[CREATIVE] Make weight/volume possible to switch on for cargo load and gravity testing

Discussion in 'FAQ & Feedback' started by NafreiuX, Oct 8, 2021.

  1. NafreiuX

    NafreiuX Captain

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    Issue:
    Currently it is not possible to test the maneuverability of the vessel in different gravity planets due to weight/volume force-switched off in Creative mode .

    In order to test whether e.g. a CV can lift off from 4G planet with full cargo load, I need to save the blueprint,start a Survival game, spawn and load the vessel - which takes time.

    Proposal: make weight/volume be configurable at difficulty settings of the Creative as well as from the console.
     
    #1
  2. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    Thats already possible by either modifying the GameOptions.yaml in Default Creative

    Or type in the Console

    gopt set EnableVolumeWeight True
     
    #2
  3. Doesn't work last time I checked. Volume and mass is hardcoded to always be off in creative mode.

    You can adjust CPU on and off in creative, but not volume and mass.

    Unless this was changed in the couple recent updates, it has always worked this way, hardcoded off.
    I saw no mention of it being changed in the patch notes either.

    Adjusting the gameoptions.yaml in previous versions had zero effect on V&M.
    It was marked as a known issue in the past too (can't find it anymore though).
     
    #3
  4. NafreiuX

    NafreiuX Captain

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    Thanks - didnt know that :) will give it a go :)
     
    #4
  5. NafreiuX

    NafreiuX Captain

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    Just tested the command - as @krazzykid2006 pointed out, it doesnt seem to work.
    I can still put unlimited volume into cargo boxes after entering the command - even though the console said
    Set 'EnableVolumeWeight' to 'True'
     
    #5
  6. NafreiuX

    NafreiuX Captain

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    Is there a possibility that creative menu is interfering with weight/volume settings? Just thinking out loud
     
    #6
  7. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    Seems to functions fine for me. Try to relog after and ofcours disable GM as GM overwrites it. See if it works that way
     
    #7
  8. Still not working.
    I started a new creative save, set it to on, restarted multiple times, turned god mode off every time.....
    Still not working.

    Video incoming to show it isn't working, along with showing it is set correctly both in the gameoptions.yaml file, and verifying it is set to on with the gotp command. Still not working.
    As I already said, this has been hardcoded to be off since day 1 of volume and mass. There are multiple threads talking about it and confirming it.

    You are the only person that has ever claimed this works in creative Taelyn. For everyone else this has never worked.
    So you are able to do the exact same things I show in this video below and it stops you from picking them up?
    If it doesn't stop you from picking them up then it's not working at all.



    Just to be clear, it tells you that it is set to on in game, but it is still hardcoded off no matter what. Nothing you do changes this, it is still hardcoded off.
    Did you test it as I did in the video? Or did you just run the gotp command and assume it was working because it said it was on?
     

    Attached Files:

    #8
    Last edited by a moderator: Oct 9, 2021
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  9. I only showed player inventory in the video, but this applies to everything.
    Player inventory is unlimited, so are storage boxes of all types, and ships behave the exact same empty as they do fully loaded.

    Volume and mass has never worked in creative for all us non-devs.... Regardless of god mode settings.
     
    #9
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  10. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    Seems to be a problem with the Steam Game. Will be looked at
     
    #10
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  11. stanley bourdon

    stanley bourdon Captain

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    Based on this comment I infer that you are not using the same version of the game from the same source as we are. Is this the cause of the can not be reproduced "bug"?
     
    #11
  12. Kassonnade

    Kassonnade Rear Admiral

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    So many instances of this statement can't be covered by a simple "yes" or "no" answer. For a simple console command that is unrelated to the latest specific build, there is no need to use one specific build to check it, as was highlighted by @krazzykid2006 , since that problem dates back a few versions.

    Obviously they have "internal builds" which are not compiled the same way the public versions are, as some of the "in-house testers" have hinted at a few times. And obviously, since they are testing the next version. Pretty common practice in game dev domain.

    But I want to point out that here you have one of Eleon's staff that acknowledges the problem, which seemed to remain unattended for many builds, and instead of saying "thanks" you kind of try to push some blame across in a very general manner. Do you think this will entice anyone of Eleon to want to interact more with players on forums ? Did you really believe that, by throwing such a snarky question at them, you would get some kind of apology or answer ?
     
    #12
    Last edited: Oct 15, 2021
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  13. The Android

    The Android Lieutenant

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    I have been building a cargo lifter SV and have needed to test the volumes and mass of the ship vs lift capacity. Here's what I've figured out so far:
    1. The EnableVolumeWeight game option can be set, but in Creative mode contents of storage devices (players included) are ignored. Parts attached are still included in the calculations, just not storage container contents (the containers themselves *are* counted)
    2. If game mode is changed(cm console command) to survival then the mass of storage containers will be taken into account. (This can lead to a "bad day" in Empyrion - see below)
    The problem above is switching the game mode on a running session usually ends up with something going horribly wrong in the physics engine causing a ship to go flying off into the distance. When testing thruster layouts this can turn into a huge PITA when you don't have any forward thrusters yet installed.

    I was hoping someone had an answer as to why creative had this limitation and if there was a way to override it in the gameoptions.yaml (or other config file). My only thought was to change the game mode in the gameoptions.yaml and then find a way to have the item menu and debug menu enabled by default. I'm still digging through the config files, but I'm assuming that random spawns need to be configured and they shouldn't be in the default Creative sessions. (I've copied the default Creative scenario and I'm modifying the copy) I don't need to be fighting bugs as well as texture placement...

    I've been working on my own creative scenario to use as my build base (I was hoping to be able to have bases on a 2G, 4G and 5G world for BP testing - linking them all with teleporters).

    Thanks for any help you can provide.

    (sorry for necroing the thread, it just seemed relevant to my current issue)
     
    #13
    Last edited: Feb 4, 2023
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  14. blooddragon606

    blooddragon606 Captain

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    In a pinch, do the math.
    1G=10 newtons per kilo, or 10kn per ton to hover, more to lift.
    (Ok, technically 1G=9.8 N/kg but 10 N/kg is easier and it gives wiggle room)

    As a quick and dirty, for every 1000 tons of gross mass, you will need 10 MN per G to hover, plus more to actually lift off. How much more is up to you. If I intend to lift 1000 tons off a 5G world, I need at least 60 MN, preferably in all six thrust directions (because I don't always come down rightways): 50MN to overcome gravity, 10MN to accelerate upward at a rather sluggish 10m/s²
     
    #14

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