200 B 2020-03-09 05:30:47.185|Main Thread> Working Set: 9,301,544,960 B 2020-03-09 05:30:47.185|Main Thread> Virtual Memory: 20,888,457,216 B 2020-03-09 05:30:47.185|Main Thread> Number of Worlds: 1 2020-03-09 05:30:47.186|Main Thread> 0) RigidBodies: 94, ActiveRigidBodies: 16, CharacterRigidBodies: 4 2020-03-09 05:30:47.186|Main Thread> 0) Constraints: 90 2020-03-09 05:31:18.384|Main Thread> Error: Block Block:MastPillar5 is missing physical shape! ... 2020-03-09 05:31:43.102|Main Thread> Error: Block Block:MastPillar10 is missing physical shape! 2020-03-09 05:31:47.186|Main Thread> Process information Periodic Check: 2020-03-09 05:31:47.186|Main Thread> Managed Memory: 3,846,956,320 B 2020-03-09 05:31:47.187|Main Thread> Private Memory: 14,207,295,488 B 2020-03-09 05:31:47.187|Main Thread> Nr of Threads: 56 2020-03-09 05:31:47.187|Main Thread> Simulation Speed: 1.00 2020-03-09 05:31:47.187|Main Thread> Entity count: 552 2020-03-09 05:31:47.187|Main Thread> Player count: 1 2020-03-09 05:31:47.187|Main Thread> Current: 2020-03-09 05:31:47.188|Main Thread> Paged Memory: 14,207,295,488 B 2020-03-09 05:31:47.188|Main Thread> Working Set: 8,569,266,176 B 2020-03-09 05:31:47.188|Main Thread> Virtual Memory: 19,890,769,920 B 2020-03-09 05:31:47.188|Main Thread> Peak: 2020-03-09 05:31:47.188|Main Thread> Paged Memory: 15,232,819,200 B 2020-03-09 05:31:47.188|Main Thread> Working Set: 9,314,566,144 B 2020-03-09 05:31:47.188|Main Thread> Virtual Memory: 20,888,457,216 B 2020-03-09 05:31:47.188|Main Thread> Number of Worlds: 1 2020-03-09 05:31:47.188|Main Thread> 0) RigidBodies: 77, ActiveRigidBodies: 0, CharacterRigidBodies: 3 2020-03-09 05:31:47.188|Main Thread> 0) Constraints: 90 2020-03-09 05:31:47.940|Main Thread> Error: Block Block:MastPillar10 is missing physical shape! 2020-03-09 05:31:47.955|Main Thread> Error: Block Block:MastPillar10 is missing physical shape! ... 2020-03-09 05:31:51.722|Main Thread> Error: Block Block:MastPillar10 is missing physical shape! 2020-03-09 05:31:51.738|Main Thread> Error: Block Block:MastPillar5 is missing physical shape! 2020-03-09 05:31:51.738|Main Thread> Error: Block Block:MastPillar5 is missing physical shape! 2020-03-09 05:31:51.738|Main Thread> Error: Block Block:MastPillar10 is missing physical shape! 2020-03-09 05:31:51.755|Main Thread> Error: Block Block:MastPillar5 is missing physical shape! ... 2020-03-09 05:31:51.905|Main Thread> Error: Block Block:MastPillar5 is missing physical shape! 2020-03-09 05:32:45.863|Main Thread> Warning: MyPhysicsBody (HandItem:HammerIron): CollisionModel does not exist. Using Model collision from model: Models\Weapons\Hammer_OneHand.mwm 2020-03-09 05:32:47.203|Main Thread> Process information Periodic Check: 2020-03-09 05:32:47.203|Main Thread> Managed Memory: 3,850,205,712 B 2020-03-09 05:32:47.204|Main Thread> Private Memory: 14,174,969,856 B 2020-03-09 05:32:47.204|Main Thread> Nr of Threads: 53 2020-03-09 05:32:47.204|Main Thread> Simulation Speed: 1.00 2020-03-09 05:32:47.204|Main Thread> Entity count: 563 2020-03-09 05:32:47.204|Main Thread> Player count: 1 2020-03-09 05:32:47.204|Main Thread> Current: 2020-03-09 05:32:47.205|Main Thread> Paged Memory: 14,174,969,856 B 2020-03-09 05:32:47.205|Main Thread> Working Set: 8,575,193,088 B 2020-03-09 05:32:47.205|Main Thread> Virtual Memory: 19,825,233,920 B 2020-03-09 05:32:47.205|Main Thread> Peak: 2020-03-09 05:32:47.205|Main Thread> Paged Memory: 15,232,819,200 B 2020-03-09 05:32:47.205|Main Thread> Working Set: 9,314,566,144 B 2020-03-09 05:32:47.205|Main Thread> Virtual Memory: 20,888,457,216 B 2020-03-09 05:32:47.205|Main Thread> Number of Worlds: 1 2020-03-09 05:32:47.206|Main Thread> 0) RigidBodies: 82, ActiveRigidBodies: 1, CharacterRigidBodies: 3 2020-03-09 05:32:47.206|Main Thread> 0) Constraints: 90 2020-03-09 05:32:54.092|Main Thread> Error: Block Block:PlankWallSB is missing physical shape! 2020-03-09 05:32:54.093|Main Thread> Error: Block Block:PlankWallSB is missing physical shape! ... 2020-03-09 05:32:54.132|Main Thread> Error: Block Block:MastPillar5 is missing physical shape! =============================== FATAL EXCEPTION ================================ Exception occurred: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. at hkpWorld.stepDeltaTime(hkpWorld* , Single ) at Havok.HkWorld.StepSimulation(Single timeInSec) at Sandbox.Engine.Physics.MyPhysicsSandbox.StepWorld(HkWorld world) at Sandbox.Engine.Physics.MyPhysicsSandbox.Simulate() at Sandbox.Game.SessionComponents.MySessionComponentLegacyUpdateScheduler.DoSimulate() at VRage.Components.MyUpdateScheduler.RunFixedUpdates() at VRage.Components.MyUpdateScheduler.RunUpdates(TimeSpan currentTime) at Sandbox.Game.World.MySession.UpdateComponents() at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime) at Sandbox.MySandboxGame.Update() at Sandbox.Engine.Platform.Game.UpdateInternal() at Sandbox.Engine.Platform.Game.RunSingleFrame() at VRage.Components.MyUpdateScheduler.RunFixedUpdates() at VRage.Components.MyUpdateScheduler.RunUpdates(TimeSpan currentTime) at Sandbox.Engine.Platform.MySandboxUpdate.<RunLoop>b__18_0() at VRage.Utils.FixedLoop.Run(Action tickCallback) at Sandbox.Engine.Platform.MySandboxUpdate.RunLoop() at Medieval.MyProgram.Main(String[] args) =============================== FATAL EXCEPTION ================================ 2020-03-09 05:32:54.765|Main Thread> Log Closed
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Showing 1-3 of 3 comments
peaceman  [developer] 10 Mar, 2020 @ 8:03am 
definitely not related to the cannons. Seems to be some bug related to catchblocks. Try replacing the cannons with a bunch of weights or a chest and see if it still happens.
This is just one of many bugs that happen sometimes. The game is mostly stable but stuff like this will happen every now and then. And there is really nothing we can do about it. You will have to find a workaround for the problem.
kcs123 10 Mar, 2020 @ 9:18am 
It seems that issue is that I have placed cannons on catch blocks. I'm overengineer whole thing, creating adjustable angle on those cannons. Unfortunately that caused some strange kraken forces that leaded to unintended clank engine drive.

Found that when I copied whole design and placed on the world. Instead of sinking, whole ship start to float in air like baloon :). It was funny to watch.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018847765

To workaround of this, I should probably place those cannons on fixed position that wold be hard to place on angle. That makes me thinking, would be possible to create cannons that are already on support with some angle instead of straight 90 degree ? Current models are something like 2x2 in height and width. Model on fixed support and angle could be something like 4x2. Meaning, cannon front could be 1 grid higher while rear would be 1 grid lower and overall length remain same. That would avoid need to create adjustable cannon elevation on ships that leads to strange bugs and cannons would have some more range (avoiding to shoot water at close distance).

Thanks for reply, regardless. I know that you are very limited what you can do with current status of game engine and without support from developers.
Last edited by kcs123; 10 Mar, 2020 @ 9:23am
peaceman  [developer] 16 Mar, 2020 @ 8:59am 
It would be too much work and would complicate the mod too much for it to be worth it.
There are simple ways to elevate the guns. Like tilting the ship by turning or by shifting weight.
And most of the time shooting flat works perfectly because the projectiles will bounce on the water and hitting your target low is the preferred target
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Showing 1-3 of 3 comments
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