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Starmade | Rail speed controller linked to non rail block
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Description

Updated client and dedicated server to 0.199.429; logged into game. Continued working on a ship (didn't notice the rail issue at first.) Created a new rail, and created a sub entity from the advanced build menu. Moved into it and built both parts of a turret on it. Changed the direction of the rail on the main ship, but the entity did not move. After playing with the rail for a bit, and looking for a mistake that might have nested a block in collision, decided to check the status of other rails on the ship. All of the rails on the ship are frozen; nothing can move at the base ship level. One level up from the base, the rails work like normal.

The logic is all still connected and working correctly; the rails are changing direction as they should, just no movement. I verified my rail speed controllers, and mass enhancers.

An older version of the same ship docked to a station works fine, as does the logic on that station itself.

I changed sectors, moved away and reloaded the ship, no change.
I cleared my client cache and logged back in, and found that the new turret entity had moved about 70 blocks down the rail, but stopped before the end. Not sure if it stopped because I took over the ship, or stopped when all the chunks loaded.

I blueprinted the ship and spawned it fresh. The new copy has the same problem.

Ship has rail clocks, rail doors, door open sensors(using rail clocks), drone launching system, hangar organizing systems, all frozen.

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Multiplayer
Reproducible
uncertain
Last tested (version)
0.199.429
Category
Control Block System: Rails/Docking
First occurrence (version)
0.199.429
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
NVIDIA
Video Card Model
GF GTX 970 + GF GTX 560 Ti
User/Reporter/Contact
Username on Registry
MgnfcntBstrd
Username/Profile on Steam
MgnfcntBstrd
Detected video (Graphicsinfo.txt)

Running on thread: main
Adapter: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_3696fe4b96482e60\nvd3dumx,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_3696fe4b96482e60\nvwgf2umx,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_3696fe4b96482e60\nvwgf2umx,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_3696fe4b96482e60\nvwgf2umx
Driver Version: 21.21.13.7609
Vendor: NVIDIA Corporation
OpenGL Version: 4.5.0 NVIDIA 376.09
Renderer: GeForce GTX 970/PCIe/SSE2
GLSL Ver: 4.50 NVIDIA

SMC-Report

Starmade System Checker Report
Wed 02/01/2017
9:44:23.78

RESULTS:
Windows version: Windows 10 64-bit ....PASS
Processor: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 CPUs), ~4.0GHz
Memory: 32768MB RAM
Graphics Card name: NVIDIA GeForce GTX 560 Ti ....PASS
Java version: 64-bit Java 8 ....PASS

Serverconfig (server.cfg)
WORLD = Da_World //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 = false //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 = true //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 = 300 //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 = 300 //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_POINT_X_1 = 8.0 //First Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_1 = -6.5 //First Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_1 = 0.0 //First Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_2 = 15.0 //Second Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_2 = -6.5 //Second Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_2 = 8.0 //Second Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_3 = 8.0 //Third Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_3 = -6.5 //Third Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_3 = 15.0 //Third Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_4 = 0.0 //Forth Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_4 = -6.5 //Forth Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_4 = 8.0 //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 = 200 //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)
ASTEROID_RADIUS_MAX = 64 //Asteroid max radius in blocks (from -x to +x)
ASTEROID_RESOURCE_SIZE = 2.5 //Average diameter of resource veins in asteroids
ASTEROID_RESOURCE_CHANCE = 0.003 //Chance per block to place a new resource vein (1.0 = 100%)
PLAYER_MAX_BUILD_AREA = 100 //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 = 300 //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 = false //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)
DYNAMIC_RECIPE_PRICE_MODIFIER = 1.05 //modifier to adjust dynamic price
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_PROBABILITY = 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_BLOCK_QUEUE_SIZE = 1024 //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 = 10 //Thead pool size for chunk requests (from disk and generated)
CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 2 //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_LOGIC_SIGNAL_QUEUE_PER_OBJECT = 250000 //max logic trace queue allowed
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_SIMULTANEOUS_EXPLOSIONS = 20 //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_GENERATED_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
ONLY_ALLOW_FACTION_SHIPS_ADDED_TO_FLEET = false //only allows faction ships to be added to fleet
MAX_CHAIN_DOCKING = 10 //maximal deepness of docking chains (may cause glitches depending on OS (path and filename length) at high numbers)
SHOP_RAILS_ON_ADV = true //Advanced shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
SHOP_RAILS_ON_NORMAL = false //Normal shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
ALLOW_FLEET_FORMATION = true //Allows fleet formation
BACKUP_WORLD_ON_MIGRATION = true //Back up world when migrating to a new file format
BACKUP_BLUEPRINTS_ON_MIGRATION = true //Back up blueprints when migrating to a new file format
DISPLAY_GROUPING_DEBUG_INFORMATION = false //Displays grouping calculation information
SECTORS_TO_EXPLORE_FOR_SYS = 15 //How many sectors of a system have to be explored
NPC_FACTION_SPAWN_LIMIT = -1 //Maximum npc factions per galaxy (-1 for unlimited (will still be around 2-10))
NPC_DEBUG_MODE = false //Sends complete NPC faction package to clients (very bandwith intensive)
FLEET_OUT_OF_SECTOR_MOVEMENT = 6000 //How long for an unloaded fleet to cross a sector in ms
NPC_LOADED_SHIP_MAX_SPEED_MULT = 0.7 //How fast NPC fleet ships are compared to their max speed when loaded
USE_FOW = true //Use 'fog of war'. Turning this off will make everything visible to everyone
NPC_LOG_MODE = 0 //use 0 for npc file logs [/logs/npc/] and 1 for normal log output
NPC_DEBUG_SHOP_OWNERS =  //Additional shop owners for npc faction shops (case insensitive, seperate with comma)
SQL_PERMISSION =  //user name allowed to sql query remotely (direct console always allowed /sql_query, /sql_update, /sql_insert_return_generated_keys) (case insensitive, seperate with comma)
Clientconfig (settings.cfg)
C_USE_NEW_PLAYER_MODEL_ = true
CONTROL_HELP = false //Display help for controls
C_MOUSE_BUTTON_SWITCH = false //Switch build/remove mouse buttons
G_RESOLUTION = 1920 x 1080 //Resolution
G_FULLSCREEN = false //Fullscreen
G_WINDOWED_BORDERLESS = true //Borderless windowed mode
G_TEXTURE_PACK = Default //Texture Pack
G_TEXTURE_PACK_RESOLUTION = 256 //Texture Quality (Resolution)
G_VSYNCH = false //Vert-Synch
G_MULTI_SAMPLE_TARGET = 8 //Antialiasing (Samples)
G_MULTI_SAMPLE = 8
G_GAMMA = 1.2 //Gamma (Needs Frambuffer)
G_FOV = 110.0 //Field of View
G_MAX_SEGMENTSDRAWN = 40000 //Amount of Chunks possibly drawn (view distance)
G_NORMAL_MAPPING = true //Enable Normal mapping
G_SHADOWS = true
G_SHADOW_QUALITY = BEST
G_SHADOWS_TARGET = true //Enable Shadows
G_SHADOW_QUALITY_TARGET = BEST //Set Shadow Quality
G_PROD_BG = true //Procedural Background (fbo req)
G_PROD_BG_QUALITY = 2048 //Procedural BG quality
G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false //Draw other galaxies in map (slow)
HIT_INDICATION_NUMBERS_LIFETIME = 4.0 //Time, hit numbers remain (sec)
PLAYER_SKIN_CREATE =  //Create Player Skin
PLAYER_SKIN =  //Path to player skin. Remove to Use default
D_LIFETIME_NORM = 30 //Lifetime (secs) of debris (0 to turn off)
S_SOUND_SYS_ENABLED = true
S_SOUND_ENABLED = true //Sound
S_SOUND_VOLUME_GLOBAL = 4 //Sound Volume
USE_OPEN_AL_SOUND = true //OpenAL (Off fixes stutter, but silent videos. restart needed. working on fix)
N_TRANSMIT_RAW_DEBUG_POSITIONS = false
C_SELECTED_JOYSTICK = -1
ICON_BAKERY_BLOCKSTYLE_ROTATE_DEG = -90.0
MOUSE_WHEEL_SENSIBILITY = 7.0E-4
BUILD_MODE_SHIFT_SPEED = 25.0
ORBITAL_CAM_SPEED = 0.5
G_DAMAGE_DISPLAY = 3000 //Damage display distance
G_STAR_COUNT = 16384 //Star Count
G_VBO_BULKMODE_SIZE = 4
G_DRAW_FOG = false
G_DRAW_BEAMS = true //Draw beams
G_DRAW_EXHAUST_PLUMES = true //Draw thruster plums
D_INFO_CONTROLMANAGER = false
D_INFO_SHADER = true
T_ENABLE_TEXTURE_BAKER = false
D_INFO_DRAW_TIMES = false
D_INFO_DRAW_SPACE_PARTICLE = false
G_SPACE_PARTICLE = true //Draw space dust particles
G_DRAW_MOUSE_COLLISION = false
G_ATMOSPHERE_SHADER = normal
F_FRAME_BUFFER = false //Use Framebuffer
G_SHADOW_NEAR_DIST = 1.0
G_SHADOW_FAR_DIST = 75.0
G_SHADOW_DEPTH_RANGE_NEAR = 0.0
G_SHADOW_DEPTH_RANGE_FAR = 1.0
G_SHADOW_SPLIT_FAR_0 = 0.325
G_SHADOW_SPLIT_NEAR_1 = 0.325
G_SHADOW_SPLIT_FAR_1 = 0.325
G_SHADOW_SPLIT_NEAR_2 = 0.325
G_SHADOW_SPLIT_MULT = 1.005
G_SHADOW_CROP_MATRIX_MAX = -1000.0
G_SHADOW_CROP_MATRIX_MIN = 1000.0
G_SHADOW_EXTRA_BACKUP = 20.0
G_SHADOW_NEAR_CLIP = 0.05
G_SHADOW_SPLIT_MAT_RADIUS_ADD_0 = 0.0
G_SHADOW_SPLIT_MAT_RADIUS_ADD_1 = 10.0
G_SHADOW_SPLIT_MAT_RADIUS_ADD_2 = 10.0
G_SHADOW_SPLIT_MAT_RADIUS_ADD_3 = 3.0
G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_0 = 0.0
G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_1 = 100.0
G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_2 = 50.0
G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_3 = 150.0
G_SHADOW_SPLIT_ORTHO_NEAR_ADDED = -100.0
G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_0 = -0.013
G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_1 = -0.002
G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_2 = -0.002
G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_0 = -0.023
G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_1 = -0.002
G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_2 = -0.0
G_SHADOW_FOV_ADDED_RAD = 0.2
G_SHADOW_DISPLAY_SHADOW_MAP = false
G_DRAW_SHIELDS = true //Shield Effect
G_DRAW_WATER = true
G_DRAW_BACKGROUND = true //Background Image
G_WATER_USE_MIPMAPS = false
E_NAVIGATION_FILTER = 613
G_DRAW_ENTITIES = true
G_FRUSTUM_CULLING = true
G_DRAW_EFFECTS = true
G_SHADER_RELOAD = false
G_FRAMERATE_FIXED = 120 //Limit Framerate (30, 60, 120, 240, or -1 for unlimited),
G_SHADERS_ACTIVE = true
G_DEBUG_DRAW_GRID = false
G_DEBUG_DRAW_LINES = true
T_TERRAIN_DRAW = true
T_TERRAIN_WIREFRAME_DRAW = false
G_CULLING_ACTIVE = true
G_TEXTURE_ARRAYS = false
G_AUTO_NORMALIZATION = true
G_DRAW_BY_SIDES = true
G_WIREFRAMED = false
G_TEXTURE_COMPRESSION_BLOCKS = false
G_TEXTURE_ARRAY_COMPRESSION = true
G_TEXTURE_ARRAY_MIPMAP = true
G_TEXTURE_MIPMAP = true
G_SHADOWS_VSM = false
S_PAUSED = false
S_SETTINGS_SHOW = false
MINIMAP_MODE = SMALL //Radar (minimap) size
SECTOR_INDICATION_MODE = INDICATION_ONLY //Indicators for other sectors
S_KEY_ALLOW_DUPLICATES = true //Allow key assign duplicates
GIF_WIDTH = 640
GIF_HEIGHT = 640
GIF_FPS = 15
GIF_GUI = false
G_DEBRIS_THRESHOLD_MS = 4
S_INITIAL_SETTING = Single Player
S_GAME_MODE = Sandbox
G_BONE_ANIMATION = true
P_NT_DEBUG_ACTIVE = false
P_PHYSICS_DEBUG_ACTIVE_OCCLUSION = false
P_PHYSICS_DEBUG_ACTIVE = false
P_PHYSICS_DEBUG_MODE = 0
G_DEBUG_LINE_DRAWING_ACTIVATED = false
G_WINDOW_START_POSITION = center
G_DRAW_GUI_ACTIVE = true
G_DRAW_NO_OVERLAYS = false
G_PARTICLE_SORTING = true
P_PHYSICS_ACTIVATED = true
G_SMOKE_QUALITY = false
G_DRAW_STARS = true //Draw additional stars
G_DRAW_PASTE_PREVIEW = true //Draw preview for paste
G_USE_SPRITE_VBO = true
TUTORIAL_NEW = false //Tutorial enabled
G_AUTOSELECT_CONTROLLERS = true //AutoSelect Controllers
S_INFO_DRAW = SOME_INFO //Tech Info
G_VBO_FLAG = STATIC
N_LAG_COMPENSATION = true
N_IGNORE_SAVED_UPLINK_CREDENTIALS_IN_SINGLEPLAYER = true
N_SERVERTIME_UPDATE_FREQUENCY = 10000
M_TEXTURE_PACK_CONFIG_TOOL = ./data/textures/block/Default/64/
G_MIPMAP_LEVEL_MAX = 3
M_MOUSE_SENSITIVITY = 0.7 //MoUse Sensitivity
G_HIT_INDICATION_SIZE = 2.0 //Size of hit indications
F_BLOOM = true //Bloom Effect
F_BLOOM_INTENSITY = 0.4 //Bloom Intensity
S_MOUSE_LOCK = true
G_DRAW_ADV_BUILDMODE_BLOCK_PREVIEW = true
G_SHOW_PURE_NUMBERS_FOR_SHIELD_AND_POWER = false
S_FLIP_HOTBAR_MOUSEWHEEL = false //Use keybind to scroll through other hotbars
S_INVERT_MOUSEWHEEL_HOTBAR = false //invert mouse wheel for hotbars
S_ZOOM_MOUSEWHEEL = SLOTS //primary mouse wheel function
S_MOUSE_SHIP_INVERT = false //Invert MoUse-Y (Ship)
S_MOUSE_ALL_INVERT = false //Invert MoUse-Y (All)
S_USE_REGION_SIGNATURE_TEST = false
G_PREVIEW_TO_BUILD_BLOCK = true //Preview Block to build
S_EXIT_ON_ESC = false
G_USE_HIGH_QUALITY_BACKGROUND = false
G_DRAW_POPUPS = true
G_USE_VBO_MAP = true
G_DRAW_JUMP_OVERLAY = true
G_MAG_FILTER_LINEAR_BLOCKS = false //Use linear mag filter on Blocks (restart required)
BLOCK_TEXTURE_ANISOTROPY = true //Anisotropic block textures (restart required)
G_MAG_FILTER_LINEAR_GUI = false //Use linear mag filter on GUI (restart required)
G_MAX_BEAMS = 512 //MaxBeamsDrawn (restart required)
SEGMENT_REQUEST_BATCH = 64 //Size of Chunk request-queue
CLIENT_BUFFER_SIZE = 65536
ICON_BAKERY_SINGLE_RESOLUTION = 150
LIGHT_RAY_COUNT = 128 //Block light quality (impacts chunk refresh time, but not fps)
ICON_BAKERY_SINGLE_ICONS = false
G_MUST_CONFIRM_DETACHEMENT_AT_SPEED = 50.0 //Popup Detach Warning (% server speed, -1 off)
G_USE_SHADER4 = true
O_OCULUS_RENDERING = false
G_USE_VERTEX_LIGHTING_ONLY = false //Simple Lighting Quality (faster)
CLIENT_TRAFFIC_CLASS = true
G_DRAW_SELECTED_BLOCK_WOBBLE = true
G_USE_TWO_COMPONENT_SHADER = false
A_FORCE_AUTHENTICATION_METHOD = -1
MIN_FFA = 2
B_UNDO_REDO_MAX = 30
G_DRAW_ANY_CONNECTIONS = false //Draw connections between logic blocks
G_DRAW_ALL_CONNECTIONS = false //Draw all connections (not only logic)
N_ARTIFICIAL_DELAY = 0
SEGMENT_PIECE_QUEUE_SINGLEPLAYER = 32767
G_MAX_MISSILE_TRAILS = 128 //Max Missile Trails (restart required)
G_USE_OCCLUSION_CULLING = false
C_AUTOASSIGN_WEAPON_SLOTS = true //Autoassign weapons on fire if bar empty
G_DRAW_NT_STATS_OVERLAY = false //Draw network statistics in hud
CLIENT_CUSTOM_TEXTURE_PATH = ./customBlockTextures
SECRET = none
LIMIT_FPS_UNFOCUS = true
GUI_USE_DISPLAY_LISTS = false
USE_GL_MULTI_DRAWARRAYS = true //MultiDraw Optimization (turn off on chunk Draw problems)
USE_GL_MULTI_DRAWARRAYS_INITIAL_SET = true
CHAT_CLOSE_ON_ENTER = true //Close chat on enter
A_FORCE_LOCAL_SAVE_ENABLED_IN_SINGLE_PLAYER = false
G_SHIP_INFO_ZOOM = 0
G_SINGLEPLAYER_CREATIVE_MODE = false //creative mode
G_DRAW_LAG_OBJECTS_IN_HUD = false //Draw lag statistics in hud
G_SHOW_SYMMETRY_PLANES = true //Show symmetry planes
LANGUAGE_PACK = english
LANGUAGE_PACK_ASSIGNED = true
DELETE_SEVER_DATABASE_ON_STARTUP = false
G_BASIC_SELECTION_BOX = false //Draw basic selection boxes
OFFLINE_PLAYER_NAME = MgnfcntBstrd
ONLINE_PLAYER_NAME = MgnfcntBstrd
SERVERLIST_COMPATIBLE = true
SERVERLIST_RESPONSIVE = true
SERVERLIST_FAVORITES = false
SERVERLIST_CUSTOMS = false
CUBE_LIGHT_NORMALIZER_NEW_M = true
SERVERLIST_LAST_SERVER_USED = 192.168.252.191:42420
LAST_GAME = MP;192.168.252.191;42420;MgnfcntBstrd
PLAY_INTRO = true //Play Intro
SUBTITLES = true //Subtitles
TUTORIAL_BUTTON_BLINKING = false
TUTORIAL_PLAY_INTRO = false
TUTORIAL_WATCHED = introduction;
SHOW_32BIT_WARNING = true
USE_INTEGER_VERTICES = true
LOD_DISTANCE_IN_THRESHOLD = 100.0 //Non Block Render Distance (LoD)
AUTOSET_RESOLUTION = false
FIRST_START = false
USE_TGA_NORMAL_MAPS = true
PLUME_BLOOM = true
BLUEPRINT_STRUCTURE_BUILD_OPTIONS = false
BLOCK_STYLE_PRESET = 70001, false, 53; 140002, false, 103; 90003, false, 69; 170004, false, 126; 150000, false, 108; 60000, false, 45; 130000, false, 94; 140004, false, 105; 110002, false, 82; 30004, false, 28; 50003, false, 41; 90002, false, 68; 60005, false, 50; 80001, false, 60; 50000, false, 38; 100, false, 7; 150006, false, 114; 190004, false, 140; 50001, false, 39; 30003, false, 27; 190005, false, 141; 50004, false, 42; 180004, false, 133; 100000, false, 73; 90000, false, 66; 70004, false, 56; 120003, false, 90; 40003, false, 34; 190006, false, 142; 180000, false, 129; 70002, false, 54; 100001, false, 74; 80005, false, 64; 190003, false, 139; 160004, false, 119; 300, false, 9; 120002, false, 89; 30001, false, 25; 5, true, 5; 100006, false, 79; 60006, false, 51; 10003, false, 13; 30000, false, 24; 10000, false, 10; 110003, false, 83; 150005, false, 113; 170002, false, 124; 1, true, 1; 160002, false, 117; 110005, false, 85; 140001, false, 102; 50005, false, 43; 70006, false, 58; 130002, false, 96; 70003, false, 55; 20001, false, 18; 10006, true, 16; 40006, false, 37; 180002, false, 131; 90001, false, 67; 30002, false, 26; 120005, false, 92; 60002, false, 47; 60004, false, 49; 130004, false, 98; 130003, false, 97; 30005, false, 29; 110001, false, 81; 80004, false, 63; 130005, false, 99; 180001, false, 130; 20002, false, 19; 120001, false, 88; 100004, false, 77; 90004, false, 70; 4, true, 4; 170006, false, 128; 140000, false, 101; 150004, false, 112; 140006, false, 107; 100005, false, 78; 20006, true, 23; 40000, false, 31; 130001, false, 95; 20004, false, 21; 70000, false, 52; 130006, false, 100; 50002, false, 40; 160003, false, 118; 160000, false, 115; 60001, false, 46; 80000, false, 59; 40002, false, 33; 50006, false, 44; 170005, false, 127; 110000, false, 80; 100003, false, 76; 70005, false, 57; 180005, false, 134; 140005, false, 106; 80006, false, 65; 140003, false, 104; 20005, false, 22; 170003, false, 125; 90006, false, 72; 20000, false, 17; 190000, false, 136; 20003, false, 20; 180006, false, 135; 190001, false, 137; 40001, false, 32; 60003, false, 48; 160005, false, 120; 170001, false, 123; 160001, false, 116; 150001, false, 109; 120004, false, 91; 40004, false, 35; 80002, false, 61; 190002, false, 138; 120006, false, 93; 110004, false, 84; 170000, false, 122; 10001, false, 11; 10002, false, 12; 80003, false, 62; 180003, false, 132; 200, false, 8; 150003, false, 111; 120000, false, 87; 30006, false, 30; 3, false, 3; 10005, false, 15; 100002, false, 75; 160006, false, 121; 150002, false, 110; 90005, false, 71; 10004, false, 14; 6, true, 6; 2, true, 2; 110006, false, 86; 40005, false, 36; 0, true, 0
Java Version (32bit)

Error: This Java instance does not support a 32-bit JVM.
Please install the desired version.

Java Version (64bit)

java version "1.8.0_101"
Java(TM) SE Runtime Environment (build 1.8.0_101-b13)
Java HotSpot(TM) 64-Bit Server VM (build 25.101-b13, mixed mode)

Event Timeline

There are a very large number of changes, so older changes are hidden. Show Older Changes
MgnfcntBstrd added a comment.EditedFeb 1 2017, 3:49 PM
Let me know if you need a .ZIP instead.

File removed.

The task has sat for a while without being categorized, so I wasn't sure if I've missed a step somewhere?

I've deleted a significant number of docked entities from the ship, but it still has the same problem.

My server logs are full of this:

[2017-02-09 17:21:43] Server(0) Ship[Explorer](1895) CANNOT ACTIVATE: 0 / 2::: {187743525998493714, 187743525998493710}
[2017-02-09 17:21:43] Server(0) Ship[Explorer](1895) CANNOT ACTIVATE: 0 / 1::: {187743508818755600}
[2017-02-09 17:21:43] Server(0) Ship[Explorer](1895) CANNOT ACTIVATE: 0 / 1::: {187462660906418281}
[2017-02-09 17:21:43] Server(0) Ship[Explorer](1895) CANNOT ACTIVATE: 0 / 1::: {113997846604808246}
[2017-02-09 17:21:43] Server(0) Ship[Explorer](1895) CANNOT ACTIVATE: 0 / 2::: {113997846604808246, 187744290503000116}
[2017-02-09 17:21:43] Server(0) Ship[Explorer](1895) CANNOT ACTIVATE: 0 / 7::: {187462875656159287, 186336975749120054, 186336975749120055, 186336975749120058, 186336975749120059, 186336975749120057, 186336975749120056}
[2017-02-09 17:21:43] Server(0) Ship[Explorer](1895) CANNOT ACTIVATE: 0 / 1::: {113997876669579318}
[2017-02-09 17:21:43] [SERVER] Ship[Explorer](1895) Failed Activating 145 Blocks

I removed all of the docked entities, deleted all of the logic blocks, and used copied the ship's block data onto a blank core's blueprint to completely wipe out all of the metadata associated with it. After wiping the metadata, the rails worked again. However, the rails stopped working again within a day.

AndyP claimed this task.Feb 24 2017, 2:43 PM
AndyP changed the task status from Open to Feedback.

There was a behaviour change in the logic a few releases ago, that made it more reliable (in terms of preserving signals), but also gave it the ability to preserve too many signals in large circuits and lockup the logic processing.
That would exactly explain the working state for a "fixed loading time".

We now re-implemented a performance saving feature to catch those circling signals.

Can you please test and examine the ship again after next release and give a feedback if it works now or not?

Restricted Application added a project: Waiting on Author. · View Herald TranscriptFeb 25 2017, 12:30 AM

Yes, I certainly can.

Restricted Application edited projects, added Customer responded; removed Waiting on Author. · View Herald TranscriptFeb 25 2017, 12:34 AM
Restricted Application changed the task status from Feedback to Open. · View Herald Transcript

Loaded tonight's patch server and client side, spawned in blueprint uploaded here, rails still frozen, no change.

Well, on the copy on the testserver, all smaller things were moving properly.
Partially back and forth on the same spot, but still looked working.

Will look into that blueprint again.

Should I zip up the entity itself from the server or anything, or is there anything else I can provide to assist?

AndyP added a comment.Feb 25 2017, 6:51 PM

No, thank you, will ask for details if I cant find the problem, I have an idea what it could be.

AndyP added a comment.Feb 25 2017, 9:42 PM

Nice command area, but it actually shows the problem:
The ship is out of power.
It shows ~12k rail mass enhancers being used.
Anything above the free-limit will not work anymore when the rail mass enhancers run out of power.

AndyP changed the task status from Open to Feedback.
Restricted Application edited projects, added Waiting on Author; removed Customer responded. · View Herald TranscriptFeb 25 2017, 9:44 PM
AndyP shifted this object from the S1 Public space to the S3 Starmade space.Feb 25 2017, 11:01 PM
AndyP changed the visibility from "Custom Policy" to "Public (No Login Required)".
AndyP changed the edit policy from "Task Author" to "Starmade (Project)".
AndyP removed a project: Waiting on Author.
AndyP triaged this task as Normal priority.
Restricted Application added a project: Waiting on Author. · View Herald TranscriptFeb 25 2017, 11:01 PM

It's not out of power on my server.

Restricted Application edited projects, added Customer responded; removed Waiting on Author. · View Herald TranscriptFeb 25 2017, 11:27 PM
Restricted Application changed the task status from Feedback to Open. · View Herald Transcript

Yes, the ship has 12,000 rail mass enhancers.

Big turrets.

AndyP changed the task status from Open to Feedback.Feb 26 2017, 12:02 AM

Looks like the blueprint has a different state of it then.
Server and location? going to visit it there then.

(If you do not want to share that public, click on my name and use "send message" option.)

Restricted Application edited projects, added Waiting on Author; removed Customer responded. · View Herald TranscriptFeb 26 2017, 12:02 AM
This comment was removed by AndyP.
Restricted Application edited projects, added Customer responded; removed Waiting on Author. · View Herald TranscriptFeb 26 2017, 3:36 AM
Restricted Application changed the task status from Feedback to Open. · View Herald Transcript
AndyP added a comment.Feb 26 2017, 9:34 AM

Thank you for sending the server-details.

However as your main faction is public, I assume its better to keep it away from public view, will start a conversation now, for details on this.

AndyP changed the task status from Open to Feedback.Feb 26 2017, 1:59 PM

Waiting for replies/details in Z34.

Restricted Application edited projects, added Waiting on Author; removed Customer responded. · View Herald TranscriptFeb 26 2017, 1:59 PM

Added information: When I go to open the Structure / Rail Systems key, it takes a long, long time, during which the client freezes. It did this when I played on GenXNova, and it still does it on a local server. Even when all of the entities have been removed from the ship, opening that menu takes a long time.

Restricted Application edited projects, added Customer responded; removed Waiting on Author. · View Herald TranscriptFeb 26 2017, 8:51 PM
Restricted Application changed the task status from Feedback to Open. · View Herald Transcript
Endal added a subscriber: Endal.Feb 27 2017, 10:40 AM

To update the case here, the ship has multiple rail controllers, all hooked up to run at different speeds. One of them was not connected to any rails, though it was connected to activation modules. When this rail controller was deleted, the rail lockup issue on the ship was instantly resolved. Disconnecting it from the activation modules, changing their state, etc, had no effect. Only deleting the rail controller block had an impact.

AndyP changed the task status from Open to Feedback.Mar 1 2017, 3:21 PM

Wow, can you add a screenshot or give a coordinate of the problematic rail-speed controller?

(I would kind of know if it is a specific rail speed controller position or the fact its not connected to anything at all.)

Restricted Application edited projects, added Waiting on Author; removed Customer responded. · View Herald TranscriptMar 1 2017, 3:21 PM

In the port cargo bay, where the ventral bay door attaches, the third rail controller down in the stack of four.

Restricted Application edited projects, added Customer responded; removed Waiting on Author. · View Herald TranscriptMar 1 2017, 4:30 PM
Restricted Application changed the task status from Feedback to Open. · View Herald Transcript

oh great thank you.

After the most recent update, when I spawn in the broken ship, the rails work perfectly without deleting the rail speed controller.

Thanks for your hard work.

schema changed the task status from Open to Resolved.Mar 9 2017, 3:53 PM
Restricted Application edited projects, added Quality Assurance; removed Customer responded, Issue Navigation. · View Herald TranscriptMar 9 2017, 3:53 PM
lancake renamed this task from After v0.199.429 Update, rails are not working on the base entity of a ship. to Rail speed controller linked to non rail block.Mar 9 2017, 4:07 PM

Task is very similar to T1299 so in case there are any remaining issues, T1299 will be put back in queue and this one closed.

Restricted Application added a project: CBS: Rails. · View Herald TranscriptMar 10 2017, 5:41 PM
AndyP closed this task as Closed.Mar 11 2017, 9:46 PM

Fix Confirmed on supplied blueprint for report.

Restricted Application removed a project: Quality Assurance. · View Herald TranscriptMar 11 2017, 9:46 PM
AndyP moved this task from Unclassed to Archived on the Starmade board.Mar 11 2017, 9:46 PM