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IDProjectCategoryLast Update
0002291AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsJan 8, 2011 11:41 pm
ReporterSunshine Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.062 
Fixed in Version4.064 
Summary0002291: New FRD causes problems for Melee ships
DescriptionI'm assuming the new FRD mode works by assigning a group of ships a target, and then the ships go to that location and the FRD order refreshes in 5 seconds or so (to save on calculations) rather than refreshing every cycle.

With ranged ships, this tends to work okay, but melee ships tend to overshoot or just plain miss their targets by a lot. I don't quite know how FRD works right now, so can't make any suggestions about changes, but perhaps melee ships could function under the old FRD system? Really fast ships like autobombs and nanoswarms would still overshoot in the old system, but that was more a result of their speed than any deficiencies in FRD I think.
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Chris_McElligottPark

Jan 8, 2011 9:09 am

administrator   ~0007975

What new frd are you referring to? Do you have a save?

Sunshine

Jan 8, 2011 9:23 am

reporter   ~0007977

I believe you said there was a new implementation for FRD? I don't have a save, because I died pretty soon after that (see other post about Zenith Mirrors - got roflstomped by a Schizo Zenith Descendant), but I'm pretty sure I can set up another situation to replicate it.

Sunshine

Jan 8, 2011 9:25 am

reporter   ~0007978

From 4.060

"Put in a new CPU-efficiency-improving shift in the targeting logic for ships in FRD mode: while in FRD mode (and always for ships that are snipers), a much-less-accurate but much-faster-to-calculate range value is now used. Normally accurate ranges are important in battle, because ships have to know if they are in range to hit their target, etc. However, for ships in FRD mode, they can move to hit their target, so they only need to get a rougher idea of which ships are vaguely closest.

    * The main side effect of this change, aside from the speed boost, is that ships in FRD mode will choose more poorly between targets that are close together and also at a diagonal from the targeting ship. There may be some other unintended side effects, though, so we'll have to keep an eye on that. "

Sunshine

Jan 8, 2011 9:35 am

reporter  

Cutlass FRD Test.sav (296,959 bytes)

Sunshine

Jan 8, 2011 9:36 am

reporter   ~0007979

Attached a save - it's 30 seconds before a wave hits. What you should see is the cutlasses hitting their first target (because they're both on direct paths toward each other), but then they'll consistently miss their targets after that (overshooting and needing to turn back around when the next FRD command runs through).

Chris_McElligottPark

Jan 8, 2011 9:39 am

administrator   ~0007980

Hmm, will have to see what happened. Frd itself was not intentionally changed.

Chris_McElligottPark

Jan 8, 2011 11:30 pm

administrator   ~0008030

Scratch that last, of course, given your post. I didn't realize this dated all the way back to 4.060.

Chris_McElligottPark

Jan 8, 2011 11:41 pm

administrator   ~0008031

Okay, this is actually unrelated to FRD mode, and was just a general bug due to some other optimizations we'd made in the last little while. But, at any rate, great catch and it is fixed for the next version!

Issue History

Date Modified Username Field Change
Jan 8, 2011 9:04 am Sunshine New Issue
Jan 8, 2011 9:09 am Chris_McElligottPark Note Added: 0007975
Jan 8, 2011 9:09 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 8, 2011 9:09 am Chris_McElligottPark Status new => feedback
Jan 8, 2011 9:23 am Sunshine Note Added: 0007977
Jan 8, 2011 9:23 am Sunshine Status feedback => assigned
Jan 8, 2011 9:25 am Sunshine Note Added: 0007978
Jan 8, 2011 9:35 am Sunshine File Added: Cutlass FRD Test.sav
Jan 8, 2011 9:36 am Sunshine Note Added: 0007979
Jan 8, 2011 9:39 am Chris_McElligottPark Note Added: 0007980
Jan 8, 2011 11:30 pm Chris_McElligottPark Note Added: 0008030
Jan 8, 2011 11:41 pm Chris_McElligottPark Note Added: 0008031
Jan 8, 2011 11:41 pm Chris_McElligottPark Status assigned => resolved
Jan 8, 2011 11:41 pm Chris_McElligottPark Fixed in Version => 4.064
Jan 8, 2011 11:41 pm Chris_McElligottPark Resolution open => fixed