LDD 4.2.5 Bugs
#26
Posted 20 January 2012 - 03:24 PM
#27
Posted 20 January 2012 - 05:39 PM

The same foot piece can attach to the geometrically-similar piece 90625 BEAM TORSO 9X9 BALL Ø10.2 without any problem, leading me to believe the problem is with the torso piece and not with the foot piece.

Additionally, I found a sort of an error with part 72039 CORRUGATED PIPE 144MM. This part is able to flex, which is great, but it cannot flex at a sharp enough angle to function correctly in the construction of set 6293 Furno.

The tubes should connect all the way to the blue friction pins, but they can't do so because it would require them to bend at a sharper angle than is currently possible.
Also, the following parts should be able to be dual-colored:
- 32558 VOODOO FLAME*
- 41671 BION. HEAD, TOP
- 53562 SHELL WITH 3 CLAWS 5X8X2
- 57557 SHELL 1 4X5X3 2007 - CO. INJ.*
- 57558 SHELL 2 (3X5X3) 2007*
- 61804 Foot/claw 3x9x3, 08 co-inject
- 64297 WEAPON/FLAME 2009
- 85582 BALL Ø 16.5 WITH STUDS*
Those with asterisks are particularly important because in the basic LDD mode, the parts appear in the colors they would only have if co-injected (that is to say, they seem to be intended to be multicolored but can't be).
#28
Posted 20 January 2012 - 06:23 PM

Not sure if this is a new bug or not, but it is a big odd. 1x1 plates and tiles do not fit, but the round plates do.
#29
Posted 20 January 2012 - 08:18 PM
Aanchir, on 19 January 2012 - 09:43 PM, said:
I imagine the reason for this problem is that the part represents an earlier prototype of the piece.
Erland, Part Design
#30
Posted 20 January 2012 - 08:40 PM
As well it will not attach in the other orientation as demonstrated by the second image. The collision area is clearly visible. The fault lies with the 4474 Cockpit. If it were trimmed where the collision takes place, it would match its physical counterpart. While the cockpit is flush with the bricks in the third picture, with actual LEGO, there is a small gap between cockpit and bricks further demonstrating that 4474 as represented in LDD is slightly too long in that particular dimension.

Edited: Realized the error was with 4474, and not 4625 as originally posted.
An example of this issue on 6925 Interplanetary Rover can be seen here.
Edited by zinfinion, 21 January 2012 - 02:19 AM.
#31
Posted 21 January 2012 - 01:50 AM
After you open it again, it's going to remove them from your design coz it considers wrong assebly!!! This bug comes from the ver.3 till the newest release 4.2.
This is very pity bug coz this way to build parts is very common in many project... Anybody has some suggestion? Or found it before?
Ciao
Edited by aleluca, 21 January 2012 - 01:56 AM.
#32
Posted 21 January 2012 - 01:59 AM

An example of this issue on 6879 Blizzard Baron can be seen here.
Edited by zinfinion, 21 January 2012 - 02:32 AM.
#33
Posted 21 January 2012 - 02:10 PM
Aanchir, on 20 January 2012 - 05:39 PM, said:

The tubes should connect all the way to the blue friction pins, but they can't do so because it would require them to bend at a sharper angle than is currently possible.
#34
Posted 21 January 2012 - 10:45 PM
Superkalle, on 21 January 2012 - 02:10 PM, said:
Here you go. It's not exactly the same as the official set that requires this build, but the area having problems is. The only changes are in the legs and one of the hands.
#35
Posted 21 January 2012 - 11:38 PM

6141 Plate 1x1 Round will not attach to 61069 Design Shell w. Ribs. It can be placed in the proper position with scafolding, but does not attach.
-On the left, with both parts on the floor, 6141 clearly ghosts.
-In the middle, with 61069 raised to the right height, 6141 can be placed illegally, and does not attach.
-On the right, a 4274 Connector Peg w. Knob + 6141 were used to lower the floor, thus getting the right and middle 61069 at the proper height to attempt attaching 6141. 6141 was placed as near as possible, then a clip and shaft were added as scaffolding. 6141 was then slid into place, but still does not attach.

57028 Arrow 8M w/Soft Upper P. collides with 3069 Flat Tile 1x2 at the rear of 57796 Release Housing. I'm unsure if this is an illegal build or a LDD collision error.
Bottom, ghosts when fully placed in Housing. Top, furthest it can be placed in.
LXF File
#36
Posted 22 January 2012 - 12:29 AM

I dont dare to say, that Jamie made a no-no in the corner section of the CC 1. floor. I know it IS possible, cause i'm sitting with the original right beside me on the desk. But i can't make LDD do the same trick, and make the curvy 1x2 intersect with the 1x6 plate in the 45 dgr. angle. It should be alligned with the edge of the wall. but it cant....
#37
Posted 22 January 2012 - 09:34 AM
MadManMingo, on 22 January 2012 - 12:29 AM, said:
CafeCorner.png 66.94K
0 downloads
#38
Posted 22 January 2012 - 09:56 AM
zinfinion, on 21 January 2012 - 11:38 PM, said:
#39
Posted 22 January 2012 - 11:38 AM
Superkalle, on 22 January 2012 - 09:56 AM, said:

I took a better look at it, and it seems that the 57028 Arrow or the internals of the 57796 Housing (and thus the arrow) are too low by 1/60th to 1/30th of a brick height in LDD. I tested it with real bricks, and everything fits. The gap between arrow and flat tile is the thickness of a sheet of paper, so a very tight tolerance. Clearly this is a LDD geometry/collision error, rather than an illegal build.
#40
Posted 22 January 2012 - 01:03 PM
zinfinion, on 22 January 2012 - 11:38 AM, said:

I took a better look at it, and it seems that the 57028 Arrow or the internals of the 57796 Housing (and thus the arrow) are too low by 1/60th to 1/30th of a brick height in LDD. I tested it with real bricks, and everything fits. The gap between arrow and flat tile is the thickness of a sheet of paper, so a very tight tolerance. Clearly this is a LDD geometry/collision error, rather than an illegal build.
(Or am I completely missing something here...
#41
Posted 22 January 2012 - 02:36 PM
Superkalle, on 22 January 2012 - 01:03 PM, said:
I've not looked into other sets that feature the arrow, but I'd imagine the majority of sets don't have a 1x2 tile directly behind the holder, hence this issue not being noticed before, to my knowledge anyway. The 5979 set that has this issue looks fine as built in LDD, so this is very low priority as errors go. :D Not complaining, just documenting them as I find them.
#42
Posted 22 January 2012 - 03:22 PM
zinfinion, on 22 January 2012 - 02:36 PM, said:
I've not looked into other sets that feature the arrow, but I'd imagine the majority of sets don't have a 1x2 tile directly behind the holder, hence this issue not being noticed before, to my knowledge anyway. The 5979 set that has this issue looks fine as built in LDD, so this is very low priority as errors go. :D Not complaining, just documenting them as I find them.
The intersting thing about these seamingly minor bugs is that sometimes they lead the way to some more serious underlying issue.
#43
Posted 22 January 2012 - 10:59 PM
EDIT: Also, this means that the golden shell (5m ball snap) appears twice in the palette.
Edited by Masta' Blasta', 22 January 2012 - 11:01 PM.
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#44
Posted 23 January 2012 - 09:17 AM
Masta, on 22 January 2012 - 10:59 PM, said:
EDIT: Also, this means that the golden shell (5m ball snap) appears twice in the palette.
#45
Posted 23 January 2012 - 07:00 PM
Superkalle, on 23 January 2012 - 09:17 AM, said:
#46
Posted 23 January 2012 - 11:06 PM
Aanchir, on 23 January 2012 - 07:00 PM, said:
I suppose it would have been a tad bit more helpful if I had shared the part number. I've never seen any incorrect renders in the palette until now. Also, when I checked to see if there happened to be any other similar glitches with the Hero Shells, I noticed the one Aanchir just pointed out. It appears to be 40 - transparent, with a tr. fluorescent reddish orange finish on the front, which is then covered with the print. So it's the same bug that the golden shell has.
Warning: Flavored With Peanuts
#47
Posted 24 January 2012 - 03:58 PM
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Edited by Calabar, 24 January 2012 - 03:59 PM.
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#48
#49
Posted 29 January 2012 - 06:44 PM
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