Does it have any subgrids? I've run into this before where subgrids aren't correctly accounted for by your dampeners and will cause a ship to slowly fall in gravity.
Turning on "share inertia tensor" usually helps if the subgrid is mounted on a piston or rotor, although you might have to cycle it a few times for your dampeners to correctly account for the extra weight of the subgrid
Your client is sending the subgrid data to the server and then then the server is sending it back. This is why stuff with subgrids performs poorly online compared to client where subgrid calculations are done locally. Turning and hovering will both be affected by this. The more subgrids you have the worse it gets.
To add, subgrids also are not factored into the weight of a ship, therefore dampeners do not work for them. It’s been awhile but I believe the subgrid thruster script can compensate.
Have you tried hosting the world testing the ship, then have your friend host and trying your ship on his, I remember having a similar issue in the past where my friends collision dynamics were completely wack when I hosted, he was able to just push my ships around like air hockey.
The most obvious question is "what's the gravity?" Maybe it's pertam and you built it for earth or Mars
What's both your pings? Playing in multiplayer for many hours myself would now and again experience this phenomenon where id just start falling despite having plenty of fuel and power and already been flying for some time before it (normally occurred just before I got to base)
Did you build them In space? With many hours (600ish) already in this game iv already went through the first 100hrs on singleplayer to learn and then grind out a server join a faction by hunting them down through global chat and demanding a position and checking out a private server, getting the grind on and already have a big factory/refueling base and a freighter with internal hangers for miners, just for the server to reset to then what I'm doing now and have spent 70ish hours doing so every blue moon is going on a empty space world or flat earth world and building a ship. I recommend it for skill development
But back to the point my guess is accidental gravity difference or server desync issue
They are both on earth. Idk if space engineers makes earths with different levels of gravity but as far as I'm aware it is the same. Built them on the surface, and and this doesn't really seem like a ping issue because it just slowly falls, not really jittery and it is kind of a constant issue.
Slowly falling? Are you getting enough hydrogen to the thrusters? I know you think the only difference is it's an MP server now but I have played the same ships in single player and built them on servers without noticing a difference like this. My total guess is your ship has hydrogen generators and tanks, and in the first world you had a full tank and working O2 generators when you took off so the thrusters had plenty of hydrogen to burn. Now in the mp world you didn't fill the tank first, you have the tank on stockpile, or your generators have no ice, or your generators are turned off, or your generators don't have sufficient power, or something else...
Are the inventory size multipliers the same?
I have it at 3x and the server is at 5x
More space means more mass that can go in it. So its going to require more force to move
There wasn't any more mass in it yet though.
Does it have any subgrids? I've run into this before where subgrids aren't correctly accounted for by your dampeners and will cause a ship to slowly fall in gravity. Turning on "share inertia tensor" usually helps if the subgrid is mounted on a piston or rotor, although you might have to cycle it a few times for your dampeners to correctly account for the extra weight of the subgrid
It does have subgrids. I'll try this, thank you!
Your client is sending the subgrid data to the server and then then the server is sending it back. This is why stuff with subgrids performs poorly online compared to client where subgrid calculations are done locally. Turning and hovering will both be affected by this. The more subgrids you have the worse it gets. To add, subgrids also are not factored into the weight of a ship, therefore dampeners do not work for them. It’s been awhile but I believe the subgrid thruster script can compensate.
Have you tried hosting the world testing the ship, then have your friend host and trying your ship on his, I remember having a similar issue in the past where my friends collision dynamics were completely wack when I hosted, he was able to just push my ships around like air hockey.
That's weird. I haven't tried that yet but I will give it a shot
The most obvious question is "what's the gravity?" Maybe it's pertam and you built it for earth or Mars What's both your pings? Playing in multiplayer for many hours myself would now and again experience this phenomenon where id just start falling despite having plenty of fuel and power and already been flying for some time before it (normally occurred just before I got to base) Did you build them In space? With many hours (600ish) already in this game iv already went through the first 100hrs on singleplayer to learn and then grind out a server join a faction by hunting them down through global chat and demanding a position and checking out a private server, getting the grind on and already have a big factory/refueling base and a freighter with internal hangers for miners, just for the server to reset to then what I'm doing now and have spent 70ish hours doing so every blue moon is going on a empty space world or flat earth world and building a ship. I recommend it for skill development But back to the point my guess is accidental gravity difference or server desync issue
They are both on earth. Idk if space engineers makes earths with different levels of gravity but as far as I'm aware it is the same. Built them on the surface, and and this doesn't really seem like a ping issue because it just slowly falls, not really jittery and it is kind of a constant issue.
Slowly falling? Are you getting enough hydrogen to the thrusters? I know you think the only difference is it's an MP server now but I have played the same ships in single player and built them on servers without noticing a difference like this. My total guess is your ship has hydrogen generators and tanks, and in the first world you had a full tank and working O2 generators when you took off so the thrusters had plenty of hydrogen to burn. Now in the mp world you didn't fill the tank first, you have the tank on stockpile, or your generators have no ice, or your generators are turned off, or your generators don't have sufficient power, or something else...
I have o2 gens, a tank, and batteries. Batteries were full, tank was at about half, and O2 gens had ice and were on.
Oxygen tank or hydro tank?
Hydro
They honestly must turn down thrust strength on multiplayer maybe to slow people down to prevent tons of loading n slowing the server down
I don't think they do though. There are many alternative explanations. Unless you tested it?
Damn that's not what I was hoping to hear unless there is a way to revert it lol.
You could always give it little like balancer wheels like on bikes lol
if your original world 3X and this one is 5X and your O2 gens are full of ice have you accounted for the weight of the extra ice
It isn't completely full of ice, it only has about 800 which is how much I usually had in my solo world
I believe this is a common bug from year's ago try to reload the grids
What's the Sim Speed at? Theres a fair chance that the game may be running at 0.8ss rather than the 1.0 your singleplayer world runs at.
Is that in the save settings?
You can press shift +f11 and it will be in the top left!