Space Engineers

Space Engineers

[STABLE/DEV] Advanced FTL Jump Drive/Interdictor
 This topic has been pinned, so it's probably important
Gwindalmir  [developer] 24 Dec, 2014 @ 12:50am
Post Bug Reports Here
Please post bug reports here.

One central place will help make sure no bugs are missed.

Be sure to look at the Known Bugs before reporting a bug.

Mod not working or game crash?
If you see an error in your log that says Failed to load scripts from: C:\Users\<USERNAME>\AppData\Roaming\SpaceEngineersDedicated\Mods\341822890.sbm, but no other errors related, you must delete your mods. Your mods are corrupted and the DS cannot redownload them.
You need to delete all files that start with 341822890 from each of these locations:
%AppData%\SpaceEngineersDedicated\Mods
<SteamInstall>\SteamApps\common\SpaceEngineers\DedicatedServer64
<SteamInstall>\SteamApps\common\SpaceEngineers\Bin64

Upload your %AppData%\SpaceEngineers\SpaceEngineers.log file to http://pastebin.com/ and paste the link below.
If I can't reproduce that problem myself, I need that if there's any hope of me fixing it.

NOTE: If you get an in-game message saying AN ERROR OCCURED! Please report ...
You must supply %APPDATA%\SpaceEngineers\Storage\341822890.sbm_FTL\FTL.log
Please use pastebin as well for this log.

I cannot not look at error reports without logs.
Last edited by Gwindalmir; 10 Apr, 2016 @ 10:44pm
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Showing 1-15 of 223 comments
Desponark 25 Dec, 2014 @ 4:16am 
Really nice mod. But somehow my ship got damaged near the drive O_o does the FTL drive damage blocks near it?
Gwindalmir  [developer] 25 Dec, 2014 @ 3:35pm 
Originally posted by Desponark:
Really nice mod. But somehow my ship got damaged near the drive O_o does the FTL drive damage blocks near it?
It doesn't explicitly damage anything. However if you have landing gear/connectors/pistons/rotors nearby, or you jump into another object, there is risk of damage.
Helratz 26 Dec, 2014 @ 5:42am 
Phoenix- Sorry just noticed the link for bug reports. I took some more time to test this and my findings are consistent. The FTL's spool up time of 60 seconds does not match the game timer blocks 60 seconds. My FTL is set at -Z 10.00 with a power setting of 100%. However the 60 seconds FTL spool time appears to be only 33-37 seconds of vanilla timer block time. It also tends to float between that margin of 33-37 seconds (sometimes more) depending upon your current speed od direction. Also after the jump is completed there is a bug where the ships appearance and position in game don't match until you move the ship or place a block to snap it back. Still a great mod, but the current inconsistency with the spool up timer kills any chance of setting up any lighting FX on the ship to work with the FTL.

On a side note this is still a great mod and I look forward to future improvements. IMO and to be perfectly honest I'd much prefer if the FTL had no spool up, but rather a cool down after. However I'd settle for better consistency on the timing. So ship FX can be set up to work with your mod. Thank you.
Desponark 26 Dec, 2014 @ 12:06pm 
Originally posted by Phoenix:
Originally posted by Desponark:
Really nice mod. But somehow my ship got damaged near the drive O_o does the FTL drive damage blocks near it?
It doesn't explicitly damage anything. However if you have landing gear/connectors/pistons/rotors nearby, or you jump into another object, there is risk of damage.
Ok thanks :D now i know that my piston door is at fault ;)
Gwindalmir  [developer] 26 Dec, 2014 @ 12:56pm 
Originally posted by Helratz:
Phoenix- Sorry just noticed the link for bug reports. I took some more time to test this and my findings are consistent. The FTL's spool up time of 60 seconds does not match the game timer blocks 60 seconds. My FTL is set at -Z 10.00 with a power setting of 100%. However the 60 seconds FTL spool time appears to be only 33-37 seconds of vanilla timer block time. It also tends to float between that margin of 33-37 seconds (sometimes more) depending upon your current speed od direction. Also after the jump is completed there is a bug where the ships appearance and position in game don't match until you move the ship or place a block to snap it back. Still a great mod, but the current inconsistency with the spool up timer kills any chance of setting up any lighting FX on the ship to work with the FTL.

On a side note this is still a great mod and I look forward to future improvements. IMO and to be perfectly honest I'd much prefer if the FTL had no spool up, but rather a cool down after. However I'd settle for better consistency on the timing. So ship FX can be set up to work with your mod. Thank you.

Thanks for the information. I don't understand how that's even possible. I use the .NET DateTime methods, so the time should be 60 real seconds. That time is checked every 10 frames, unless your physics is really laggy (in which case it would be longer), it would only be off by at most 0.5s, not faster.
Is this SP, MP or DS, and have you tried a different one? Would you might uploading the world (workshop or something like Dropbox would be fine)?
Can anyone else confirm this? I've tried it on SP and DS myself, and timing is correct for me.

Originally posted by Desponark:
Originally posted by Phoenix:
It doesn't explicitly damage anything. However if you have landing gear/connectors/pistons/rotors nearby, or you jump into another object, there is risk of damage.
Ok thanks :D now i know that my piston door is at fault ;)
Ideally it wouldn't, but the game has issues when things don't obey the laws of physics. :-)
Last edited by Gwindalmir; 27 Dec, 2014 @ 5:14am
Helratz 27 Dec, 2014 @ 3:55am 
I was experiencing some lag when I was testing so maybe that had something to do with it. I am also using a lot of other mods Unfortunately I'm not yet ready to release my project on the workshop yet. I'll continue to play with it as I go and when I'm ready to publish. I'll send you a link. Regardless I'll keep in touch to provide feedback should I observe a change. Thanks again.
Salvarias 27 Dec, 2014 @ 4:08pm 
Using this FTL jump drive while other players are in your ship, it will only jump you, I tried giving ownership to the other person but it seems like the jump drive, while jumping all blocks connected to it or around it (possible due to gravity field?) it won't jump other players unless they are sitting in a seat, if they are standing they'll be left behind.

so it seems like the FTL drive will only jump people who's not sitting in a chair if they are the person who placed the block which would be nice to get fixed if possible for those of us who's using it for multiplayer =)
Gwindalmir  [developer] 27 Dec, 2014 @ 4:54pm 
Originally posted by Salvarias:
Using this FTL jump drive while other players are in your ship, it will only jump you, I tried giving ownership to the other person but it seems like the jump drive, while jumping all blocks connected to it or around it (possible due to gravity field?) it won't jump other players unless they are sitting in a seat, if they are standing they'll be left behind.

so it seems like the FTL drive will only jump people who's not sitting in a chair if they are the person who placed the block which would be nice to get fixed if possible for those of us who's using it for multiplayer =)
That's correct. There's nothing that can be done to fix that currently, due to game ModAPI limitations. Multiplayer support is almost non-existant in the modding interface.
I have that noted in 'Known Issues', however I diidn't know the detail about it being the person that placed the block. Thanks for the information.
Last edited by Gwindalmir; 27 Dec, 2014 @ 4:55pm
Salvarias 28 Dec, 2014 @ 3:43am 
Originally posted by Phoenix:
Originally posted by Salvarias:
Using this FTL jump drive while other players are in your ship, it will only jump you, I tried giving ownership to the other person but it seems like the jump drive, while jumping all blocks connected to it or around it (possible due to gravity field?) it won't jump other players unless they are sitting in a seat, if they are standing they'll be left behind.

so it seems like the FTL drive will only jump people who's not sitting in a chair if they are the person who placed the block which would be nice to get fixed if possible for those of us who's using it for multiplayer =)
That's correct. There's nothing that can be done to fix that currently, due to game ModAPI limitations. Multiplayer support is almost non-existant in the modding interface.
I have that noted in 'Known Issues', however I diidn't know the detail about it being the person that placed the block. Thanks for the information.

Yeah and we found a work around for it, if the other players you want to FTL jump gets into a seat, flight seat, passanger seat or constrol station, they will still get jumped along with the ship, so it does work in multiplayer like that.
Ghost 28 Dec, 2014 @ 4:43pm 
Hey thanks for the great mod!
Is there any way you can get it to work with dedicated servers?

My friend was hosting yesterday and it worked fine, but I just bought a server and now it doesn't work.

After activating it, it doesn't say Spooling, but it consumes power.
Tried re-placing it, etc.

Thanks!
Last edited by Ghost; 28 Dec, 2014 @ 4:43pm
Gwindalmir  [developer] 28 Dec, 2014 @ 8:33pm 
Originally posted by Joannou1:
Hey thanks for the great mod!
Is there any way you can get it to work with dedicated servers?

My friend was hosting yesterday and it worked fine, but I just bought a server and now it doesn't work.

After activating it, it doesn't say Spooling, but it consumes power.
Tried re-placing it, etc.

Thanks!

Press F5 and reload. This is a regular issue I have noted in Known Issues.
Ghost 29 Dec, 2014 @ 12:40am 
Originally posted by Phoenix:
Originally posted by Joannou1:
Hey thanks for the great mod!
Is there any way you can get it to work with dedicated servers?

My friend was hosting yesterday and it worked fine, but I just bought a server and now it doesn't work.

After activating it, it doesn't say Spooling, but it consumes power.
Tried re-placing it, etc.

Thanks!

Press F5 and reload. This is a regular issue I have noted in Known Issues.

Sadly this is on a dedicated server (console).
So doing that doesn't help :/

Tried rebooting/reconnecting several times.
Last edited by Ghost; 29 Dec, 2014 @ 12:40am
snejk 29 Dec, 2014 @ 4:48am 
Ok, so we did some testing. If you're in the cockpit when the drive activates it works just fine. Likewise, if you're running or floating around the ship it will also ping you along with it, and if you're not in the ship then the ship jumps without you. That's all good. But if you're sat in a passenger seat then something strange happens. The seat appeared to sink inside the ship itself and I ended up stuck inside some blocks... You could just grind them down and it was fine but yeah, it bugged out. This was in creative mode.
Echelon 29 Dec, 2014 @ 10:12pm 
It seems like everytime i diconnect from my dedicated server and relog back in i have to completely rebuild the ftl drive. then after that it works perfectly, until i leave again.
BeanDownUnder 30 Dec, 2014 @ 2:42am 
I've installed this mod on my DS and some players are seeing the msgs like FTL: Spooling and FTL: Jump Aborted etc. Can you please look into this.
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