So what’s happening here is the graphic loads, but the collision model doesn’t. So your graphic engine shows everything as normal. The server however does something weird.
For some reason your client doesn’t get the info needed to have collision detection with certain building pieces (doesn’t happen with the whole base usually). But the Server KNOWS there’s something there. So on the server you’ll walk up steps. On your end you’ll float up them. The server is moving you up so the client things you’re in the air.
Relogging usually fixes it, or makes another section bug. I think it has to do with how fast the server gets the information to the client and if any info is dropped its for some reason not resent.
I’m unsure what parts of the game sends information by TCP or UDP. If its UDP this would explain it. TCP would simply lag a bit and then work probably. That is assuming lost/delayed packets is the issue.
It might simply just be an inherent bug in how the game determines what you collide with. But this bug has been in since Early Access. Its probably insanely hard to reproduce. Sometimes I see it daily, and then can go for a month without it being a problem. Right now I haven’t had any issues.
I THINK it might be due to numbers of foundations used in an area. I currently play on a server that limits foundation usage and I haven’t seen this issue since I started playing there about 3 weeks ago.