![]() ![]() Leaving the game, and getting the 'unloading world' message, does clear the error, and connectors will work just fine again after rejoining. Restarting the dedicated server alone doesn't fix the issue, it comes back as soon as the client reconnects to the host. Once it started happening, i've noticed that no matter the distance, no matter how fast the grid is moving, it'll resync precisely to the same position/orientation it was in before unlocking and moving away. It never happened until the server had a fair amount of activity and plenty of grids built all over the place. If i go to admin mode, cycle through all the active grids on the server to check what's going on and do maintenance, then it'll likely trigger it in the next short while. Here's what i've noticed, in hope something will be usefull in there.įirst, if i'm alone connected in a single area, with selective physics update enabled, it doesn't seem to happen. I've been playing around with that bug for a bit, it's happening somewhat regularly on my own dedicated server now that there's a lot of stuff that's been built. Grinding blocks off may or may not fix the problem at random. I also suspect, but am unsure of, that powering on/off or setting batteries to recharge may have something to do with it. It only seems to happen with a vertically oriented connector, as my ships with a horizontal connector don't seem to have a problem. I haven't replicated it on a local save yet, but I'll try to do more testing later. It also only seems to happen when the save is on a dedicated server. Unknown if it can be between two ships or a connector and voxel, but the rubber-banding point is definitely on the ship connector. It can occur between a ship connector and a station connector and a ship connector and other station block. I can try to make a clean version later if I need to, but I need to head to work in a few minutes so no time to open it up right now. It does have 4 mods on it that add a block or two each. And if so, do you have a fix for this or a dev tool that can identify what exactly is causing the client / server mismatch in information? Keen: is it possible that this rubber banding of the ship is a result of more than one bug? Since it syncs the client back with what the server has calculated. Can other players also add hydrogen thrusters to their ship should they run into this issue and confirm my findings above? The server syncs your client with how you are on the server, causing the rubber banding. The client thinks the ship can move with the ion thrusters, the server corrects your location since on the server side, the thrusters arent doing anything. After grinding off all ion thrusters and welding new ones, the ship was moving again with ion thrusters.Īs I wrote above, the ion thrusters were glowing despite everything being powered down, so my guess is that there is a desync between client/server regarding the status of the ion thrusters. The ship also had Hydrogen thrusters, so after putting in some ice, i was able to move the ship with the hydrogen engines regardless of the ion thrusters being turned on or off. I did notice even though the ship was powered down, the blue glow was still coming out of the exhausts of the ion thrusters. I powered down the ship and started back up, this didnt work either. I tried griding and rewelding the connectors, this didnt work. ![]() This the same issue as following threads: ![]()
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