I have started seeing a facing problem with the rails again recently. I have seen this in older game versions, but it has gone away until recently. Certain facings of the rails don't reflect the actual way the rail is facing. IE rail is supposed to be able to face 4 directions (<^>v) and instead I am getting (<^><) Or something like that. Not sure which direction is having the problem, but it changes depending on what object I am building on. Sorry if this has been brought up but I didn't see anything on it listed.
- Task Type
- Affected Gamemode(s)
- Last tested (version)
- Video Card Vendor
- Video Card Model
- AMD R9 270x 2gb
- Username on Registry
Running on thread: ClientThread
Driver Version: 126.96.36.1994
Vendor: ATI Technologies Inc.
OpenGL Version: 4.5.13399 Compatibility Profile Context 15.200.1062.0
Renderer: AMD Radeon R9 200 Series
GLSL Ver: 4.40
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 = 30000 //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 = 12000 //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 = 40.0 //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 = 0.01 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown PHYSICS_ROTATIONAL_DAMPING = 0.01 //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 = 0.1 //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 = true //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 = 5 //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 = 500.0 //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 = 50 //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 = 50 //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 = 40 //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 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
C_USE_NEW_PLAYER_MODEL_ = true CONTROL_HELP = false C_MOUSE_BUTTOM_SWITCH = false G_RESOLUTION = 1920 x 1080 G_FULLSCREEN = false G_VSYNCH = false G_FOV = 85.0 G_MAX_SEGEMENTSDRAWN = 10000 G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false HIT_INDICATION_NUMBERS_LIFETIME = 0.4 D_LIFETIME_NORM = 10 G_WINDOWED_BORDERLESS = false S_SOUND_SYSTEM_ENABLED = true S_SOUND_ENABLED = true S_SOUND_VOLUME_GLOBAL = 10 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 = 600 G_STAR_COUNT = 1024 G_VBO_BULKMODE_SIZE = 4 G_DRAW_FOG = false G_DRAW_BEAMS = true G_DRAW_EXHAUST_PLUMS = true 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 = false G_DRAW_MOUSE_COLLISION = false G_ATMOSPHERE_SHADER = normal G_SHADOW_QUALITY = SIMPLE G_DRAW_SHIELDS = true G_DRAW_WATER = true G_DRAW_BACKGOUND = true G_WATER_USER_MIPMAPS = false E_NAVIGATION_FILTER = 613 G_DRAW_ENTITIES = true G_FRUSTUM_CULLTING = true G_DRAW_EFFECTS = true G_SHADER_RELOAD = false G_FRAMRATE_FIXED = -1 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 = false G_AUTO_NORMALIZATION = true G_DRAW_BY_SIDES = true G_WIREFRAMED = false G_NORMAL_MAPPING = false G_TEXTURE_COMPRESSION_BLOCKS = 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 = LARGE SECTOR_INDICATION_MODE = OFF S_KEY_ALLOW_DUPLICATES = true G_PROD_BG = true G_PROD_BG_QUALITY = 2048 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 = NO_INFO 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_LEVELS = 5 M_MOUSE_SENSITIVITY = 0.5 G_HIT_INDICATION_SIZE = 2.1 F_BLOOM = true 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_TEST = false S_EXIT_ON_ESC = false G_USE_HIGH_QUALITY_ACKGROUND = true 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 = true 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 = false CHAT_CLOSE_ON_ENTER = true A_FORCE_LOCAL_SAVE_ENABLED_IN_SINGLE_PLAYER = false G_SHIP_INFO_ZOOM = 1 G_SINGLEPLAYER_CREATIVE_MODE = true G_DRAW_LAG_OBJECTS_IN_HUD = true G_SHOW_SYMMETRY_PLANES = true
java version "1.8.0_60"
Java(TM) SE Runtime Environment (build 1.8.0_60-b27)
Java HotSpot(TM) 64-Bit Server VM (build 25.60-b23, mixed mode)
Do you have an entity or structure where this happens reproducible?
I did not have any problems with this, but as there are 16 orientations it may only happen for 1 or 2 in worst case.
It's a station I have been working on. It could be because of the size of the structure. I don't know if it's reproducible on another game or confuguration, but it does happen every time when I load my single player game. I don't play on any servers yet.
The facing issue appears to be towards the front, or the default forward direction in advanced build mode. It doesn't stop it from functioning correctly. It does show the rail pointed to the side instead of facing up like it should. It happens on other vehicles I create or load in too.
If you load my .sment file, be sure to have the ram cranked up, it's massive (910m x 910m). I had my sector size scaled way up to spread things out a bit too. In fact, my only changes to the server.cfg file were to reduce the rate of slowdown on objects to .01, max speed to 150m/s, upped sector size 30000, increased planet size to 500. I may have changed the default permissions for blueprints as well. But that should be all the changes and shouldn't affect a texture issue like this I wouldn't think. I don't believe I have any mods installed. Previously, I had better explosions and lighter lighten mode, but they should have been wiped when I updated last. It has worked like that with every other update.
What shall I say:
I like those shipyard bays, awesome idea.
To see "where" front is, I'll upload a screen, can you tell me what direction is forward then?
(Can't seem to find any rail with problems. And operated a lot of doors, elevators and alike.)
I also assume I found the correct door you posted on the screen, but dont have the effect.
do you use the default texture pack?
Right on, I thought it could just be on my end but I wasn't sure. First real kinda bug I have really run into since playing. It's gotten to be somewhat annoying on such a large build.
The forward direction in my game is to the left in the screen. So the ones with that problem would all be facing towards the left(in the screen) and only rails pointing upwards.
Yeah, the one in the screen(mine) was the right hand airlock coming out of the docking collars and going into the box/reception area mounted on the roof.
Glad you like it. I hadn't seen anything like that yet. It's going to get some major changes to the left and right of those bays.