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Starmade | Rail Rotator: misaligned rotation after spawning from Blueprint
Confirmed task for development, LowPublic

Description

When spawning a Blueprint of a Ship, with a Rail Entity attached to a Rail Rotator at 45° angle, the rotated Entity got spawned with a misaligned Rotation.

Ive discovered this while making a copy of a test ship ive used test out another rail rotator related bug. (Still need to do further testing on that one)
Rotating it via logic does not change the odd rotation angle back to the normal 45 intervals, but keeps the odd rotation.
Blueprint was saved when the rail was standing still, so it was not a save mid rotation.

Ive tryed reproducing this Bug by rebuilding the ship, but it did not happen on the rebuild version.

Attached Files:
Screenshot with descriptions.
Blueprint saved from the original ship (Rail_Rotator_Bug_01).
Blueprint saved from the ship ive rebuild to try reproducing this bug (Rail_Rotator_Bug_02).
.RAR File containing the RAW Blueprints.

Please ignore the Display Blocks, as mentioned ive discovered this while testing another bug, and i didnt want to alter the BP.




Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Singleplayer
Reproducible
Not on purpose
Last tested (version)
0.19289
Category
Control Block System: Rails/Docking
First occurrence (version)
0.19289
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
AMD/ATI
User/Reporter/Contact
Username on Registry
FullMetalFox
Serverconfig (server.cfg)
WORLD = BP Test //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 = false //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 to use uploaded ships in waves
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 = 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 = 150 //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
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 = 0.85 //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 = 0.1 //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 = true //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 = 175.0 //Planet size mean (normal gaussian distribution) (min 50)
PLANET_SIZE_DEVIATION = 100.0 //Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0)
PLAYER_MAX_BUILD_AREA = 250 //max area a player may add/remove in adv. build mode
NT_SPAM_PROTECT_TIME_MS = 30000 //period of spam protection
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 = 1000000 //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
Clientconfig (settings.cfg)
 C_USE_NEW_PLAYER_MODEL_ = true
CONTROL_HELP = false
C_MOUSE_BUTTOM_SWITCH = false
G_RESOLUTION = 1920 x 1080
G_FULLSCREEN = true
G_VSYNCH = false
G_FOV = 90.0
G_MAX_SEGEMENTSDRAWN = 3000
G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false
D_LIFETIME_NORM = 30
G_WINDOWED_BORDERLESS = false
S_SOUND_SYSTEM_ENABLED = true
S_SOUND_ENABLED = true
S_SOUND_VOLUME_GLOBAL = 1
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
G_STAR_COUNT = 4096
G_VBO_BULKMODE_SIZE = 4
G_DRAW_FOG = false
G_DRAW_BEAMS = true
G_DRAW_EXHAUST_PLUMS = false
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
G_DRAW_MOUSE_COLLISION = false
G_ATMOSPHERE_SHADER = normal
G_SHADOW_QUALITY = BEST
G_DRAW_SHIELDS = true
G_DRAW_WATER = true
G_DRAW_BACKGOUND = true
G_WATER_USER_MIPMAPS = false
E_NAVIGATION_FILTER = 997
G_DRAW_ENTITIES = true
G_FRUSTUM_CULLTING = true
G_DRAW_EFFECTS = true
G_SHADER_RELOAD = false
G_FRAMRATE_FIXED = 60
G_SHADERS_ACTIVE = true
G_DEBUG_DRAW_GRID = false
G_DEBUG_DRAW_LINES = true
F_FRAME_BUFFER_USE = false
T_TERRAIN_DRAW = true
T_TERRAIN_WIREFRAME_DRAW = false
G_CULLING_ACTIVE = true
G_TEXTURE_ARRAYS = true
G_AUTO_NORMALIZATION = true
G_DRAW_BY_SIDES = true
G_WIREFRAMED = false
G_NORMAL_MAPPING = false
G_TEXTURE_COMPRESSION = false
G_TEXTURE_ARRAY_COMPRESSION = true
G_TEXTURE_ARRAY_MIPMAP = true
G_TEXTURE_MIPMAP = true
G_SHADOWS = true
G_SHADOWS_VSM = false
S_PAUSED = false
S_SETTINGS_SHOW = false
MINIMAP_MODE = SMALL
SECTOR_INDICATION_MODE = INDICATION_ONLY
S_KEY_ALLOW_DUPLICATES = true
G_PROD_BG = true
G_PROD_BG_QUALITY = 4096
G_TEXTURE_PACK = Default
GIF_WIDTH = 640
GIF_HEIGHT = 640
GIF_FPS = 15
GIF_GUI = false
G_DEBRIS_THRESHOLD_MS = 4
G_TEXTURE_PACK_RESOLUTION = 128
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_DEUBG_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
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 = 4
M_MOUSE_SENSITIVITY = 1.5
G_HIT_INDICATION_SIZE = 3.0
F_BLOOM = true
F_BLOOM_INTENSITY = 1.0
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_TEST = 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 = 128
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 = 1024
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 = false
USE_GL_MULTI_DRAWARRAYS_INITIAL_SET = false
CHAT_CLOSE_ON_ENTER = true
A_FORCE_LOCAL_SAVE_ENABLED_IN_SINGLE_PLAYER = false
G_SHIP_INFO_ZOOM = 0
Java Version (32bit)

NA

Java Version (64bit)

java version "1.7.0_60"
Java(TM) SE Runtime Environment (build 1.7.0_60-b19)
Java HotSpot(TM) 64-Bit Server VM (build 24.60-b09, mixed mode)

Event Timeline

FullMetalFox updated the task description. (Show Details)Jun 22 2015, 1:14 AM
FullMetalFox changed Category from none/unspecified to Control Block System: Rails/Docking.
FullMetalFox changed Affected Gamemode(s) from none/unspecified to Singleplayer.
FullMetalFox set First occurrence (version) to 0.19289.
FullMetalFox changed Reproducible from uncertain to Not on purpose.
FullMetalFox set Last tested (version) to 0.19289.
FullMetalFox changed Video Card Vendor from uncertain to AMD/ATI.
FullMetalFox edited Serverconfig (server.cfg). (Show Details)
FullMetalFox edited Clientconfig (settings.cfg). (Show Details)
FullMetalFox edited Java Version (32bit). (Show Details)
FullMetalFox edited Java Version (64bit). (Show Details)
FullMetalFox set Username on Registry to FullMetalFox.
FullMetalFox added a subscriber: FullMetalFox.
FullMetalFox created this task.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptJun 22 2015, 1:14 AM
FullMetalFox updated the task description. (Show Details)Jun 22 2015, 1:30 AM
FullMetalFox set Task Type to Bug.
FullMetalFox set OS-Specific to No.
FullMetalFox set Hardware-Specific to No.
FullMetalFox updated the task description. (Show Details)Jun 22 2015, 5:15 AM
lancake changed the edit policy from "All Users" to "Starmade (Project)".Jun 22 2015, 6:12 AM
lancake moved this task from New / Unconfirmed to Open / Validated on the Issue Navigation board.
lancake triaged this task as Low priority.
AndyP added a subscriber: AndyP.EditedJun 23 2015, 9:07 AM

Note to tester to confirm this:
Make sure its not a duplicate of T178 and build in same orientation somehow

Gamel added a subscriber: Gamel.Jul 19 2015, 3:51 AM

With the blueprint fox provided, the problem occurs.
But I can't reproduce the issue with my own blueprints.
My own blueprints only have T178 issue

AtraUnam added a subscriber: AtraUnam.EditedJul 22 2015, 11:14 PM

Seen this before and I can confirm that its not a duplicate of T178, seems to happen on random rotors from time to time, when it does happen on a rotor it tends to recur frequently on that same rotor which suggests that its a property specific to the affected rotor.

A̶l̶l̶ ̶a̶t̶t̶e̶m̶p̶t̶s̶ ̶t̶o̶ ̶r̶e̶p̶r̶o̶d̶u̶c̶e̶ ̶t̶h̶e̶ ̶b̶u̶g̶ ̶h̶a̶v̶e̶ ̶f̶a̶i̶l̶e̶d̶,̶ ̶e̶v̶e̶n̶ ̶r̶e̶p̶l̶i̶c̶a̶t̶i̶n̶g̶ ̶t̶h̶e̶ ̶'̶b̶u̶g̶2̶'̶ ̶s̶h̶i̶p̶ ̶b̶l̶o̶c̶k̶ ̶f̶o̶r̶ ̶b̶l̶o̶c̶k̶ ̶d̶o̶e̶s̶n̶'̶t̶ ̶w̶o̶r̶k̶.̶ ̶I̶n̶i̶t̶i̶a̶l̶l̶y̶ ̶p̶r̶o̶v̶i̶d̶e̶d̶ ̶b̶l̶u̶e̶p̶r̶i̶n̶t̶s̶ ̶s̶t̶i̶l̶l̶ ̶b̶u̶g̶ ̶c̶o̶n̶s̶i̶s̶t̶e̶n̶t̶l̶y̶.̶

Actually just noticed (didn't before because its 1 am and I'm tired) that the second blueprint provided does not bug on my install (running current dev-build), the first one still does however.

Edit: merged with own second comment to prevent spamming:

Uploading one of my personal projects that also suffers from the bug, point of interest is the lower knee on the right leg which has its rotor misaligned.
http://www.mediafire.com/download/2qxb8kkeic2nwic/MechSv5.sment
Hopefully the extra data point should help us on locating the cause of the issue.

This comment was removed by AtraUnam.
Oninoni claimed this task.Jul 24 2015, 11:18 AM

I can't confirm this in 0.19338. Of course the blueprint provided is missaligned ,but when i redock the arm and save/load it again it's working perfectly well. Maybe it's fixed by accident?
Maybe someone to who the problem ocurred can test it in the newest dev build, because i don't see i problem here.

AtraUnam added a comment.EditedJul 24 2015, 6:25 PM
In T283#11625, @Oninoni wrote:

Maybe someone to who the problem ocurred can test it in the newest dev build, because i don't see i problem here.

I'll take a quick look, had it happen a lot so it should be relatively simple to test.

Update#1: asked on chat if anyone had encountered the bug recently, Tydeth took the time to answer a lot of questions and was able to confirm a few things.

-The bug definetaly still occurs in current release.
-Unlike what I previously believed, the bug is not intrinsically linked to server auto-saves.
-In the current release the bug can be fixed without replacing the block and does not reoccur like in previous builds.

Update#2: Confirmed that the bug is still present in the latest dev-build, replicated it by running 13 separate rotors on the same ship at once (attatched to a not-delay clock), and forcing an auto-save while they were running. Afterwards I made a BP of the test rig and upon spawning it had misaligned rotors: image of the now bugged BP

AndyP added a comment.EditedJul 25 2015, 12:38 PM

So this closes down to "autosave" while rotating?

Assumption:

  • it will redock in the position it had when auto-save hit it

Way to test:

  • Build docked rotator,
  • use a really slow speed (by controller)
  • and make it move and use /force_save to trigger a save

In theory, this should cause misaligned rotating objects when you teleport away, wait a few minutes and teleport back.

Additional test to perform:

  • Create a blueprint while they rotate.

Should in theory have the same glitch.

Oninoni added a comment.EditedJul 25 2015, 1:54 PM

I'll take a look at it

Edi 1: 0.19342
I made blueprints while it's moving. When Adminloaded the Arm continued turning and stopped in a correct orientation

Edit 2: 0.19342
Same in Multiplayer. It's just not happening

AndyP added a comment.Jul 25 2015, 1:56 PM

great thank you

Oninoni removed Oninoni as the assignee of this task.
AndyP claimed this task.Jul 25 2015, 3:43 PM

Okay, we found TWO ways to cause this.

Type One (brute force find)

  • place a rail / rotator anything that can be raildocked to
  • fire the "raildocker beam" on it
  • press alt+F4 BEFORE the ship actually docks (hitting fire and ALT+F4 together usually is enough, if you see one frame of the "blue support beam grid" it happens

Type Two (more likely cause)

Build a construction that can get stuck in each other like this:

Blueprint:

Make it get stuck in an obstacle (or in each other).
While they are stuck, log out and login again.

Positions will be in "invalid" positions.
The ones on screen are not in valid 45° steps, but somewhere in-between.

This is persistent until relog.

Other side-effects

Type One caused errors are auto-corrected by other clients,
HOWEVER they see the corruption when they clear their client cache. (So the server saves it wrong, while the client only gets valid positions from those docking attempts.)

So a client cache can have DIFFERENT data than server and still be used.

AndyP changed the task status from Open to In Queue (Game).Jul 25 2015, 3:44 PM

Confirmed together with @Oninoni

Restricted Application edited projects, added Game Development, Starmade; removed Issue Navigation. · View Herald TranscriptJul 25 2015, 3:44 PM

I had this issue with one of my turrets. I built the turret before the update that fixes the issue where turrets become misaligned after a while. What I did to fix it was replace the rotators and the attachment blocks and reattach it. Next, I resaved the blueprint, and it hasn't happened since.

AndyP shifted this object from the S1 Public space to the S3 Starmade space.Aug 11 2015, 11:15 PM
AndyP changed the edit policy from "Starmade (Project)" to "All Users".
AndyP changed the task status from In Queue (Game) to In Queue.Mar 10 2017, 5:09 PM
Restricted Application added a project: CBS: Rails. · View Herald TranscriptMar 10 2017, 5:09 PM