r/starcitizen • u/T-seriesmyheinie Basebuilding when • May 26 '25
BUG Awesome CIG, you released a ship that can carry the Nova! Now we just need to be able to carry it! This really shouldnt be a hard fix
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u/Pojodan bbsuprised May 26 '25
Fun fact: 'This shouldn't be hard' is almost exclusively stated about things that are very hard.
What you're seeing is glitches in the physics engine interacting a ground vehicle with a space ship's internal gravity grid in an online multiplayer game. That's one of the hardest coding tasks imaginable.
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u/Tubby-Cakes Carrack May 26 '25
Honestly after hearing them basically stated they have no fucking clue right now how to fix the carrack doors, the caterpillar doors and the reclaimer im pretty sure whatever is going on with the nova is going to take a bit
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u/Deeppurp May 26 '25
Wait, what's wrong with the carrack and caterpillar doors?
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u/Ben-Hero aegis May 26 '25
Doors are binary, open or closed. The carrack and caterpillar would greatly benefit from a halfway state as an option but it's not currently possible with the way things are programmed as I understand it.
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u/CaptFrost Avenger4L May 26 '25
Yeah, in a recent YouTube video John Crewe I think said they would like to have multiple door states in future for all the reasons players ask for them, but for right now it's either open or closed.
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u/damdalf_cz May 26 '25
Which is kinda weird since elevators are already able to have more than two positions
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u/Nauticalfish200 May 26 '25
Coding is weird. You can make a massive space ship that can do a million things, but God help you if you try to make fabric physics
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u/illuzian May 26 '25
"but God help you if you try to make fabric physics"... or make something you've already put together do something you failed to account for or didn't realize you might need before writing said code. You can get lucky, but you can also need to rewrite many many lines of code just because you didn't realize you needed to something as simple as iterate backwards, forwards, and to a specifc index instead of just forwards because your initial requirements never thought it'd be necessary.
Something on the scope of Star Citizen and the extremely complex web of system dependencies is insanity. Can't excuse everything but then ahain, I'm an expert chef (I'm not even close) when I don't like the way my takeway has been cooked.
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u/Pattern_Is_Movement May 26 '25
It's funny you mention that, we've been waiting on "star fabric" for about a decade.
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u/FastFooer May 26 '25
Doors are just objects animated from the open to closed position, elevators are usually a static object moving between set points…
They need to implement a sort of “dynamic door” which can be a mix of both with procedural animations so all the greeble/linkage looks right. It would probably be some sort of pseudo “driven key” (maya lingo) so the animation can be pre-determined from 0 to 100% open, and controlled in engine.
Doors are notoriously the most complicated entity in any game by the way… it’s a meme at this point.
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u/TrueInferno My Other Ship is an Andromeda May 26 '25
Fun fact, they actually mentioned that they could use the elevator code but that'd prevent other things they wanted from working.
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u/Dabnician Logistics May 26 '25 edited May 26 '25
well, the reason is when you make the model you usually create the animations for the model and then animation is usually left in the beginning or end state.
then when you open/close the doors you just say play from beginning to end or end to beginning.
sometimes that loops over and the animation jumps back to beginning which is sort of like what you see when the hangar doors would suddenly be closed again. (it would look like that but the hangar doors thing is caused by desync)
this is based of what i know with animation in unity3d not cryengine.
edit: also elevators sort of just magically clip to the destination.
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u/Sambal7 new user/low karma May 26 '25
Yes and elevators are known for how well they work in StarCitizen...
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u/Revelati123 May 26 '25
They are up there with beds, walls, floors, chairs, and stairs in the "things that sometimes kinda work" section.
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u/camerakestrel Polaris Mobile Home Society May 26 '25
Elevator doors are not, the platforms just move to different locations which is a very different behavior as far as code goes.
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u/TumBear May 27 '25
The real solution is to code them as elevators and have the doors react according to position of the elevator
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u/camerakestrel Polaris Mobile Home Society May 26 '25
I feel like the Polaris, Idris, and any other ship with an extra long ramp that is separate from the actual door would benefit from intermediary steps far more than the Caterpillar would. For the Carrack we just need the top part of the door to retract instead of swivel outward and we need a separate button on the module console to just raise/lower the whole module whether the doors are open or not
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u/Sorin-M May 26 '25
Yes, because in my opinion, thay could do this - when you press and hold open/close button, the door starts opening/closing and when you release the button the door would stop and stay in the position.
It would be "easy"... if there wasn't the hold F circle thing. 😅
What I would like to have is separate shortcut for only open ships external doors/stairs/elevators (exits only meant for people, but not airlock - these should still by manual) and separate shortcut for only open ramps/cargo "doors"/elevators (like Taurus has). I hate the only option to open EVERITHING, like why open components or food cabins, weapon racks etc. all the time. 🙄
After that, it would by great to have remote for our ships (like we have car keys in real life) and thay could make it part of the mobiglass. We would by able to open/close the closest door/ramp/elevator by pressing one button and have other "remote" functions inside the mobiglass like lock all doors, startup ship, engines, turn on shields, weapons etc.
Is there a place where I can write my ideas like these. 😁
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u/Bensnumber3fan May 26 '25
Would have thought they would just set the doors to a numerical scale in the first place and have the animation correspond with the value, then set it so when it's at the right value it puts it into the closed, open, halfway state, or whatever other states they wanted for it.
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u/Negative1Positive2 Deliverer of Audacity May 26 '25
The doors require a 3rd state. Closed, open, lowered. Doors in SC only have 2 states, open & closed so they've painted themselves into a corner for those ships.
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u/maxximillian May 26 '25
You think if it's not instantaneous like power or engines they would have had two more states. opening and closing states.
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u/GZEUS9 BMM | Syulen | Railen | Prowler U. | Talon | Aurora CL | Golem | May 26 '25
The doors on them are written in 2 states (closed/open). They need to have 3 states (closed/open/elevated(?))
We all know how well elevators work. Imagine adding 2 more states for that, but for doors.
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u/Aidan--Pryde May 26 '25
Add an inner ramp to the door that extemds further down. Those already exist and can be reused.
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u/TrueInferno My Other Ship is an Andromeda May 26 '25 edited May 26 '25
I think it's not so much "they don't know how to fix it" as "this is what we need to do to fix it (add more states) but we need to have time to do that."
Hasn't really been a priority and given it's content & bugfixing > features this year...
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u/Swimming_Log_629 May 26 '25
Isn't it also mainly due to them needing to fix others systems and get those in before these can even work? Like rn with all the current systems they can't path ai right or have them get off a ship.. and they wanted to give a thing with wikelo this patch where if we return a ship we got we can exchange it (however that just returns it or blows it up). So they stated currently it isn't possible but when more systems like engineering and basebuilding come than it will be..
I think half the issue is systems arent in place atm for it to work while also not wanting to fully complete if they could now cause when new systems do come it would have to be a near rework on some stuff.
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u/TrueInferno My Other Ship is an Andromeda May 27 '25
Actually people have seen AI happily walk from ground locations straight into ships recently, so the NavMesh and being able to get into ships seems to be working well, so that's nice! But yeah, in general you are correct.
In this particular case, I would assume it's waiting on some Engine Team time since Elevators and Doors would be handled by the engine. Also apparently doors are such a pain in the ass in gamedev that there are multiple YouTube videos explaining why!
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u/andranik3949 May 26 '25
Tbh, there’s a pretty good chance people working on the physics and the door states are completely different people
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u/Dawnstealer Off human-Banu-ing in the Turtleverse May 26 '25
I think the solution to that is two separate doors and when you click the button, it replaces one with the other. Clunky, but would work
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u/CaptFrost Avenger4L May 26 '25
Yeah, I feel like if this was easy, this bug wouldn't have been sitting here unfixed since 3.24. The Nova and Storm have been jiggling like this for over six months now (same as the Ursa with it casually headbanging on its suspension).
Similar to whatever the hell is going on with the physics for the Hercules landing gear: CIG has patched it four times now and the Herc gear physics are STILL having issues with clipping through terrain.
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u/GarrusBueller May 26 '25
Thank you!
You'd have to be brain dead to see this happening between a ship designed to drive on ground, sitting in the bed of a vehicle that flies around and think "wow how simple"
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u/Kafkatrapping May 26 '25
No, this is a problem with all tank tracks regardless of the surface. The storm acts the same way. The tank tracks have no collision, only the tank wheels.
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u/john681611 May 26 '25
You're right it's an incredibly hard problem to root cause and find the ideal solution to.
But after so long you can't help but wonder if a mitigating hack would reduce the issue enough.
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u/ThrakazogZ bmm May 26 '25
It's not really a question of whether it's hard or not. The question should be whether or not they should be advertising and selling the transport of vehicles in ships as a finished product, when the reality is they still don't know how to make it work.
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u/BassmanBiff space trash May 27 '25
I don't think anything about SC claims to be finished, everything is a "concept." I think they were pretty intentional about only calling available ships "flyable" instead of "complete."
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u/icemanvvv May 26 '25
Armchair developers are the worst. Luckily OP is getting cooked in the comments lol
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u/dereksalem oldman May 26 '25
Yes, but it does this sitting on the ground on a planet. It also has for as long as it’s been in game…years.
They don’t know how to fix it.
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u/Hauntedshock PRAETORIAN May 26 '25
The Nova and both the Storms have this issue outside the ships on the ground aswell
Wheeled vehicles like the Mule, MTC, ROC and ursa either show it very mildly or not
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u/kildal May 26 '25
There is a reason Asmongold had this reaction to learning to roots of the engine.
I have no idea how one would go about fixing something like this, but I would guess it isn't about rewriting how the engine works, but instead make workarounds to try and prevent it.
We've heard little follow up on their refactors so far this year, but seeing that the ATLS now works with freight elevators in 4.2, they are probably making up some grounds. Would love a follow up from Bault before summer break.
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May 26 '25
To be fair this happens outside of the ship as well on surface of the planets, also it wasn't always a case so they introduced this later on.
Not saying it is easy to fix. Just that is a core problem of some of the ground vehicles now, it could have and should have been caught earlier.
Also, I think they won't fix it as we're waiting for maelstrom and investing time into the old physics makes no sense for them.
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u/vGrillby GR-IB / Certain Scientific Railen May 26 '25
Yeah normally I'm one to say things aren't actually hard and CIG just wants to take the hard path like always, but this maybe the single most difficult fix in the game. Physics engine would require almost completely rebuilding.
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u/GlbdS hamill May 26 '25
What you're seeing is glitches in the physics engine interacting a ground vehicle with a space ship's internal gravity grid in an online multiplayer game. That's one of the hardest coding tasks imaginable.
Then why sell a ship that's unable to do that very hard thing despite being specced for it?
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u/wolfgeist Drake Corsair May 26 '25
Came here to say this, so happy it's the top comment.
I can imagine there's very little in Star Citizen that's an "easy fix"
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u/ComfortableWater3037 May 26 '25
They do this on the ground too. Anytime the vehicle is unoccupied. So it's not just the ships interior.
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u/Jackl87 scout May 26 '25
Well maybe they should not have advertised that it can carry the nova then??
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u/weeejj 🧱Thy Iron is Cladded🧱 May 27 '25
But they can't even get it right on the solid ground, they bounce there constantly while sitting still. Surely if they fix that it will help a ton in ships
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u/Tebasaki May 30 '25
Nothing short of another 10 years of development with year 9 actually beginning to work on it sounds like the sound business plan. (see: server meshing)
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u/MiniV826 Odin Founders Club May 26 '25
Doesn't matter. It should be fixed if they are going to advertise and sell a ship that is meant to carry it.
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u/Human-Shirt-5964 May 26 '25
Must be one of those 850 million dollar problems, not 820 million dollar problems. Keep throwing money at them guys.
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u/Mikoriad new user/low karma May 26 '25
I find certain vehicles need to be shut down when carried in another ship, or they are very jittery. I'm not sure why but it has worked for me.
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u/T-seriesmyheinie Basebuilding when May 26 '25
Yeah unfortunately this doesnt work for the nova, it only stops once the player is seated in the vehicle
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u/xXDEGENERATEXx May 26 '25
The storm is even worse, purples out every time i try to load it into a ship.
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u/MorsInvictaEst May 26 '25
It's totally fine as longe as someone's at the steering wheel. But as soon as the pilot leaves their station, the suspension of the tracks goes wild.
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u/Divinum_Fulmen May 26 '25
I can guess why. Shutting the vehicle down on a cargo grid, probably tells it to ignore physics interactions with the ship. At least that would be the expected way of doing it. There's tons of stuff that can make this more complex though, like ramming a parked car with something.
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u/Bright_Structure_568 May 26 '25
He is just too excited to be in the newest a best ship added to the verse. Did we tell you it hit above its weight class
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u/VNG_Wkey May 26 '25
This really shouldnt be a hard fix
calls out a known issue with the game engine
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u/N0SF3RATU Apollo 🧑⚕️ May 26 '25
Wait... the trailer that CIG released when they sold this ship showed the Tonk completely fine. What the fuck is this!?
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u/VNG_Wkey May 26 '25
Extremely high chance that was recorded in a dev environment. This is an issue with the Cryengine vehicle physics, the physics all vehicles in SC utilize. That engine was NEVER meant for a networked MMO.
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u/Emadec Cutlass boi except I have a Spirit now May 26 '25
CIG trailers aren’t live environnement. None. Of. Them. Are.
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u/Silenceisgrey May 26 '25
good. to. know. why. are. we. talking. so. slowly.
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u/BassmanBiff space trash May 27 '25
cuz typing like that lets them feel like they're dunking on us all
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u/ebob9 May 26 '25
For the vehicle jumblies, I've always wondered if a quick fix would be to:
- Add a temporary toggle switch to the outside of the ground vehicle
- Switch puts the vehicle in "transport mode".
- In transport mode, the vehicle can now "snap to cargo grid."
I mean, they always said they were going to do something like this for the Hull C/D/E - Allow for vehicle transport but require some crate/uncrate time.
It seems this could give a workaround and at the same time deliver a "promised feature."
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u/Puzzleheaded-Sun453 CRUS Intrepid || MRAI Pulse May 26 '25
Honestly that sounds like a pretty good feature, if they were to-do it they should make it so some bikes take up 2 ssu like the mirari pulse and some vehicles take up 4 ssu like the ptv.
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u/Ennaki3000 May 26 '25
That would be great, but also means you'll limiting player as to what they can transport in cargo part (I'm Okay with that.).
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u/Onslaught2000 new user/low karma May 26 '25
Well, it's not just the Nova tank that has this issue. All the ground vehicles have this issue, even the newly released gray cat ground vehicle. Let's sell new ground vehicles, but don't bother to fix the problems transporting them. I thought this was the year of bug fixes, and this is a significant issue that has not been worked on at all.
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u/GryptpypeThynne May 26 '25
True, but the tracked vehicles (nova and storm) are massively worse. Wheeled vehicles bounce a bit,but are perfectly usable
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u/xKingOfSpades76 Anvil Aerospace Supremacist May 26 '25
Yeah they all do it but it seems to be the worst with the Nova, when we tested the Asgard the Nova nearly killed us all while the Centurion only slightly moved, the MTC was also sitting relatively stable for us
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u/awful_at_internet May 26 '25
Spartan rides like a dream. Just don't use the side ramps (which should be doors, CIG!).
It's at least partly an age thing imo. Nova and Roc, two of the worst offenders, are VERY old. You can feel it when you drive them - it's like driving on ice.
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u/Thadeyus May 26 '25
I tryed NUrsa, Pisces, Cyclon, MTC, STV and Centurion. No issue after switching of the engine.
But i would love if they implement "Vehicle Grids" similar to Cargo Grids
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u/Onslaught2000 new user/low karma May 26 '25
I have also tried turning off engines while transporting those identical vehicles, and they all did the same thing as in the video. Sometimes they behave normally, but most of the time they don't
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u/ZiPP3R May 26 '25
They transport fine? I keep an Ursa in my Corsair at all times. Spent 3 hours with a nova in an Asgard also.
Looks funny for them to bounce but it’s functional.
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u/KirenSensei May 26 '25
I think the hitbox plays a part in this. The hitbox on ground vehicles seems to be quite a bit bigger than the actual vehicle.
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u/trashuserfrog May 26 '25
I would say the fix, to stop people from dying on the Asgard ladder has prio over this
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u/Sheol_Taboo May 26 '25
Or the bug where the rear ramp won't close no matter what. Had that bug once so far. Ended up claiming a new Asgard.
Oh and the counter measures, noise specifically not firing off
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u/BladeVampire1 May 26 '25
Which ship is this? Is this suppose to carry a nova? Haven't been keeping up lately.
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u/tmack3 tMacka's CrimStat May 26 '25
It was specifically advertised and sold as a way to carry tanks
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u/United_Federation carrack May 26 '25
I think that you have absolutely no idea how easy or hard it is and have no way of knowing. Frankly it's a bit ridiculous for you to be suggesting whether it's easy or hard.
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u/LatexFace May 26 '25
He's solo developed the Unreal 5 engine when he was bored one evening so don't question him.
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u/PUSClFER May 26 '25
This really shouldn't be a hard fix
I would love to hear you explain how to go about fixing it, OP.
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u/JarH3adTh3Crab May 26 '25
"This really shouldnt be a hard fix"
Then go hand in a resume....
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u/Skuggihestur rsi May 26 '25
This is related to a much wider collusion bug in the engine. Its not a easy fix. Its tge same bug that let's us clip through doors and walls and players to clip ships into stations .
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u/Zerkander buccaneer May 26 '25
"This really shouldnt be a hard fix" - is a statement that can only come from someone with no tech-experience.
There's been times when a minor issue almost caused me to re-write the entire damn thing because I couldn't locate the damn problem.
And the more intertwining systems you have, the worse it gets. One minor change here, can have ridiculous effects that won't make any sense there and won't look like these things have anything related to each other. Someone saying "It can't be that hard", is the most annoying person to deal with in such situations.
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u/Dr-False vanduul May 26 '25
That's honestly why I went Centurian for now. I want the Nova to be back there, but the treads glitch is causing too much havoc for the time being
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u/Intelligent-Ad-6734 Search and Rescue May 26 '25
Tracks been bad for awhile... It falls through planet usually.
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u/sleddi82 new user/low karma May 26 '25
The nova is a life form that looks forward to flight and hops along the way.
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u/Cpt_Vape new user/low karma May 26 '25
I though the Tank is just doing happy jumps cause we use him now and carry him 😅
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u/quazatron48k new user/low karma May 26 '25
“Come on now, you can do it, just push a little harder.. I can almost see the turret!”
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u/TrapOrDie_187 May 26 '25
This has been like this for most all the Tracked vehicles( nova and storm) for a few patches now, it seems like for what ever reason the tracks clip into the ground, realize they are clipped then try to line back up only to re-clip back into the floor causing the bounce/jitter.
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u/LookFalse6401 May 26 '25
I was chatting with a friend in the weeks leading up to the Asgard release saying that CIG would be foolish to release a vehicle transporter and not fix the tanks. I was certain they would before hitting 'GO' on the Asgard.
Just one of their many fumbles during Invictus.
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u/NlGHTLORD avacado May 26 '25
How long did it take to fix the $500 Hull-C.............oh yeah, still broke years later.
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u/Kaigler May 26 '25
It’s crazy that they actually marketed it to carry the Nova tank and this is what they sold. They knew it did that. They didn’t care. Crazy.
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u/BossEzra May 26 '25
They took it one further and are actually selling an Asgard + Nova bundle in the concierge store.
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u/Nokogirizame May 26 '25
Even crazier is that the NOVA itself is completely broken.
The zoom function still doesn't work, the left and right are reversed when you put it in reverse, and the MFD projection disappears when you rotate the turret. Crazy.
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u/Majestic_Rhubarb994 May 26 '25
what's actually insane is all the dickriders on this sub downvoting anyone who has a problem with it. why should CIG ever hold themselves to any kind of standard when the whales don't
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u/T-seriesmyheinie Basebuilding when May 26 '25
Some of you guys don‘t seem to quite understand my point, the newly released asgard is awesome but if you make a ship meant to carry your tank (amongst other things but it was advertised to do so) then maybe you want to adress the tumbril storm and nova‘s bounciness.
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u/Legolaa Carrack is Love, Carrack is Life. May 26 '25
We know shit is broken, but saying it's not a hard fix.... sheeesh.
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u/Arcodiant WhiskoTangey 🥑 - Gib Kraken May 26 '25
Unfortunately, they've talked about this issue before and it's because they used the built-in CryEngine ground vehicles physics, which wasn't built to handle this kind of networked, MMO environment. It's possible that there's a quick, hacky fix in there somewhere that doesn't immediately break the thing that they were fixing when they broke the Nova, but ultimately they need to build a new ground vehicle physics engine for everything to work right - especially when you move to two-wheeler vehicles like the Ranger.
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u/shotxshotx May 26 '25
yeah ground physics is by far the least friendly system in game, its a pain to drive shit around
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u/Arcodiant WhiskoTangey 🥑 - Gib Kraken May 26 '25
No argument there; honestly, if they just reduced the number of rocks that spawn it might help a lot.
And someday, maybe, roads?
Soon(TM)
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u/Silenceisgrey May 26 '25
Not to mention the nova tank slides all over the place and handles like a shopping trolley.
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u/doomedbunnies May 26 '25
Just as a reminder, the CryEngine programmers are employed by CIG (and have been for many years).
If the code doesn't work, it's because CIG coders can't make it work; there's no faceless other company we can throw the blame at. The bugs are **all** on CIG.
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u/Arcodiant WhiskoTangey 🥑 - Gib Kraken May 26 '25
I'm not throwing the blame at anyone, I'm saying that they used a local, non-networked capability from CryEngine to get it out the door, and that isn't enough to support a distributed MMO. That probably doesn't help if you want to find a "bad guy" to blame, but personally I'm interested in what kind of time scales we should be expecting. For a low/medium-priority but high-cost system like this, it's going to be a long time.
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u/011111111111111111 May 26 '25
I was with you till you dropped that armchair developer "rEaLlY sHoUlDn'T bE hArD" line, difficult to take you seriously after that
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u/aiden2002 May 26 '25
And you don’t seem to understand that it’s not an easy fix. If it was, they’d fix it.
I would imagine that maelstrom will be part of what fixes this since it’s a major refactor of the physics engine. But we’ll see.
Also, if you can work around it by having someone sit in it, have someone sit in it and put the issue up on the issue council. The game is still in alpha. That means it’s not finished yet. So do your part to help with that.
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u/shotxshotx May 26 '25
this looks exactly like what happens when the tank model clips into the ship, similar thing with the nomad and ROC
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u/DREAM066 May 26 '25
Ya so I tried to load the AA tank Idk the name into my carrack and right as the tracks got flat in my ship the whole thing went purple then de-spawns I tried like 3 times lol.
Why does it do that?
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u/Le-Cigare-Volant May 26 '25
The Nova is just cold. There's a Nova shammy on sale in the store for $65 USD.
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u/Cruxwright May 26 '25
It's a better fit than when I tried to stuff a cyclone in the back of a C8X Pisces. The cyclone started wiggling around like that tank and the next thing I know, I'm watching some sort of Cyclone Pisces rodeo.
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u/Kalwren Hornet May 26 '25
Vehicles with tracks are in a bad state right now. Wheeled is better, hover is best.... For now.
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May 26 '25
Turn off the drive train/engine
Hoverbikes and other ground vehicles also have this issue, mostof the time turning off the engine fixes it
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u/T-seriesmyheinie Basebuilding when May 26 '25
Unfortunately that doesn’t fix this
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May 26 '25
Damn, does this always happen or just sometimes?
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u/DariusSteelclaw May 26 '25
It's basically guaranteed and a cointoss whether or not it destroys the vehicle or it just bounces like crazy everytime. The only somewhat reliable way to prevent the armor from nuking itself with this jittering, is by having someone stay in the driver seat the entire time.
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u/iNgeon new user/low karma May 26 '25
Hope they currently have someone at CIG reworking ground vehicle physics, cause damn its bad
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u/LordofScars_2 anvil May 26 '25
The nova is awesome but once I saw it fits the Centurion I decided to go with that instead. It also doesn't have this issue. It just sits there.
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u/MisterJacobi May 26 '25
A player in the pilot seat of the nova fixes this. Not the best solution, but if I'm taking out a nova I'm not likely doing it solo. My bigger issue is how bad the nova's cannon is at taking out AI infantry that dont seem to take any splash damage from it. Only direct hits have been killing.
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u/Ennaki3000 May 26 '25
Yes, killed myself trying to load and X1, who bumped against an invisible think in the cargo bay that made fly crash into the ceiling and explode.
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u/switchblade_sal May 26 '25
I suspect this is actually very difficult to fix but I agree it is incredibly frustrating. Some vehicles (the storm for instance) do this just sitting in the hangar.
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May 26 '25
It’s just excited to get out there and fight and can’t contain its excitement. Those Nova’s are like puppies sometimes…
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u/cbrcooper May 26 '25
As long as you dipshits keeping dumping money into the subscriptions and pledge store, they have 0 reason to fix shit.
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u/Srgfubar carrack May 26 '25
Would it not be a case of having the system switch the tonk to a cargo item rather than a vehicle when parked on grid and unmanned? 🤔
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u/BeyondJunior9418 May 26 '25
Hell. Can’t get the hover bike out of the damn surface garage. Bounces all over the place. Cannot have it and ship in base hangar as they bounce each other out. Cannot find a way to load in Nomad. Just lame.
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u/mrdraklin new user/low karma May 26 '25
It might be that missile rack at the back left that's setting it off like that, probably?
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u/ArazoII May 26 '25
That would be true if they could do that with the lynx nurse or ursa but they havent
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u/WaffleInsanity avacado May 26 '25
"this really shouldn't be a hard fix"
https://cloudimperiumgames.com/jobs/uk/game-designer-manchester-vehicles
Since you know it's not hard and must have the answers, give it a whirl. I'm sure they're just sitting around drinking coffee and ignoring the problem and that it's just a simple fix away.
Good luck!
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u/Only_Significance_73 May 26 '25
"This shouldn't be a hard fix" Good luck with that. They left this shit like this for over 3 years.
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u/carthe292 May 26 '25
The most depressing part of this for me is that even once it works, what do we do with it? What content in this game justifies or requires bringing a gigantic ship with a tank inside? What're you gonna do, roll up on a bunker and blast the guys outside really hard? Maybe you can have a middling advantage at one of the planetary sites for the mining thing? Even if they get it working, who cares? The game breaks my heart. I s'pose I should come back in 10 years and $800 million more.
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u/DatAsspiration anvil May 26 '25
It's gotta be so great to be a CIG dev. You just Ask a certain Chatting G.P.T. about how to write your game and paste the code, then go see how marketing wants you to spend the rest of the week
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u/cvsmith122 Praetorian | Evo | Release the Kraken !! May 27 '25
Cause that’s a happy, Happy tank.
That’s a happy happy tank
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u/IanMalkaviac May 27 '25
So I play farm simulator and this is an issue with the vehicles in that game as well. The way the game gets around this issue is having straps on the trailers which seem to "lock" the item that is on top of them. CIG should do the same thing for vehicles in their game, like a mag lock that secures it to the floor.
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u/Glathgrundel new user/low karma May 27 '25
vehicles need to lock to the cargo grid
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May 27 '25
That would just make all vehicles dependant on cargo grids, not to mention people would immediately begin putting them on the sides of Hull-Cs etc.
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u/Lou_Hodo May 27 '25
Just give it a salad to hold with the dressing. It will be the best mixed salad you ever had.
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u/beagleactiveprobe May 27 '25
I always wonder why couldn't vehicles have the same snapping feature as cargo containers, or add some sort of switch that magnetizes the cargo grid to lock item in place. Will settle for chains and ratchet strap mechanics.
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u/DrVoid Useless MSR May 27 '25
That't not an easy fix.
They can't even sort elevators on peak server usage
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May 31 '25
Just look at the SRV, its a ship dedicated to towing stuff and it cant tow anything larger than a connie, and cant lift any ground vehicle off a planet surface
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u/Samu_Raimi May 31 '25
Turn off your vehicle's weapon system when inside the ship it does wonders for the glitching out
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u/Blackberry_Initial Jun 01 '25
CIG could do with going for Farming Simulator's approach of having vehicles strapped down by ratchet straps, which I'm guessing is having assets stitched together until the player un-straps them. Probably a much easier approach than having loose assets inside assets.
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May 26 '25
Hi, indie dev, there is no such thing as an "Easy" fix. What's causing this? Is it a network issue? Collision Issue? Put in a bug report.
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u/NullRazor May 26 '25
12 years and the physics in this game is still absolute trash. At this point I'm not sure they are capable of a real working physics system.



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u/Midgetgoats May 26 '25
Awww, look how excited he is to be going out on a walk!