[TESTREQUEST] Jolt Physics

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Skydiver12
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Re: [TESTREQUEST] Jolt Physics

Post by Skydiver12 » Thu, 9. Feb 23, 02:06

XL ships on AI pilot seem to turn the wrong way when exiting the gate. In the attached screenshot this Tokyo should be doing a 30-degree clockwise turn turn to get to the shipyard but is instead doing a 330-degree counterclockwise turn. Seems to be 50:50 whether they choose the efficient or non-efficient turn. Noticed it a few times on this Tokyo and the Erking, which are my only XL ships. Haven't noticed such issues with S/M/L ships so far.

https://dox.abv.bg/download?id=c8819b51dd
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alt3rn1ty
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Re: [TESTREQUEST] Jolt Physics

Post by alt3rn1ty » Thu, 9. Feb 23, 13:00

Skydiver12 wrote:
Thu, 9. Feb 23, 02:06
XL ships on AI pilot seem to turn the wrong way when exiting the gate. In the attached screenshot this Tokyo should be doing a 30-degree clockwise turn turn to get to the shipyard but is instead doing a 330-degree counterclockwise turn. Seems to be 50:50 whether they choose the efficient or non-efficient turn. Noticed it a few times on this Tokyo and the Erking, which are my only XL ships. Haven't noticed such issues with S/M/L ships so far.

https://dox.abv.bg/download?id=c8819b51dd
I have noticed this with S and M ships .. But its not new to the 6.0 betas and has been happening for a long time.
Its also not exclusive to when a ship comes out of a gate, if an AI pilot leaves a highway part way through a sector, as they leave the highway they can also take the long way round to line up on the direction they need to go.
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Cyron43
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Re: [TESTREQUEST] Jolt Physics

Post by Cyron43 » Thu, 9. Feb 23, 14:36

Skydiver12 wrote:
Thu, 9. Feb 23, 02:06
XL ships on AI pilot seem to turn the wrong way when exiting the gate. In the attached screenshot this Tokyo should be doing a 30-degree clockwise turn turn to get to the shipyard but is instead doing a 330-degree counterclockwise turn. Seems to be 50:50 whether they choose the efficient or non-efficient turn. Noticed it a few times on this Tokyo and the Erking, which are my only XL ships. Haven't noticed such issues with S/M/L ships so far.
This is indeed a very old misbehavior and I hope it finally gets fixed with 6.00 as I saw some capital ships doing a better job now, but not all the time. It's weird.

Y-llian
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Re: [TESTREQUEST] Jolt Physics

Post by Y-llian » Thu, 9. Feb 23, 21:22

Hey good folks,

Something to ponder in this save... Xenon I here, now "vertical", after it jolted all over the place and ended up spinning on its longitudinal axis. Sometimes it jumps/spins around, comes to rest and then jumps/spins around again... Not clear whether the asteroids are causing it or the fighters attacking it.

Hope the save is useful.

Save
https://1drv.ms/u/s!Amwb-pepD9U6gZ8zwJq ... A?e=R3E2wd

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Pejot
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Re: [TESTREQUEST] Jolt Physics

Post by Pejot » Fri, 10. Feb 23, 17:54

Two situations probably jolt related.

1. Ships bumping into each other after passing a gate. (they are in the same fleet and all piloted by AI):

https://drive.google.com/file/d/158jpA- ... share_link


2. Ship doing peculiar maneuvers near gate:

https://drive.google.com/file/d/1dRcPfP ... share_link
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Mavo Pi
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Re: [TESTREQUEST] Jolt Physics

Post by Mavo Pi » Fri, 10. Feb 23, 21:21

There seems to be an invisible wall on my newly built Condor that prevents me to go to the pilot controls: https://1drv.ms/u/s!AhMyoJHDosR5hOoIm0D ... A?e=1dJ97y
In the save I am standing on the bridge.

G89365
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Re: [TESTREQUEST] Jolt Physics

Post by G89365 » Sat, 11. Feb 23, 05:19

Hi, as I wrote earlier, that fallen containers from downed ships are not collected when I control the ship, but this, as it turned out, is a temporary phenomenon and not systematic, it is not possible to determine under what conditions this occurs. My second observation concerns the galactic map, when loading the last save during the game, all Xenon ships and stations that are in the same sector as the player are not displayed on the map. But if you completely exit the game and load the same save after starting it, then everything is displayed as it should be.

strask412
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Re: [TESTREQUEST] Jolt Physics

Post by strask412 » Sat, 11. Feb 23, 07:50

EMP Bomb flies beneath surface of station. https://drive.google.com/file/d/1PnDj0l ... share_link In the save you are floating right outside the station module I was attempting to EMP bomb, you have more bombs so you can try it yourself. The bombs sink through the nearest surface and become inaccessible. The resulting signal leaks are also inaccessible. This is on beta3.
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Arcanum3000
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Re: [TESTREQUEST] Jolt Physics

Post by Arcanum3000 » Sat, 11. Feb 23, 23:38

I can confirm that as of beta 3 there are a wide variety of cases where EMP bombs will generate data leaks that are inaccessible due to the station module and space suit collision geometry. The data leaks seem to spawn inside the module collision geometry, rather than on the collision geometry. I have yet to encounter a module where it won't happen, but is seems to crop up most on curved and angled surfaces, and in places where there's a groove in the geometry, however I've also had it happen on flat surfaces.

I wonder if extending the range at which data leaks can be scanned by a couple meters would be an easier and more reliable fix than trying to identify and fix all the geometry.

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geldonyetich
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Re: [TESTREQUEST] Jolt Physics

Post by geldonyetich » Sun, 12. Feb 23, 01:07

I just finished a fresh "They Are Gone" achievement playthrough. This required I start with a Split Female model character. I'm not sure if that was related, but frequently I would have trouble getting through doors after freshly teleporting to ships. The ships most affected were Alligator (Split M Miners), Rattlesnakes (Split Destroyers), and my Raptor (Split Super Carrier). Upon teleporting to the ship, the door was open, but it seems there was a limited aperture to squeeze through, and I had to rub up against the doors to get through. However, this was a sporadic issue. Other times, it worked fine.

Also in Beta 3, I teleported to a station and fell through the elevator ground once. It didn't happen again after that, just bad luck I guess.

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alessandrofavero
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Re: [TESTREQUEST] Jolt Physics

Post by alessandrofavero » Sun, 12. Feb 23, 13:46

Arcanum3000 wrote:
Sat, 11. Feb 23, 23:38
I can confirm that as of beta 3 there are a wide variety of cases where EMP bombs will generate data leaks that are inaccessible due to the station module and space suit collision geometry.
6.0 beta 3
In the rescue I launched an emp in the metal raffling module to take up the project. data leaks are under textures and not visible and not reachable.

in the rescue I was probably partly comprenetato in the structure and when you load it "shoot" via... just teleport into nemesis them close and you immediately near the module.

Save
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alessandrofavero
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Re: [TESTREQUEST] Jolt Physics

Post by alessandrofavero » Sun, 12. Feb 23, 15:54

The same problem arises for example in trying to get into a pipeline in the wreckage to recover the containers...

Save

I left with a new game for the beta and are not in a position to initiate the paranaid plot, but I think the problem would also arise in the mission in which you need to enter the station with the suit...
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Pejot
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Re: [TESTREQUEST] Jolt Physics

Post by Pejot » Mon, 13. Feb 23, 01:09

Another example of problems with AI pilots in same fleet have with properly positioning themselves.

https://steamcommunity.com/sharedfiles/ ... 2932716177

Save:

https://drive.google.com/file/d/1aGy2gs ... share_link
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Querschlaeger
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Re: [TESTREQUEST] Jolt Physics

Post by Querschlaeger » Tue, 14. Feb 23, 22:10

Maybe a graphics bug and/or a physics bug in front of "The Boneyard" (split plot)?

Image

Save: https://www.dropbox.com/s/nwoilt4k9yc6g ... ml.gz?dl=0

linolafett
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Re: [TESTREQUEST] Jolt Physics

Post by linolafett » Wed, 15. Feb 23, 09:47

Querschlaeger wrote:
Tue, 14. Feb 23, 22:10
Maybe a graphics bug and/or a physics bug in front of "The Boneyard" (split plot)?

Image

Save: https://www.dropbox.com/s/nwoilt4k9yc6g ... ml.gz?dl=0
Was already reported and will be fixed in the next patch.
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Fred0777
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Re: [TESTREQUEST] Jolt Physics

Post by Fred0777 » Wed, 15. Feb 23, 18:45

Hello,

I don't know if it's already mentioned here, there are collision issues with the Apotheosis. It is almost impossible to move around especially with the spacesuit.

Cyron43
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Re: [TESTREQUEST] Jolt Physics

Post by Cyron43 » Thu, 16. Feb 23, 14:43

I don't know if this has been reported. Since 6.00 Beta, NPC pilots try to head directly for the destination after undocking. Very often they end up at a station structure. While they were able to kind of dig through the structure before 6.00, they are now just stuck at the hull surface forever. I have to either go out of sector or take the pilot seat in order to untangle the situation.

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alt3rn1ty
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Re: [TESTREQUEST] Jolt Physics

Post by alt3rn1ty » Thu, 16. Feb 23, 16:01

Unfortunately I have no save to back this report :

I had a small dogfight recently, 5* NPC Pilot flying my Kuraokami with me standing back and watching.
Fight was against 3 x Kha'ak, Queens Guard plus 2 Foragers. I didn't think much of it on approach because usually the Kuraokami handles such groups very easily, one pass for each enemy and they are all drops to collect ..
On this occasion I zoomed in on the map because the Kuraokami was slowly being wittled down and the fight was lasting a lot longer which was very unusual.

The 2 Foragers were going mental, like 3 times their normal speed and pulling incredibly tight turns my modded (game modifications) Kuraokami just couldn't get a shot at them.
Could this be a Jolt thing?, ie the Foragers bounced of the Queens Guard or something and sent them into much speeded up flight capabilities.

I saved during the fight, but loading it up again does not repro' the issue because they fight as normal and get wiped out easily as usual.
Previous save just cant generate the same random Kha'ak encounter.
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:boron: Long live Queen Polypheides and may her tentacles always be supple.
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Fred0777
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Re: [TESTREQUEST] Jolt Physics

Post by Fred0777 » Thu, 16. Feb 23, 18:15

Fred0777 wrote:
Wed, 15. Feb 23, 18:45
Hello,

I don't know if it's already mentioned here, there are collision issues with the Apotheosis. It is almost impossible to move around especially with the spacesuit.
Same for the "abandoned station", there are collision issues, like invisible walls.

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alessandrofavero
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Re: [TESTREQUEST] Jolt Physics

Post by alessandrofavero » Thu, 16. Feb 23, 18:23

alessandrofavero wrote:
Sun, 12. Feb 23, 13:46
Arcanum3000 wrote:
Sat, 11. Feb 23, 23:38
I can confirm that as of beta 3 there are a wide variety of cases where EMP bombs will generate data leaks that are inaccessible due to the station module and space suit collision geometry.
6.0 beta 3
In the rescue I launched an emp in the metal raffling module to take up the project. data leaks are under textures and not visible and not reachable.

in the rescue I was probably partly comprenetato in the structure and when you load it "shoot" via... just teleport into nemesis them close and you immediately near the module.

Save
question for dev: do you need other saves for problems with untraceable data leaks due to the presence of impenetrable invisible barriers?
Ci sono 10 tipi di persone, chi capisce il codice binario e chi non lo capisce!!!
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