Space Engineers

Space Engineers

Proper Solar System with Asteroid Belt, Trojans (Real Solar Systems World)
Subgrids and wheeled things getting thrown when loading in save
We need to pause grids and wheeled things from getting destroyed when loading in saves.. I have spent hours building just to have it brake itself when I load in my save,I tried to lock it all down but if you forget ...... /boom your moving at high speeds before the save is fully loaded in....
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Showing 1-5 of 5 comments
cptnoname  [developer] 22 Jan @ 4:23pm 
I've noticed that in my own SP world, but always chalked it up to the Aerodynamic Physics mod. The base solar system here doesn't have that mod, though. Are you seeing this happen WITHOUT adding Aerodynamic Physics? I've reached out to Echthros, who created the Real Solar Systems mod. The only other mod from this base world that "does" anything at all is Water Mod, but I wouldn't think that would affect anything that isn't floating in water. I'll let you know here if I find anything more out.
cptnoname  [developer] 22 Jan @ 5:11pm 
After trying without the water mod it still happens. It depends on where you are on the planet. Up near the poles grids barely skid. Closer to the equator they fly off to the west at high speed and crater.

But Echthros is aware of the situation and I've given him a save file to show the issue. He already has an idea of what to do to fix it. He says he should be able to pause physics for a short period upon loading until everything is sorted out and then resume. Hang tight and it (hopefully) won't be an issue soon.
cptnoname  [developer] 28 Jan @ 8:13am 
@davidsdragonscale, While waiting for word from Echthros on a fix for this issue, I have regenerated all of the planets in the latest version of this map. I moved Earth about 12000 km from center of the world map, which should mitigate the issue you're having.

Apparently, since there are so many planets in this map, some things are being loaded out of order and the proxies are being temporarily placed at the origin (0,0,0) until the entire map is finished loading. Once loading is finished, they are moved to where they need to be. The result is a huge ~33 G gravitational field being generated for a short time at the origin, which is causing all of the unparked mobile grids being pulled toward it at high speed. Depending on where you were on Earth it could range from barely a skid in the northern Siberia region to a catastrophic voxel collision elsewhere, occuring before you even see a single frame rendered on screen. It would also destroy most mobile NPC grids, or at least send them flying off in a random direction.

I had originally placed Earth as close as I could get her to the origin, in order to ensure the best possible floating point accuracy for base building and MES spawning. Like I said in the first response, I had seen these phantom forces in my own private SP world, but I have so many other mods loaded in that one that I assumed it must be the Aerodynamic Physics or some other mod. I had never saved and reloaded a world with any unparked grids in the base map, so I had never seen it happen without my giant mod list.

This change won't affect your current world unless and until Echthros drops a new and improved version of RSS, but if you want to try it again with a fresh world, the grids you build in the future should be safe from these phantom forces now.
Last edited by cptnoname; 28 Jan @ 8:15am
cptnoname  [developer] 1 Feb @ 8:56am 
This solution seems to work well. I'm gonna call it solved at this point (for all newly created worlds as of 28 Jan).
Last edited by cptnoname; 1 Feb @ 8:56am
Thamk you very much , I'm mostly offline didnt see your response till today. I'll give her another run today. P.s. LOVE THE WORK..:steamhappy:
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