tsunamayo / Starship-EVO

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[New build - DEFAULT] 24w018a: Docking Connector #5733

Open tsunamayo opened 5 months ago

tsunamayo commented 5 months ago

The docking connector have been given some love.

Hotfixes:

5728 Hair still present when changing character from human to alien

5726 Crash when building on a moving platform

5719 Prefab and item stands

COMICLER commented 5 months ago

FINALLY. ive been waiting for this,awesome

king32109 commented 5 months ago

it docking connector does act strange tho, i would have expected to have the entitie docked to it to be static and stay on the docking connector, and not like its some kind of rubber band effect where you move your ship and then the docked ship slowly rubber bands back to the docking port, would like to see that changed so the docked ship stays put on the docking conector and not free move on it

TIKIRobo commented 5 months ago

https://github.com/tsunamayo/Starship-EVO/assets/56371294/15d0eae4-b44a-4789-8201-c1dde11a4f98

very neat! however two major issues, first docking ports are inconsistent and dont always actually dock and second as shown in the next video switches kinda freak out and have to be toggled twice

https://github.com/tsunamayo/Starship-EVO/assets/56371294/af6244b8-c896-4408-9266-e2fdeffafba6

(also an example of something failing to properly connect) I believe that things fail to connect because if the larger entity moves towards the smaller one its larger mass pushes the smaller one away before they can lock

COMICLER commented 5 months ago

Im also noticing that it feels practically impossible to dock unless your in a very controlled environment, i think it would help if once you got close enough ,maybe around 1/8th of a meter they just snap together

tsunamayo commented 5 months ago

Okay I docked with a static entity in my test, I will try with a non static one too. @COMICLER There is a threshold already, more like 3cm for now (otherwise it create a visual snap).

king32109 commented 5 months ago

Also noticed it takes a very long time to dock before it turns green and is rather inconsistent on it

tsunamayo commented 5 months ago

@king32109 Are you docking to a static station?

tsunamayo commented 5 months ago

I forgot to add in the description, docking port now can connect to pipe/conveyor and share inventory.

king32109 commented 5 months ago

I docked to a moving grid

tsunamayo commented 5 months ago

@king32109 well then same issue. It must be pushing the other entity, which makes the docking harder to complete.

tsunamayo commented 5 months ago

Can a kind soul send me a world with one of your fiddly test? I had no trouble even with two non static entities.

ProPeach commented 5 months ago

@tsunamayo here's just a minimum test, even when the connectors line up okay-ish they have trouble finalising the docking it seems - kinda seems like they have the most trouble rotating the ship to the correct orientation.

You can spawn in the Docking Test bp and fly them into various positions before activating the docking via button to test different scenarios

https://i.imgur.com/wE8Tfwq.mp4 https://i.imgur.com/hZf2Fbn.mp4

Docking Test.zip

As a side note though, this is a cool update! Thanks for implementing screen and Event Gate functionality from the start, they're really awesome

ProPeach commented 5 months ago

The issue of ships moving away rather than docking also has been an issue with Shipyards if I remember correctly. One way this could be helped is having ships "on" even while the pilot is not controlling their yoke, so they apply a counter thrust in an effort to stay in the same position and resist being moved by a docking ship. This would also allow you to keep your ship flying in gravity without it just dropping, same for hovercraft. It's a feature of ships in Space Engineers for example - Exiting control of the ship does not turn off its thrusters, that's a separate action. It's kinda tied to their "inerial dampeners" mechanic, if the dampeners are on then the ship resists movement execpt commands given by the player pressing WASD (like sevo 6dof mode), if the dampeners are off then the ship can be pushed about or fall in gravity.

Like here - The ship is pushing down on the pad, and the pad uses its thrusters to resist the ship and stay in position rather than float away

https://github.com/tsunamayo/Starship-EVO/assets/27857711/402a8125-1d6e-4d64-ba62-389557b975ea

Crimson-Artist commented 5 months ago

@tsunamayo it says that we can now transfer liquids and items between entities. How do we do that?

drimmel247 commented 5 months ago

Suggestion: Option 1: Can we use the connector tool to connect the Shipyard chip and the connector block? Then use the connector block as the touching point between landing pad and ship? Maybe even have the connector act like a piston and extend about 2x its size. This way when we have carriers or bases we can easily land smaller ships and get them connected for resource transfer. Option 2: treat the connector between two ships like a hose that auto connects when ship lands. Option 3: Shipyard block automatically provides capability to transfer resources between entities in a buy/sell/transfer resources option along with the refuel, dock/undock. Side note, please add exit seat option for docked ships.

tsunamayo commented 5 months ago

@drimmel247 Well the connectors already works like hoses, you can transfer item / liquid.

tsunamayo commented 5 months ago

@tsunamayo it says that we can now transfer liquids and items between entities. How do we do that?

You connect a pipe/tube to the connector. Then from your storage container you do the transfer like always, you will see the inventory of the other entity inside.

tsunamayo commented 5 months ago

The issue of ships moving away rather than docking also has been an issue with Shipyards if I remember correctly. One way this could be helped is having ships "on" even while the pilot is not controlling their yoke, so they apply a counter thrust in an effort to stay in the same position and resist being moved by a docking ship. This would also allow you to keep your ship flying in gravity without it just dropping, same for hovercraft. It's a feature of ships in Space Engineers for example - Exiting control of the ship does not turn off its thrusters, that's a separate action. It's kinda tied to their "inerial dampeners" mechanic, if the dampeners are on then the ship resists movement execpt commands given by the player pressing WASD (like sevo 6dof mode), if the dampeners are off then the ship can be pushed about or fall in gravity.

Like here - The ship is pushing down on the pad, and the pad uses its thrusters to resist the ship and stay in position rather than float away

SE.Landing.Dampeners.mp4

Thanks for the insight, this was the solution I planned to do, right now I only apply force on the docking entity, but I planned to add a corrective force on the mother entity to cancel its velocity.

ProPeach commented 5 months ago

Oh great, glad to see you're on it then 👌

Crimson-Artist commented 5 months ago

You connect a pipe/tube to the connector. Then from your storage container you do the transfer like always, you will see the inventory of the other entity inside.

@tsunamayo I tried doing that. It doesn't seem to work. I Have both docking connectors hooked up to cargo containers via conveyor tubes. upon docking I can select the other cargo on the other ship however the items inside the first cargo are not moving over. I've also noticed that the transfer window doesn't save its target. I keep setting it for the other container but it resets the moment I close the window.

tsunamayo commented 5 months ago

@Crimson-Artist I dont think it is supposed to keep the previous setting when you open again, that is just a UI setting. But the non transfer seems a legit bug, I will check it out.

Horkas commented 5 months ago

@tsunamayo Do not be afraid to have some visual snap going on, if it means more reliability and ease of use for the user to dock. I can 100% assure you, 99.9% of your players will not care about it when they are busy having fun with the rest of the game. Do what works most reliably.

tsunamayo commented 4 months ago

@Crimson-Artist Hi, I didnt any trouble to transfert items...