Ships are too delicate in collisions, and ore spawning is like having a warhead go off.
Two things that are all too often directly related.
FIRST: Ships are too delicate. Heavy armor seems ok in terms of soaking up damage but barely slows the ship down at all when faced with voxels at speed. Literally any other part feels like it's made out of glass. Say you have a mining ship with drills on the front and are coming up to a rock. There's a certain speed where damage is ignored, maybe under 3 m/s or so. But what if server lags and it thinks you came in at 10m/s? The drills just pop and the contents dump out. Ship is not even slowed down, it's entirely possible for this little fender-bender to demolish the front half of the ship, and i think that's only because that's where the ship happened to stop, not because of a meaningful impact energy reduction between the heavy steel parts and the dirt. If you accidentally cut power or dampeners while a whole 5 meters in the air? DESTRUCTION. Any thruster or non-armor part that touches a voxel just dissappears as if it were a popped balloon of no mass at all. Is that connector magnet a bit strong? BOOM. Now you don't have a connector, problem solved.
I think you see where this is going. Our creations have that industrial look but not the industrial durability. I've been on servers that run shield mod for this exact reason, because random little clangs and server lag spikes are the most lethal weapons in the game.
While I won't presume to know a terrible lot about how the game engine handles physics, I am going to go out on a limb and say that I think the expectation is that several tons of heavy welded iron parts are much hardier than the dirt and rocks, and that the roles should be reversed, bumping the surface at reasonable speed should leave a crater on the ground not in the ship. Voxels seem to be considered immovable objects, but should not be calculated as such in this situation. The numbers need tweaked by a factor of (at least) 100. Not even kidding. A large ship hitting an asteroid and it has armor on the front, 2.5 meters of crumple zone. That should slow it down considerably, STOPPED if it was going any less than 20-30m/s. Depending on weight of course, a monster ship would take a lot to slow down. But something like that should stand a good chance of just powering through the whole asteroid like an icebreaker ship!
The crumple zone is key, most clang seem to be zero-time movement events, and the engine assumes huge magnitudes of energy must have been injected to create them. This is obviously wrong. The movement energy should determine the outcome, not the other way around. Causing damage to the blocks or to the voxels has to use up this energy, AND buy us TIME. Also, the non-crumpling blocks REALLY need a visual way to display damage.
SECOND: When an ore ball spawns (usually because drill or cargo popped) it might as well be a warhead going off. In my little mining ship example, if the connector pops and it was full of an ore, it literally guts the entire bottom of the ship out. It's ridiculous. ITEMS SHOULD VERIFY CLEARANCE BEFORE SPAWNING. This problem is bad at 1x inventory, the ore ball often physically larger than the container it was in, but at 10x it's just plain silly. Spawn it at 10 small rocks if you have to.
Incidentally, when this happens over land it leaves a MASSIVE crater. So much energy?
shared this idea 06/09/17 02:13