With new collision system do I really have to place holes at every docking bay so you can land?
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With new collision system do I really have to place holes at every docking bay so you can land?
I just tested on one ship if I can land and was surprised that it is not possible anymore because the ship collides with the hull before reaching ground.
Is there a workaround? This was not neccessary before and I fear that I can not do this. Would be a hell lot of work and I dont have time for that.
Why do most of my old ships work exactly as before with perfect collision meshes and possibility to land and some dont? I dont get it..
Is there a workaround? This was not neccessary before and I fear that I can not do this. Would be a hell lot of work and I dont have time for that.
Why do most of my old ships work exactly as before with perfect collision meshes and possibility to land and some dont? I dont get it..
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Re: With new collision system do I really have to place holes at every docking bay so you can land?
New game engine can recognize some old collisions but don't expect them to work fine. Objects will stack or freeze inside of your ships and XS dock is bugged out completely, player will not able to use it. Plus old collisions drop performance of the game.
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Re: With new collision system do I really have to place holes at every docking bay so you can land?
On my system I dont have a single fps more than with the old enginge (amd 5600X + 6900xt, 32gb ram) and I never had an issue with xs docks so far. I tested all of them (after I have designed the ship) and when playing I always could board my ships.aurumgallente wrote: ↑Sat, 15. Apr 23, 19:47 New game engine can recognize some old collisions but don't expect them to work fine. Objects will stack or freeze inside of your ships and XS dock is bugged out completely, player will not able to use it. Plus old collisions drop performance of the game.
So my question remains. Do I have to cut holes inside the new collision models? I dont see a point here because the docks are only placed outside of the ship hull. So I should be able to land like before. Is it because of the inaccuracy of the new collision models or why does my ship now collide with something?
Edit:
Tested with a second ship. There I could land properly, but as soon as I left my ship and touched the ground, I was stuck and had to teleport back to the ship. This is strange but at least not I know that you really need to cut holes into the hull... man that sucks. Already headache from this

Edit 2:
I now have cut a hole inside the hull where the docking bay is (only for the collision model, the texture model still has no hole) and still I am stuck as soon as I touch the hull with my character. That is strange. Is the docking bay broken too?
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Re: With new collision system do I really have to place holes at every docking bay so you can land?
This is happening to me too, its a complete blocker. I have just hidden my mods for now because I dont think we are going to be able to solve this for a while. Im not even sure if its collision models causing it tbh - my docking bay does not have any intersecting colliders and I still get stuck, and I got stuck before I made the new ones too.Max Bain wrote: ↑Sat, 15. Apr 23, 19:54 Edit:
Tested with a second ship. There I could land properly, but as soon as I left my ship and touched the ground, I was stuck and had to teleport back to the ship. This is strange but at least not I know that you really need to cut holes into the hull... man that sucks. Already headache from this![]()
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Re: With new collision system do I really have to place holes at every docking bay so you can land?
Thank you for letting me know that! Could have wasted a lot more time into this to find out its not me who is making something wrong. Yeah I think the best will be to come back in a few weeks and see if things have improved.Axeface wrote: ↑Sat, 15. Apr 23, 21:39This is happening to me too, its a complete blocker. I have just hidden my mods for now because I dont think we are going to be able to solve this for a while. Im not even sure if its collision models causing it tbh - my docking bay does not have any intersecting colliders and I still get stuck, and I got stuck before I made the new ones too.Max Bain wrote: ↑Sat, 15. Apr 23, 19:54 Edit:
Tested with a second ship. There I could land properly, but as soon as I left my ship and touched the ground, I was stuck and had to teleport back to the ship. This is strange but at least not I know that you really need to cut holes into the hull... man that sucks. Already headache from this![]()
But I wonder how Egosoft managed to fix all of the old ships without any issue...
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- EGOSOFT
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Re: With new collision system do I really have to place holes at every docking bay so you can land?
This has nothing to do with convex hull, it happened pre-6.0 as well when game failed to find collision data (not jolt hulls) for a part that it thought needs collision.
Make sure you generate collisions for the same meshes that required them before (not convex hulls)
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Re: With new collision system do I really have to place holes at every docking bay so you can land?
Thanks!Shuulo (EGO) wrote: ↑Sat, 15. Apr 23, 22:49This has nothing to do with convex hull, it happened pre-6.0 as well when game failed to find collision data (not jolt hulls) for a part that it thought needs collision.
Make sure you generate collisions for the same meshes that required them before (not convex hulls)
I can confirm that adding the nocollision tag to all other parts except the object with the collision mesh fixed the beeing stuck bug.
But I still can not damage ship modules and on some ships not land because of the collision mesh which seems to be larger than the visible ship hull and is protecting the ship modules or stopping me from landing.
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Re: With new collision system do I really have to place holes at every docking bay so you can land?
I wish someone would make a video on how to use the plugin, I've been working on it for two days and I still don't understand how to use it. The plugin works fine, but when exporting it says (error: cannot save unsaved file with empty or unset "filepath" attribute), and when exporting DEA in the traditional way, the converted physical collisions still don't work with (P1 Converter LOCAL).
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Re: With new collision system do I really have to place holes at every docking bay so you can land?
In my case everything that needs collision has it. This didnt happen before a certain 6.0 version for my ship - I was actively developing the ship and I could walk on the interiors and fly it, a beta 6.0 version got released (one of the RCs) and suddenly I would get stuck, I changed nothing in my mod. The docking bay and cockpit specific files/collision/meshes are not part of my mods and never have been? I just link them and place them in the xmls.Shuulo (EGO) wrote: ↑Sat, 15. Apr 23, 22:49 This has nothing to do with convex hull, it happened pre-6.0 as well when game failed to find collision data (not jolt hulls) for a part that it thought needs collision.
Make sure you generate collisions for the same meshes that required them before (not convex hulls)
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Re: With new collision system do I really have to place holes at every docking bay so you can land?
I was using new (6.0) ships with Turrets and shields without new collison models and got stuck ANYWHERE on the ships.
So maybe not the shipt itself is the problem, but some other elements (shields, weapons, engines)!
So maybe not the shipt itself is the problem, but some other elements (shields, weapons, engines)!
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Re: With new collision system do I really have to place holes at every docking bay so you can land?
Yeah I tested that this morning and you are right. Its too much work to fix all ships for me. Even half would be too much. So for now I gave up on it. But if anyone wants and can help me, let me know. In the XR Ship Pack mod I posted a link to the Arawn. If anyone wants to try to fix it - good luck!
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- EGOSOFT
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Re: With new collision system do I really have to place holes at every docking bay so you can land?
Write me in discrod, ill try to help you with some, with proper workflow its quite fast process.Max Bain wrote: ↑Sun, 16. Apr 23, 13:00Yeah I tested that this morning and you are right. Its too much work to fix all ships for me. Even half would be too much. So for now I gave up on it. But if anyone wants and can help me, let me know. In the XR Ship Pack mod I posted a link to the Arawn. If anyone wants to try to fix it - good luck!