[TESTREQUEST] Jolt Physics

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DocAce
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Re: [TESTREQUEST] Jolt Physics

Post by DocAce » Wed, 1. Mar 23, 15:48

talon_65 wrote:
Wed, 1. Mar 23, 05:26
2 Instances so far where while on EVA placing EMP bombs on an Engine Part module and an Advanced Electronics Module where the EMP went off I could clearly see all 4 nodes on the surface but an invisible barrier prevented me from getting close enough to the module to scan. I recorded video but the file attachment wont let me attach it so I uploaded them here:
https://www.youtube.com/watch?v=lPzR0EbTGks
https://www.youtube.com/watch?v=tuX32n6iA38
Thank you for the effort of making videos, but I'm afraid we can't watch them because they're set to be private.

talon_65
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Re: [TESTREQUEST] Jolt Physics

Post by talon_65 » Fri, 3. Mar 23, 01:47

DocAce wrote:
Wed, 1. Mar 23, 15:48
talon_65 wrote:
Wed, 1. Mar 23, 05:26
2 Instances so far where while on EVA placing EMP bombs on an Engine Part module and an Advanced Electronics Module where the EMP went off I could clearly see all 4 nodes on the surface but an invisible barrier prevented me from getting close enough to the module to scan. I recorded video but the file attachment wont let me attach it so I uploaded them here:
https://www.youtube.com/watch?v=lPzR0EbTGks
https://www.youtube.com/watch?v=tuX32n6iA38
Thank you for the effort of making videos, but I'm afraid we can't watch them because they're set to be private.
Sorry about that here you go, updated links. Also didn't record it but have had several more instances of border issues in EVA on various station modules. It is still possible to do the EMP bombs but now I approach the prospective position on the module first to ensure that I can actually get to it. If unable to get to that position I fly around until I find a position that does work.
https://youtu.be/lPzR0EbTGks
https://youtu.be/tuX32n6iA38

Kahitar
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Re: [TESTREQUEST] Jolt Physics

Post by Kahitar » Sat, 4. Mar 23, 11:44

I have the same issue with EMP-Bomb signal leaks on an Engine Part factory. I can't reach them with my spacesuit. Screenshot: https://steamcommunity.com/sharedfiles/ ... 2941989665

Kahitar
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Re: [TESTREQUEST] Jolt Physics

Post by Kahitar » Sat, 4. Mar 23, 11:46

I have the same issue with EMP-Bomb signal leaks on an Engine Part factory. I can't reach them with my spacesuit. I can't get any close than this (screenshot): https://steamcommunity.com/sharedfiles/ ... 2941989665

bjhughes1963
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Re: [TESTREQUEST] Jolt Physics - Carrier Clipping Pier [SAVE]

Post by bjhughes1963 » Sat, 4. Mar 23, 17:43

I have also seen clipping between ships, stations and other ships. In some cases the clipping is visual but in others two ships will merge and be "welded" together. Ship's computer will warn of danger, shields will drain, and neither ship can move. Reloading the save will sometimes force both ships apart. I was unable to get an image of this but it can happen if both ships are attempting to dock at the same pier and collide, I had the issue a few times on another, albeit modified, save. Running the save long enough with all ships auto docking, like repeated dock and wait commands, should cause this last case.

Case 1: Carrier clips into station pier, objects merged but not stuck.
https://drive.google.com/file/d/1izZ6gv ... share_link
https://drive.google.com/file/d/158VriU ... share_link

Case 2: Carrier stuck in place due to object collision with subordinate fighter inside carrier. AI and player unable to move carrier until subordinate ordered to move. Fighter is selected in first image, lower left of carrier. Second image is player using full throttle when fighter was stuck.
https://drive.google.com/file/d/17f1bYd ... share_link
https://drive.google.com/file/d/1DeKczu ... share_link

Case 3: Carrier merges with another ship, both stuck in place. No image yet but save file should produce the collision if all ships are set to dock and wait multiple times at all stations. Will attach image when able to reproduce.

Attached: Test save file from custom creative, no changes besides fleets in Argon Prime for repeated testing. DxDiag and Vulcan info files as well.

save_008.xml.gz
DxDiag.7z
vulcaninfo.7z

bjhughes1963
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Re: [TESTREQUEST] Jolt Physics - Carrier Clipping Pier [SAVE]

Post by bjhughes1963 » Sat, 4. Mar 23, 19:18

bjhughes1963 wrote:
Sat, 4. Mar 23, 17:43
I have also seen clipping between ships, stations and other ships. In some cases the clipping is visual but in others two ships will merge and be "welded" together. Ship's computer will warn of danger, shields will drain, and neither ship can move. Reloading the save will sometimes force both ships apart. I was unable to get an image of this but it can happen if both ships are attempting to dock at the same pier and collide, I had the issue a few times on another, albeit modified, save. Running the save long enough with all ships auto docking, like repeated dock and wait commands, should cause this last case.
Here's a link to a video showing two AI controlled ships having no idea how to stop colliding: https://youtu.be/sxX4XccdTrI

The trading ship was set to autotrade/searching and the carrier was trying to undock. This went on for so long I got in my spacesuit to watch. Eventually, I had to order the trading ship to move off.

Pejot
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Re: [TESTREQUEST] Jolt Physics

Post by Pejot » Mon, 6. Mar 23, 13:22

After observing multiple different L/XL ships i see a lot of jolt physics "barrier" not correctly adjusted to ship model shape and all surface elements that are attached to it. The collision "border" is applied on top of the element instead of covering it's shape.

Example screenshots:

Tokyo docking bay entrance (the distance between my ship and entrance edge is behind hit box. This one often causes problems with docking for AI. Another thing on Tokyo is that if any ship hits the celling of docking bay it will cause Tokyo to spin and shoot the ship into space with high speed. This also happen quite often when multiple ships are undocking)
https://steamuserimages-a.akamaihd.net/ ... rbox=false

Honshu shield (the distance between my ship and ship surface here is behind hit box surface)
https://steamuserimages-a.akamaihd.net/ ... rbox=false
"Never listen to what people say. Just watch what they do."

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Despuro
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Re: [TESTREQUEST] Jolt Physics

Post by Despuro » Tue, 7. Mar 23, 04:54

Beta 4. Objects that are near anomalies (including player controlled ships, NPC ships, nav beacons, etc) seem to "move left" on their own, the Leap of Faith anomaly specifically seems to have this effect much stronger. Ships near the anomaly will have their speed reduced to 100 and when at a complete stop will move left, despite displaying a speed of 0.

strask412
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Re: [TESTREQUEST] Jolt Physics

Post by strask412 » Wed, 8. Mar 23, 23:13

Game version: Linux/Steam beta 5
Game start: Spear of the Patriarch

Just some quick feedback that emp-bombing / station signal scanning in the space suit has gotten a lot better in beta 5. I saw the line in the patch notes regarding the signal placement, but it seems even more improved than that. Scanned, bombed, and obtained blueprints today without a problem:
- Hull Parts Production
- Split Medium Container Storage
- Plasma Conductor Production
- Soja Bean Production
- Maja Snail Production (On a curved surface of the glass, even, and it worked flawlessly both in signal placement, and allowing me to approach the signal)

Thank you Egosoft for the work you put into this!
"If I were a shadowy nemesis that wanted to strike the Protectorate where it's weakest, Pioneers space is where I'd begin."
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Warchild
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Re: [TESTREQUEST] Jolt Physics

Post by Warchild » Fri, 10. Mar 23, 23:22

On more than one occasion my ships and possibly AI ships, have been savagely spun or shot out into space.

Coming out of nearly any highway will make any ship shoot out faster then it was actually traveling like it was shot out of a gun. This can be nearly any sized ship.

The only way I've been able to get the acceleration to stop was to actually have a way-point set and to hit auto-pilot. This instantly stopped the ship from traveling to the other side of the sector or from hitting an asteroid field and playing pin-ball.

Exiting a jump-gate and being too close to the travel-lane, the smaller ships using the travel lane can weirdly impact the larger ship and send it into a spin or tumble.
Hitting an asteroid can also send the ship spinning out into the black or, if its an especially dense asteroid field, can make the ship look as if its a pin ball.
Pinball in the asteroid field is so far exclusive to Large and Extra large ships as far as I can tell, I haven't been able to effectively reproduce this with small or medium ships. This was done while using the auto-pilot and impacting the asteroids while using the travel drive. Ships traveling on normal drives will just strike the asteroid and suffer some damage.

When smaller ships impact the hull of a larger ship, the smaller vessel should be the one to spin out of control or be rebounded into deep space and not the larger ship.
When very small ships, like station traffic, it should also not send the larger ship into a spin nor should it even be effected by something that small.

With jolt physics at the moment, When ships collide they act as if they are held together like two magnets, this is also something that should be looked into.
At first I thought this was only affecting small and medium ships, but it seems the results are somewhat different with larger ships by making them pinball in asteroid fields and turning them into egg-beaters when they impact smaller or even same sized vessels.
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Toshis8
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Re: [TESTREQUEST] Jolt Physics

Post by Toshis8 » Mon, 13. Mar 23, 14:34

When flying terran "Syn" or "Asgard", xenon fighters sometimes get stuck inside capital ship and start moving/spinning it uncontrollably.

Toshis8
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Re: [TESTREQUEST] Jolt Physics

Post by Toshis8 » Mon, 13. Mar 23, 14:41

Toshis8 wrote:
Mon, 13. Mar 23, 14:34
When flying terran "Syn" or "Asgard", xenon fighters sometimes get stuck inside capital ship and start moving/spinning it uncontrollably.
I want to add (quoting, because it seems there is no edit button):

Probably some of the problem comes from xenon small ship speed. They fly too fast, cant stop in time, bump into capital ship and sometimes get stuck.

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Querschlaeger
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Re: [TESTREQUEST] Jolt Physics

Post by Querschlaeger » Tue, 14. Mar 23, 18:31

No "real wall" inside ARG Argon Raumdock:

Image

Image

save:
https://www.dropbox.com/s/nwoilt4k9yc6g ... ml.gz?dl=0

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FankX
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Re: [TESTREQUEST] Jolt Physics

Post by FankX » Wed, 15. Mar 23, 17:22

Not exactly sure but i think its Physics related.

I was trying to kill one of those "bad" ships which are flying around stations normally, and I found one which didn't had any kind of collision (my weapons nor the station):
https://cdn.discordapp.com/attachments/ ... 5848_1.jpg
https://cdn.discordapp.com/attachments/ ... 0205_1.jpg
https://cdn.discordapp.com/attachments/ ... 5858_1.jpg

Sadly i can't provide better images or more informations about which ship had this issue.
Last edited by CBJ on Wed, 15. Mar 23, 17:22, edited 1 time in total.
Reason: Oversized images replaced with links

killerog
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Re: [TESTREQUEST] Jolt Physics

Post by killerog » Thu, 16. Mar 23, 10:25

FankX wrote:
Wed, 15. Mar 23, 17:22
Not exactly sure but i think its Physics related.

I was trying to kill one of those "bad" ships which are flying around stations normally, and I found one which didn't had any kind of collision (my weapons nor the station):
https://cdn.discordapp.com/attachments/ ... 5848_1.jpg
https://cdn.discordapp.com/attachments/ ... 0205_1.jpg
https://cdn.discordapp.com/attachments/ ... 5858_1.jpg

Sadly i can't provide better images or more informations about which ship had this issue.
Experienced the same thing but so far only on one ship.
Image

LameFox
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Re: [TESTREQUEST] Jolt Physics

Post by LameFox » Fri, 17. Mar 23, 02:49

(as of beta 6) I also have issues using EMP to get blueprints, this time on an Argon Admin module: https://drive.google.com/file/d/1moYv5W ... share_link

Note the very large visual space in f2 mode between the suit and the module surface, yet collision still occurs.

As an aside, was there a change to how EMP work? I only saw one leak after detonating it, seemed like they used to make ~5 of them.
***modified***

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Re: [TESTREQUEST] Jolt Physics

Post by LameFox » Fri, 17. Mar 23, 11:15

Having some pretty messy experiences with the Teuta with new physics: https://drive.google.com/file/d/1l30FDD ... share_link

Recently I recalled the drones escorting this ship, because one had become slightly damaged somehow. This revealed an issue with the ship's landing bays... if you look at the external view, you can see a drone (the damaged one) is attempting to approach them from below, and has become trapped by the shape of the hull. I think previously after a while of being at this it would have just given in and phased through the ship, but now it cannot. This leads it to simply keep flying back and forth, unable to path free of the ship's hull shape and find a way to land.

If you watch this for a few minutes, though, another issue becomes apparent: there's a scrap cube stuck inside the ship. Pretty soon it produces a second, which also gets stuck (I've watched from this save a few times now—it always gets stuck).
***modified***

Vadi
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Re: [TESTREQUEST] Jolt Physics

Post by Vadi » Fri, 17. Mar 23, 12:51

Just wanted to add a data point about this: I was still able to get inside an asteroid by accident while flying at high speed using beta 5.

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alt3rn1ty
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Re: [TESTREQUEST] Jolt Physics

Post by alt3rn1ty » Fri, 17. Mar 23, 13:03

Vadi wrote:
Fri, 17. Mar 23, 12:51
Just wanted to add a data point about this: I was still able to get inside an asteroid by accident while flying at high speed using beta 5.
The problem with this is we need to provide a save game just before it happens, that actually reproduces the issue for the devs.
I had the same a few times since the 6.0 Betas went live, but after making many saves just before collision I found upon reloading those saves the issue did not occur again. Its a devil to capture reliably for the Devs appreciation so they can solve it. Seems to happen for me if I give a ship a lot of "fly to.." commands sending it on a long journey where the NPC pilot engages travel drive for most of it, and I stand in the back of the cockpit just watching. Its also a case of those journeys comin across the right type of asteroid which allows it to happen, not all of them do.
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LameFox
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Re: [TESTREQUEST] Jolt Physics

Post by LameFox » Sat, 18. Mar 23, 04:32

Was writing a report for another bug just now, and while teleporting around to reproduce it, I encountered an annoying issue:

You know how when you teleport to a station, and there are ships around, the ships will move slightly to new positions when you put them in high-attention? Well, sometimes they move inside elements of a station, and with the new physics system, they are taking damage while they are inside it. So unless you teleport away very quickly, the ship may die there.

It's too random to reproduce easily, but I think the movement that causes it would be visible when teleporting to any decently sized station with ships around it. The movement isn't even new, AFAIK, and aside from the hull damage this was probably possible before now.
***modified***

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