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Starmade | Ship roll / rotate alone when build mode
Closed, RejectedPublic

Description

Since 5-6 days my ship got a slighty roll movement by itself when I am build mode +

  1. push CTRL (for the advanced build mode)
  2. open ECHAP (for pause the game)
  3. open random menus (i. e.)

The view reset position suddenly when I stop pushing CTRL or close pause/menus windows.

It doesn't occurs right away after starting game but when it appears during a gaming session that's persist until the close of Starmade.

I took a .gif when I paused the game with ECHAP. You can see my ship slighty rolling to the right and reset suddenly its position at the end, just when i closed the ECHAP's window.

When I took a 10~15mn break and paused the menu the ship reach an angle of 90° to the right, and instantly reset when I close the window. I presume it could roll indefinetely.

, ,

It's not really annoying for the menu windows, but for the advanced build mode it's kind distracting and can lead to missclick when we push CTRL for block orientation.

Note : I play SM with keyboard + 1 Xbox 360 controller

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
uncertain
Last tested (version)
0.19549
Category
Engine
First occurrence (version)
0.19542 or 0.19543
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
NVIDIA
Video Card Model
GTX 960
Detected video (Graphicsinfo.txt)

Running on thread: ClientThread
Adapter: nvd3dumx,nvwgf2umx,nvwgf2umx
Driver Version: 10.18.13.5330
Vendor: NVIDIA Corporation
OpenGL Version: 4.5.0 NVIDIA 353.30
Renderer: GeForce GTX 960/PCIe/SSE2
GLSL Ver: 4.50 NVIDIA

Serverconfig (server.cfg)
WORLD = world0 //set world to use (set 'old' for using the old world). if no world exists a new one will be set automatically
PROTECT_STARTING_SECTOR = false //Protects the starting sector
ENABLE_SIMULATION = true //Universe AI simulation
CONCURRENT_SIMULATION = 256 //How many simulation groups may be in the universe simultaniously (performance)
ENEMY_SPAWNING = true //Enables enemy spawing
SECTOR_SIZE = 2000 //Sets the size of sectors in the universe **WARNING** scaling the size of an existing universe down may cause issues
BLUEPRINT_DEFAULT_PRIVATE = true //If true, set blueprints private as default (else they are public)
FLOATING_ITEM_LIFETIME_SECS = 240 //How much seconds items floating in space should be alive
SIMULATION_SPAWN_DELAY = 420 //How much seconds between simulation spawn ticks
SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops
SECTOR_INACTIVE_TIMEOUT = 20 //Time in secs after which sectors go inactive (-1 = off)
SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10 //Time in secs after which inactive sectors are completely removed from memory (-1 = off)
USE_STARMADE_AUTHENTICATION = false //allow star-made.org authentication
REQUIRE_STARMADE_AUTHENTICATION = false //require star-made.org authentication (USE_STARMADE_AUTHENTICATION must be true)
PROTECTED_NAMES_BY_ACCOUNT = 10 //How many player names a player may protect with his account (if exceeded, the player name, that was logged in the longest time ago gets unprotected)
DEFAULT_BLUEPRINT_ENEMY_USE = true //Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_FACTION_BUY = true //Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_OTHERS_BUY = true //Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_HOME_BASE_BUY = true //Default option for blueprints not in catalog yet
LOCK_FACTION_SHIPS = true //If true, ships of other factions cant be edited, activated, or entered
DEBUG_FSM_STATE = false //transfer debug FSM state. Turning this on may slow down network
PHYSICS_SHAPE_CASTING_TUNNELING_PREVENTION = false //Makes a convex cast for hight speed object to prevent clipping. High Cost. (Bugged right now, so dont turn it on)
CATALOG_SLOTS_PER_PLAYER = -1 //How many slots per player for saved ships (-1 for unlimited)
UNIVERSE_DAY_IN_MS = 1200000 //how long is a 'day' (stellar system rotation) in milliseconds (-1 to switch off system rotation)
FORCE_DISK_WRITE_COMPLETION = false //forces writing operations of raw data to disk directly after operation. For some OS this prevents raw data corruption
ASTEROIDS_ENABLE_DYNAMIC_PHYSICS = true //enables asteroids to be able to move in space
ENABLE_BREAK_OFF = false //debug (don't activate unless you know what you're doing)
COLLISION_DAMAGE = false //colliding into another object does damage
COLLISION_DAMAGE_THRESHOLD = 2.0 //Threshold of Impulse that does damage (the lower, the less force is needed for damage)
SKIN_ALLOW_UPLOAD = true //if off, skin uploading to server is deactivated
CATALOG_NAME_COLLISION_HANDLING = false //if off, saving with an existing entry is denied, if on the name is automatically changed by adding numbers on the end
SECTOR_AUTOSAVE_SEC = -1 //Time interval in secs the server will autosave (-1 for never)
PHYSICS_SLOWDOWN_THRESHOLD = 40 //Milliseconds a collision test may take before anti-slowdown mode is activated
THRUST_SPEED_LIMIT = 75 //How fast ships, etc. may go in m/s . Too high values may induce physics tunneling effects
MAX_CLIENTS = 32 //Max number of clients allowed on this server
SUPER_ADMIN_PASSWORD_USE = false //Enable super admin for this server
SUPER_ADMIN_PASSWORD = mypassword //Super admin password for this server
SERVER_LISTEN_IP = all //Enter specific ip for the server to listen to. use "all" to listen on every ip
SOCKET_BUFFER_SIZE = 65536 //buffer size of incoming and outgoing data per socket
PHYSICS_LINEAR_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
PHYSICS_ROTATIONAL_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
AI_DESTRUCTION_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
AI_DESTRUCTION_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned after AI destruction. use values smaller 1 for less and 0 for none
CHEST_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
CHEST_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned in chests of generated chests. use values smaller 1 for less and 0 for none
USE_WHITELIST = false //only names/ips from whitelist.txt are allowed
FILTER_CONNECTION_MESSAGES = false //don't display join/disconnect messages
USE_UDP = false //Use 'User Datagram Protocol' (UDP) instead of 'Transmission Control Protocol' (TCP) for connections
AUTO_KICK_MODIFIED_BLUEPRINT_USE = false //Kick players that spawn modified blueprints
AUTO_BAN_ID_MODIFIED_BLUEPRINT_USE = false //Ban player by name that spawn modified blueprints
AUTO_BAN_IP_MODIFIED_BLUEPRINT_USE = false //Ban player by IP that spawn modified blueprints
AUTO_BAN_TIME_IN_MINUTES = 60 //Time to ban in minutes (-1 for permanently)
REMOVE_MODIFIED_BLUEPRINTS = false //Auto-removes a modified blueprint
DEBUG_SEGMENT_WRITING = false //Debugs correctness of writing of segments (costs server performance)
TCP_NODELAY = true //Naggles algorithm (WARNING: only change when you know what you're doing)
PING_FLUSH = false //flushes ping/pong immediately (WARNING: only change when you know what you're doing)
RECIPE_BLOCK_COST = 5000 //How much blocks have to be invested to create a recipe (min 0)
SHOP_SPAWNING_PROBABILITY = 0.1 //(must be between 0 and 1): 0 is no shops spawned in asteroid sectors, 1 is shop spawned in everyone (default: 8% -> 0.08)
RECIPE_REFUND_MULT = 0.5 //how much blocks are refunded from selling a recipe (must be between 0 and 1): 0 no refund, 1 full refund
RECIPE_LEVEL_AMOUNT = 4000 //On how much created blocks will a recipe level up (base value) (min 0)
DEFAULT_SPAWN_SECTOR_X = 2 //DEFAULT Spawn Sector X Coordinate
DEFAULT_SPAWN_SECTOR_Y = 2 //DEFAULT Spawn Sector Y Coordinate
DEFAULT_SPAWN_SECTOR_Z = 2 //DEFAULT Spawn Sector Z Coordinate
MODIFIED_BLUEPRINT_TOLERANCE = 0.1 //Tolerance of modified blueprint trigger (default = 10%)
TURNING_DIMENSION_SCALE = 1.1 //Scaling of tuning speed VS ship dimension (default = 1.1)
DEFAULT_SPAWN_LOCALPOINT_X_1 = 0.0 //First Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_1 = -6.5 //First Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_1 = -8.0 //First Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_LOCALPOINT_X_2 = 7.0 //Second Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_2 = -6.5 //Second Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_2 = 0.0 //Second Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_LOCALPOINT_X_3 = 0.0 //Third Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_3 = -6.5 //Third Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_3 = 7.0 //Third Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_LOCALPOINT_X_4 = -8.0 //Forth Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_4 = -6.5 //Forth Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_4 = 0.0 //Forth Rotating Spawn: Local Pos Z Coordinate
PLAYER_DEATH_CREDIT_PUNISHMENT = 0.0 //players credits lost of total on death (must be between 0 and 1): 1 = lose all, 0 = keep all
PLAYER_DEATH_CREDIT_DROP = false //drop credits lost on death into space instead
PLAYER_DEATH_BLOCK_PUNISHMENT = false //player will drop all his blocks into space on death
PLAYER_DEATH_PUNISHMENT_TIME = 300 //Time interval in seconds after death of a player in which the player is not punished
PLAYER_DEATH_INVULNERABILITY_TIME = 5 //Time the player is invulnerable after death in sec
PLAYER_HISTORY_BACKLOG = 30 //how many login history objects (with name, IP, account-name, and time) should be saved by player state
PROJECTILES_ADDITIVE_VELOCITY = false //initial projectile speed depend on relative linear velocity of object fired from
PROJECTILES_VELOCITY_MULTIPLIER = 1.0 //multiplicator for projectile velocity
IGNORE_DOCKING_AREA = false //ignores docking area size
ALLOW_UPLOAD_FROM_LOCAL_BLUEPRINTS = true //enables clients being able to upload their pre-build-blueprints to the server
SHOP_NPC_STARTING_CREDITS = 10000000 //how much credits do shops start with
SHOP_NPC_RECHARGE_CREDITS = 100000 //how much credits do shops gain about every 10 min
AI_WEAPON_AIMING_ACCURACY = 10 //how accurate the AI aims (the higher the value the more accurate vs distance. 10 = about 99% accuracy at 10m)
BROADCAST_SHIELD_PERCENTAGE = 5 //percent of shields changed for the server to broadcast a shield synch
BROADCAST_POWER_PERCENTAGE = 50 //percent of power changed for the server to broadcast a power synch (not that critical)
ADMINS_CIRCUMVENT_STRUCTURE_CONTROL = true //admins can enter ships of any faction
STAR_DAMAGE = true //suns dealing damage to entities
SQL_NIO_FILE_SIZE = 256 //megabyte limit of .data file when to use NIO (faster) (must be power of 2)
PLANET_SIZE_MEAN = 225.0 //Planet size mean (normal gaussian distribution) (min 50)
PLANET_SIZE_DEVIATION = 85.0 //Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0)
PLAYER_MAX_BUILD_AREA = 10 //max area a player may add/remove in adv. build mode
NT_SPAM_PROTECT_TIME_MS = 30000 //period of spam protection
ASTEROID_SECTOR_REPLENISH_TIME_SEC = -1 //seconds until a sector that is mined down to 0 asteroids is replenished (-1 = never)
NT_SPAM_PROTECT_MAX_ATTEMPTS = 30 //max attempts before refusing connections in spam protect period (default is 1/sec for 30 sec)
NT_SPAM_PROTECT_EXCEPTIONS = 127.0.0.1 //ips excepted from spam control (separate multiple with comma) (default is localhost)
NT_SPAM_PROTECT_ACTIVE = true //enables connection spawn protection (flooding servers with login attempts)
USE_PERSONAL_SECTORS = false //will spawn a player in a locked sector sandbox (warning, don't use unless you know what you do)
BATTLE_MODE = false //turn on battlemode (warning, don't use unless you know what you're doing)
BATTLE_MODE_CONFIG = battleSector=0,0,0,Physics.smsec;battleSector=15,15,15,Physics.smsec;countdownRound=300;countdownStart=30;maxMass=-1;maxDim=300;maxMassPerFaction=-1; //General config for battlemode
BATTLE_MODE_FACTIONS = [TeamA, fighters, 500,500,500, 0.5,0.1,0.9];[TeamB, fighters, -500,-500,-500, 0.5,0.9,0.2];[TeamFFA,ffa, 0,0,-500, 0.2,0.9,0.9];[Spectators,spectators, 0,500,0,0.8,0.4,0.8] //Faction config for battlemode
LEADERBOARD_BACKLOG = 24 //time in hours to keep leaderboard backlog (the more time, the more data has to be sent to client)
ANNOUNCE_SERVER_TO_SERVERLIST = false //announces the server to the starmade server list so clients can find it. Hostname must be provided for HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST!
HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST =  //this must be a valid hostname (either ip or host, e.g. play.star-made.org)
SERVER_LIST_NAME = NoName //max length 64 characters
SERVER_LIST_DESCRIPTION = NoDescription //max length 128 characters
MISSILE_DEFENSE_FRIENDLY_FIRE = true //can shoot down own or missiles from own faction
USE_DYNAMIC_RECIPE_PRICES = true //use recipe based prices (the price is the price of the parts it is made out of in crafting)
MAKE_HOMBASE_ATTACKABLE_ON_FP_DEFICIT = true //Home bases become attackable if a faction's Faction Points are in the minus and the faction doesn't own any territory
PLANET_SPECIAL_REGION_PROPABILITY = 240 //one out of thisValue chance of a special region spawning per planet plate (cities, pyramids, etc) (changing this value migth change some plates, but won't change any plates that are already modified by a player)
NT_BLOCKUPDATE_QUEUE_SIZE = 127 //how many blocks are sent per update. Huge placements will shot faster, but it will consume more bandwidth and is subject to spamming players
CHUNK_REQUEST_THREAD_POOL_SIZE_TOTAL = 25 //Thead pool size for chunk requests (from disk and generated)
CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 3 //Available threads of total for CPU generation. WARNING: too high can cause cpu spikes. About the amount of available cores minus one is best
BUY_BLUEPRINTS_WITH_CREDITS = false //buy blueprints directly with credits
SHOP_USE_STATIC_SELL_BUY_PRICES = false //shop buy and sell price change depending on stock (shop prices will always stay the same if true)
SHOP_SELL_BUY_PRICES_UPPER_LIMIT = 1.2 //maximum of base price a shop will want depending on its stock (e.g. max 120 credits if the normal cost is 100)
SHOP_SELL_BUY_PRICES_LOWER_LIMIT = 0.8 //minimum of base price a shop will want depending on its stock (e.g. max 80 credits if the normal cost is 100)
MINING_BONUS = 1 //general multiplier on all mining
MAX_COORDINATE_BOOKMARKS = 20 //coordinate bookmarks per player allowed
ALLOWED_STATIONS_PER_SECTOR = 1 //how many stations are allowed per sector
STATION_CREDIT_COST = 50000 //how much does a station or station blueprint cost
SKIN_SERVER_UPLOAD_BLOCK_SIZE = 256 //how fast should skins be transferred from server to clients (too high might cause lag) [default 256 ~ 16kb/s]
ALLOW_OLD_DOCKING_BEAM = false //enables old docking beam
WEIGHTED_CENTER_OF_MASS = true //if on, the center of mass for each structured will be calculated based on block mass. On 'false', the center of mass is always the core position
SECURE_UPLINK_ENABLED = false //dedicated servers can be registered on the StarMade registry
SECURE_UPLINK_TOKEN =  //uplink token, provided when registering a dedicated server
USE_STRUCTURE_HP = true //ships and other structures use the hitpoint system. if off, a ship will overheat when the core gets taken out (old)
SHOP_REBOOT_COST_PER_SECOND = 100.0 //Cost to reboot a ship at a shop (per second it would take to reboot in space)
SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 1.0 //Cost to repair a ship's armor at a shop
MAX_SIMULTANIOUS_EXPLOSIONS = 10 //the more the faster explosions at the same time are executed (costs in total about 20MB RAM each and of course CPU because it's all threaded) (10 is default for a medium powered singleplayer)
REMOVE_ENTITIES_WITH_INCONSISTENT_BLOCKS = false //This will remove ships that have blocks that are normally disallowed (e.g. space station blocks on ships)
OVERRIDE_INVALID_BLUEPRINT_TYPE = true //If a loaded blueprint is invalid, it's type will be overridden
FACTION_FOUNDER_KICKABLE_AFTER_DAYS_INACTIVITY = 30 //Days of inactivity after which a founder may kick another founder
DEBUG_BEAM_POWER_CONSUMPTION = false //server will send notifications on power consumed (not counting power given from supply) on server (costs performance, so only use for debugging)
DEBUG_BEAM_TICKS_DONE = false //server will send notifications on ticks done on server (costs performance, so only use for debugging)
DEBUG_BEAM_POWER_PER_TICK = false //server will send notifications on beam power per tick on server (costs performance, so only use for debugging)
DEBUG_MISSILE_POWER_CONSUMPTION = false //server will send notifications on missiles on server (costs performance, so only use for debugging)
BLUEPRINT_SPAWNABLE_SHIPS = true //enables or disables blueprint spawning from item
BLUEPRINT_SPAWNABLE_STATIONS = true //enables or disables blueprint spawning from item
USE_OLD_GENRATED_PIRATE_STATIONS = false //enables spawning of old style pirate stations
CARGO_BLEED_AT_OVER_CAPACITY = false //cargo is ejected every minute if storage is at over capacity
ALLOW_PERSONAL_INVENTORY_OVER_CAPACITY = false //Personal Inventory can go over capacity
MAX_CHAIN_DOCKING = 25 //maximal deepness of docking chains (may cause glitches depending on OS (path and filename length) at high numbers)
Clientconfig (settings.cfg)
G_PARTICLE_SORTING = true
P_PHYSICS_ACTIVATED = true
G_SMOKE_QUALITY = false
G_DRAW_STARS = true
G_DRAW_PASTE_PREVIEW = true
G_USE_SPRITE_VBO = true
S_TUTORIAL = false
G_AUTOSELECT_CONTROLLERS = true
S_INFO_DRAW = FPS_AND_PING
G_VBO_FLAG = STATIC
N_LAG_COMPENSATION = true
N_IGNORE_SAVED_UPLINK_CREDENTIALS_IN_SINGLEPLAYER = true
N_SERVER_TIME_UPDATE_FREQUENCE = 2000
M_TEXTURE_PACK_CONFIG_TOOL = ./data/textures/block/Default/64/
G_MULTI_SAMPLE = 0
G_MIPMAP_LEVEL_MAX = 3
M_MOUSE_SENSITIVITY = 0.5
G_HIT_INDICATION_SIZE = 1.0
F_BLOOM = false
F_BLOOM_INTENSITY = 0.4
S_MOUSE_LOCK = true
G_DRAW_ADV_BUILDMODE_BLOCK_PREVIEW = true
G_DRAW_ALL_CONNECTIONS = false
G_SHOW_PURE_NUMBERS_FOR_SHIELD_AND_POWER = false
S_FLIP_HOTBAR_MOUSEWHEEL_WITHOUT_CTRL = true
S_ZOOM_MOUSEWHEEL = SLOTS
S_MOUSE_SHIP_INVERT = false
S_MOUSE_ALL_INVERT = false
S_USE_REGION_SIGNATURE_TEST = false
G_PREVIEW_TO_BUILD_BLOCK = true
S_EXIT_ON_ESC = false
G_USE_HIGH_QUALITY_ACKGROUND = false
G_DRAW_POPUPS = true
G_USE_VBO_MAP = true
G_DRAW_JUMP_OVERLAY = true
G_MAG_FILTER_LINEAR_BLOCKS = false
G_MAG_FILTER_LINEAR_GUI = false
G_MAX_BEAMS = 1024
SEGMENT_REQUEST_BATCH = 32
CLIENT_BUFFER_SIZE = 65536
ICON_BAKERY_SINGLE_RESOLUTION = 150
G_RAYTRACE_COUNT = 256
ICON_BAKERY_SINGLE_ICONS = false
G_MUST_CONFIRM_DETACHEMENT_AT_SPEED = 50.0
G_USE_SHADER4 = true
O_OCULUS_RENDERING = false
G_USE_VERTEX_LIGHTING_ONLY = false
CLIENT_TRAFFIC_CLASS = true
G_DRAW_SELECTED_BLOCK_WOBBLE = true
G_USE_TWO_COMPENENT_SHADER = false
A_FORCE_AUTHENTICATION_METHOD = -1
MIN_FFA = 2
B_UNDO_REDO_MAX = 30
N_ARTIFICIAL_DELAY = 0
SEGMENT_PIECE_QUEUE_SINGLEPLAYER = 32767
G_MAX_MISSILE_TRAILS = 128
G_USE_OCCLUSION_CULLING = false
C_AUTOASSIGN_WEAPON_SLOTS = true
G_DRAW_NT_STATS_OVERLAY = false
CLIENT_CUSTOM_TEXTURE_PATH = ./customBlockTextures
SECRET = none
USE_OPEN_AL_SOUND = true
LIMIT_FPS_UNFOCUS = true
GUI_USE_DISPLAY_LISTS = false
USE_GL_MULTI_DRAWARRAYS = true
USE_GL_MULTI_DRAWARRAYS_INITIAL_SET = true
CHAT_CLOSE_ON_ENTER = true
A_FORCE_LOCAL_SAVE_ENABLED_IN_SINGLE_PLAYER = false
G_SHIP_INFO_ZOOM = 0
G_SINGLEPLAYER_CREATIVE_MODE = false
G_DRAW_LAG_OBJECTS_IN_HUD = false
G_SHOW_SYMMETRY_PLANES = true
LANGUAGE_PACK = english
Java Version (64bit)

java version "1.8.0_66"
Java<TM> SE Runtime Environment <build 1.8.0_66-b18>
Java HotSpot<TM> 64-Bit Server VM<build 25.65-b18, mixed mode, sharing>

Event Timeline

Croquelune updated the task description. (Show Details)Jan 15 2016, 5:09 PM
Croquelune set First occurrence (version) to 0.19542 or 0.19543.
Croquelune changed Video Card Vendor from uncertain to NVIDIA.
Croquelune set Video Card Model to GTX 960 .
Croquelune edited Detected video (Graphicsinfo.txt). (Show Details)
Croquelune edited Serverconfig (server.cfg). (Show Details)
Croquelune edited Clientconfig (settings.cfg). (Show Details)
Croquelune edited Java Version (64bit). (Show Details)
Croquelune set Last tested (version) to 0.19545.
Croquelune added a subscriber: Croquelune.
Croquelune created this task.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptJan 15 2016, 5:09 PM
SmilingDemon shifted this object from the S1 Public space to the S3 Starmade space.Jan 15 2016, 10:54 PM
SmilingDemon changed the visibility from "Custom Policy" to "Public (No Login Required)".
SmilingDemon changed the edit policy from "Task Author" to "All Users".
SmilingDemon set Task Type to Bug.
SmilingDemon set Category to Engine.
SmilingDemon set OS-Specific to No.
SmilingDemon set Hardware-Specific to No.
SmilingDemon set Affected Gamemode(s) to none/unspecified.
SmilingDemon set Reproducible to uncertain.
SmilingDemon claimed this task.
SmilingDemon triaged this task as Normal priority.

try if disconnecting the controller makes a difference (before starting the game)

if it does, try every stick on the controller when the spinning happens and see if it then stops

SmilingDemon changed Affected Gamemode(s) from none/unspecified to Single and Multi.Jan 15 2016, 10:58 PM
SmilingDemon moved this task from New / Unconfirmed to Feedback on the Issue Navigation board.

I'll try that and I'll keep you tune. It may also bound to another bug I didn't report yet cause of time and lack of infos on the full process but might also link to controller too.

Croquelune changed Last tested (version) from 0.19545 to 0.19549.Jan 16 2016, 8:16 AM
Croquelune edited Java Version (64bit). (Show Details)Jan 16 2016, 8:30 AM
Croquelune added a comment.EditedJan 16 2016, 8:33 AM

I had disconnected controller.
Updated to 0.16549 and then started the game. Single mode. Switch to creative mode.

I had open inventory, 1st time nothing as explained before. With the updates my keys were messed, I reassigned my keyboard bindings.

But then 2nd time (or 3rd one) I opened the inventory it happened again as you can see (focus on the logic box on the left and you'll see the slighty movement).

Note 1 : I had removed my Xbox controller but not the joystick.cfg from the game folder data (here my

). I'll erase it and retry without it next time to see what happen.
Note 2 : It may also link with my personnal keybindings too (here my ). After my test of condition Note 1 I'll then also erase that one and try with the default control settings to see.

Logs & all in case of :

,
,
,

For the action step, i did almost nothing like I said just reassignated keyboards +
Put 1 missile computer block + 1 bound missile block
Bound to another one, fire and discover the heat seeker missiles. Did a couple of shots. Open inventory. Then put push computer and pushing block and that all. The bug occured when I opened inventory again.

I don't use controllers or joysticks but when I'm in a mode that removes mouse control of ship turning like chat or build or shop menu sometimes the ship will drift its rotation but its sporadic in occurrence.

Last tested version : 0.19556

It happened again. Inside ship in flight mode this time.

I had open ECHAP menu and the camera drifted by a slight turn/dive to the left (with no Z axial rotation this time). Then I close ECHAP menu and ship view instantly re-center by a very fast right movements.
Then right away I had open again the ECHAP menu and this time the ship camera view turned slighty to the right like if it continue the path followed to re-center just before. I quit menu again and instant re-center to the left.
I had opened again ECHAP but nothing abnormal this time.

It confirms it's sporadics in occurence and affect the both mode of ships (build & flight). I didn't tried yet on stations.

Is the old rotate key (z) still telling it to roll. On pc, when i hit z to go into build, it also activates the roll because they are set to the same hard set.

Asypha added a subscriber: Asypha.Mar 8 2016, 6:55 AM

I have my enter\exit button set to R and still get sporadic rolls when exiting my ships.

Additionally, I can vouch for the sporadic mouse control while in menus. It appears that, when the screens change, for example, between the Inventory and Faction screens, during that blank time when one is down and the next is up, those mouse movements are processed as flight control. Oddly all of the movements seem to revert once the menu screen is completely exited (pressing escape)

Back to the rolling when getting out of the ship. The closest to a common cause that I have found is that, it is more likely to happen if I have just come to a stop.

Additionally, I can even see a small effect by, with engines at zero; hitting C, (to center) then exiting and re-entering the ship a number of times in a row. I never induced a large spin by doing that. but after about 25 reps, I was listing almost 5 degrees starboard.

Croquelune added a comment.EditedMar 29 2016, 1:13 PM

0.19624 / Multiserver

DISCLAIMER : I use AZERTY keyboard config (here my custom

= azerty)

Ok I think I got it. We totally missed it because we usually focus just on the ship & the menu/windows and we totally forget to pay attention to the background. But this time I made 4 gif capture very explicit of that bug and finally may understood what's going wrong and produce the bug.

The cause is might hide in default keyboard.cfg line 65 : (here the default

, = qwerty)

BUILD_MODE_FIX_CAM = LCONTROL

I was wondering why "FIX_CAM", but it seems that it actually fixes the camera literally.

For one reason or another, when we open menu or advance build mode the camera suddenly stuck on the spot in middle of space (in other words : in middle of void) BUT ship still continue its movements like if it was third entity and our camera was on an another one.

Here some gifs to illustrate :

  1. I start to move in flight mode
  2. Then go build mode
  3. Then press LCONTROL in order to open advanced build mode.

The advanced build mode menu doesn't render on the gif but just imagine that advanced menu open when the background fixe itself and ship move away of the camera (you can notice it too by the yellow cursor which turn from cube to 25 Z rectangular parallelepiped).

Roll on the left (W for me)

Roll one the right (X for me)

Move forward (Z for me)

Move backward (S for me)

(take the following with caution) Moreover, it's seems to memorize the last movement translation and re-apply it on the ship when player is in menu or advance build mode ; so that if the ship is already makes a motion / rotation, a new translation vector will be add to this current movement. Which gives amplified movements and/or weird drift results. That explain why a really really tenuous drift, almost imperceptible in flight mode, will be then still light but noticeable when it occures during menu or advanced build mode (like it happen in T1059#42194).

0.19624 / Multiserver (Shattered Skies)

Just to warn it occured as astronaut aligned to my station when I opened menu.

0.19624 / Multiserver (Shattered Skies)

My character drift alone as astronaut mode just by being aligned to the station ; no menu opened, no build mode ; nor any controls input or whatever, just by idling.

0.19624 / Multiserver (Shattered Skies)
My character drift alone as astronaut mode just by being aligned to the station ; no menu opened, no build mode ; nor any controls input or whatever, just by idling.

Correction. My bad, that one isn't bound to that bugs, it's seem specific to Shattered Skies large sector and involve border/cross sector station + rotation of the whole system around sun mechanics.

AndyP changed the task status from Open to Feedback.Feb 21 2017, 8:53 PM
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lancake closed this task as Rejected.
lancake claimed this task.

-rejected-

What you describe here is a feature: https://phab.starma.de/T1059#49293

Advanced build mode is meant to be independent of your ship's movement and rotation. It's to prevent people from mass building/removing blocks during combat.
The slight drift is coming from not using CANCEL_SHIP, which cancels any ship rotation, and advanced build mode will therefore slightly drift as well as it's using the sector as reference, not the ship's orientation.

Unless I'm missing something, this can be closed then. Contact me on SMD in case I made a mistake.

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AndyP moved this task from Unclassed to Archived on the Starmade board.Jul 20 2017, 10:46 PM