View Issue Details

IDProjectCategoryLast Update
0021425AI War 2Bug - GameplayDec 7, 2021 12:40 am
ReporterZoreiss Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.876 Counterattacks Ate My Waves 
Summary0021425: Ships going Haywire when ordering move past planet asteroid belt border
DescriptionShips often go nuts and decide to move all across the planetary map if you order then to move too close or past the asteroid belt at the edge of the planetary map. It would be nice if they would just bunch up as close to the edge as possible instead.
TagsNo tags attached.

Activities

RocketAssistedPuffin

Jul 27, 2019 12:35 pm

reporter   ~0052336

This sounds more like decollision logic. Units try not to sit on each other, so naturally telling them to cram into a corner makes them really want to spread.

Moving across the planet to wild amounts also sounds like decollision. I have noticed that with Transports more than anything.

wm46

Jul 27, 2019 1:22 pm

reporter   ~0052337

In these cases, were there warden ships entering the planet? I've made a report and investigated an issue like this before, where ships would end up traveling across the planet to decollide.

RocketAssistedPuffin

Jul 27, 2019 1:25 pm

reporter   ~0052338

Nah. Just general movement with Transports alone. They headed to empty space. It may have been a point along their path? Next time I load up I'll note that.

RocketAssistedPuffin

Jul 27, 2019 1:38 pm

reporter   ~0052339

First save here: If you order the Transports to go somewhere int he bottom right, they tend to decollision to...strange places? Often on the other side of the planet, in a space already occupied.

Second one you can just order them about in general and they'll get decollisions to points in the completely wrong direction.

Loading units into them has lately been a rather annoying experience. Often a unit will be almost in, then turn around and fly away.

You mentioned on another report an error about Nanocaust Tachyons - those were in a Badger commit, so if you get it again just need to update if you haven't already.

Chris_McElligottPark

Jul 30, 2019 12:59 pm

administrator   ~0052349

On DoEntityFramePlanningLogic_Collision, line 133, it should already be not trying to do decollision logic if you're within 4000 of a transport. Does this problem go away if you change this line:

if (centerpieceLocation.GetHasAnyChanceOfBeingInRange(entity.WorldLocation, 4000))

to something like:

if (centerpieceLocation.GetHasAnyChanceOfBeingInRange(entity.WorldLocation, 40000))

instead?

As far as them being pushed to absurd locations during decollision, that's a separate issue of course, but this was the low-hanging-fruit part of the problem.

Chris_McElligottPark

Dec 7, 2021 12:40 am

administrator   ~0063420

Fixed a while ago, thank you!

Issue History

Date Modified Username Field Change
Jul 27, 2019 12:01 pm Zoreiss New Issue
Jul 27, 2019 12:35 pm RocketAssistedPuffin Note Added: 0052336
Jul 27, 2019 1:22 pm wm46 Note Added: 0052337
Jul 27, 2019 1:25 pm RocketAssistedPuffin Note Added: 0052338
Jul 27, 2019 1:38 pm RocketAssistedPuffin File Added: PeculiarDecollisionBehaviour.save
Jul 27, 2019 1:38 pm RocketAssistedPuffin File Added: PeculiarDecollisionBehaviour2.save
Jul 27, 2019 1:38 pm RocketAssistedPuffin Note Added: 0052339
Jul 30, 2019 12:59 pm Chris_McElligottPark Note Added: 0052349
Dec 7, 2021 12:40 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 7, 2021 12:40 am Chris_McElligottPark Status new => resolved
Dec 7, 2021 12:40 am Chris_McElligottPark Resolution open => fixed
Dec 7, 2021 12:40 am Chris_McElligottPark Note Added: 0063420