Space Engineers: The New Clang Horizon
[EDIT: This should be fixed as of the 1.186 update!]
How long did it take me to break the new Space Engineers update today?
About 20 minutes.
Now before the rabid fanboys in the forums start thinking about putting a hit out on me, we were told BY KEEN that you could drill through planets in this update and that physics were fixed.
The problem is you CAN'T fix physics in a game like this unless you're simulating every single molecule and atom. This is well beyond what is possible on this kind of scale with even the best of modern consumer computing.
If Keen had said "we've made some changes to try to prevent Clang", I would agree this is a step forward.
However, this update DID destroy a significant chunk of a ship I've been working on, because none of the changes had pre-warning. As in, "If I'd known to remove 3 of these 4 pistons, everything would have been fine." Too busy driving the hype train to warn us I guess...
Anyways, sorry for the lack of beautification on this one and the lack of cutting out time. This was all told a 2-3 hour video squashed down into a bug report. The only place I cut footage out was in the 30 second load time for the world after turning voxel damage back on (and wolves off as they were bothering me). The ship shown in the video is being allowed to drop in gravity under dampening as it's too heavy to keep aloft on a few small thrusters, with no input from the pilot. Somewhere around 500 m down (as later measured by the camera account), the grid deforms through the planet and enters freefall, remaining there until its thrusters could handle the weakened pull of gravity near the core of the planet.
This wasn't something I was trying to pull off intentionally or even accidentally - I honestly expected the rig to bash itself to pieces before too long against the walls of the shaft. I'm not sure this was even possible in the previous versions, as I thought all unmanned ships were deleted below a certain altitude below the planet's surface.
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