Rail Dockers on a Rail Basic don't identify the location on the rail they are on if it has more than 6 dockers on a single rail Though No collision is detected and they merge into one, as shown in the pictures (This was tested also on the Stable Release) I know it was never mean't to hold more than 1 or so on a single rail but Heck aren't we supposed to kill any bugs?
Description
Details
- Task Type
- Bug
- Affected Gamemode(s)
- Single and Multi
- Reproducible
- Yes
- Last tested (version)
- 0.199.223
- Category
- Control Block System: Rails/Docking
- First occurrence (version)
- 0.19556
- OS-Specific
- No
- Hardware-Specific
- No
- Video Card Vendor
- uncertain
Make a long 1 long 2 wide in a loop with at least 20 or more,
Create multiple ships with only ship core and Rail Docker and Dock them all to the Rail you made earlier, leaving only 1 space left in the loop,
After a few seconds ship cores will merge into each other, And will sometimes go the opposite direction of the rail it's on.
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Event Timeline
-Validated-
It's intended for multiple entities to go on the same rail, otherwise the game would not allow you to do it.
What you have is usually caused immediately after loading a sector, we used to have that but it appeared fixed (was tested for 13 ship cores going in a small circle).
I am pretty sure this is related to "late sync".
If physics go to a certain stress level from one entity, the causing entities get the physics disabled. (To prevent overloading the cpu of the server and have a too bug negative effect on the other players.)
Also rails get update cycles.
So if y rail is 1 block before the corner, and for a physics lag, the block went into the corner and a bit to the other direction already, it will go diagonal to the new position to allow the client to get back in sync and not just become lagging behind.
Anyway, on this amount ot stress they will get points to run into each other, and with 20 that tight packed docks 19 of them are permanently in collision and returning to last, as target is occupied, if the return to last even got occupied just in the moment they tried to advance it will for sure turn into a time consuming collision.
I am not sure, if we just need a "retry delay" after a collision thats high enough to prevent players from running stuff into each other. (Usually you would use 1 thing on a rail or do a proper segmented track flow control. To avoid collisions.
Was fixed a while ago. You can still have it play "catch up" when you alt tab or your client is having issues. But it never gets stuck, the server keeps moving and stopping them correctly.