|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0001801||FSSCP||multiplayer||public||2008-10-20 02:31||2020-09-04 13:56|
|Target Version||Fixed in Version|
|Summary||0001801: Wrong missile bank indicated/fired when near depletion.|
|Description||Could have sworn I reported this ages ago but I can't find it anywhere. Basically on the client side or in this case hosting on a standalone a ship with multiple missile banks will show the wrong bank as active when it's about to run out. |
Example 13 Trebs in bank 1 and 40 Harps in bank 2. Sometimes when you get down to 1 Treb left it will show that you have switched to bank 2 but still fire bank 1.
In retail there was a second part to this bug that I haven't confirmed yet. The lock time would be the time for the selected bank. So if say bank 1 was Helios and bank 2 was Harps then when this happened you would be able to lock and fire a Helios in the time it would normally take to lock a Harp.
|Additional Information||Happened today in Taylor's most recent 3.6.10 multi_test build but has existed since retail. Logs don't show anything. I'll try to get some screenshots the next time I see it.|
|Tags||No tags attached.|
I can't seem to reproduce this one. Give me some more specifics on this so that I can better try to replicate it:
Well I was hosting on the standalone playing m-02b by myself. Loaded out a turtle (Tauret?) with bank 1 Trebs (13 count) and bank 2 harps (40 count?) Secondaries were set to dual fire. Primaries were dual Kaysers of course. Occurred when 1 Treb was left in bank 1. It's not something that will happen every time. Never seen it on the host side except hosting on a standalone.
Retail it would happen with just about any weapon/ship. Even saw it happen with Tornadoes when weapons subsystem was damaged and a whole bank didn't fire leaving only a partial swarm for the next shot. Most usual time would be a loadout of Trebs and Helios where the ship would hold 3 Helios in one bank (Ursa, Sekhmet, etc). When you got down to 1 Helios left and the next bank was a Treb it would only take the lock time of the Treb but still fire that one Helios.
|This might be something similar to Mantis 464. That's probably the one that was making me think this had already been fixed.|
Had a couple more occurrences of this but this time the bank still had 2 missiles left in it. Uploading screenshot from the first time. I was firing Trebs and the indictor changed to bank 2 with 2 Trebs left. It locked in the normal Treb lock time and fired Trebs. I was hosting on a standalone when this one happened.
One time I tried firing the bombs and they fired instantly without locking. Apparently it assumed bank 2 was already locked. This was as a client.
|Is this still an issue?|
|It still was last time I played multiplayer.|
|The latest multiplayer beta builds no longer *seem* to have this issue, but I will ask testers to keep an eye out for it.|
|2008-10-20 02:31||FUBAR-BDHR||New Issue|
|2008-10-21 18:24||taylor||Note Added: 0010088|
|2008-10-21 18:39||FUBAR-BDHR||Note Added: 0010090|
|2008-10-21 18:44||FUBAR-BDHR||Note Added: 0010091|
|2008-11-01 22:38||FUBAR-BDHR||Note Added: 0010143|
|2008-11-01 22:39||FUBAR-BDHR||File Added: screen0020.jpg|
|2010-10-08 06:41||The_E||Note Added: 0012399|
|2010-10-08 15:52||FUBAR-BDHR||Note Added: 0012407|
|2020-09-04 13:55||FSCyborg||Note Added: 0017016|
|2020-09-04 13:56||FSCyborg||Assigned To||=> FSCyborg|
|2020-09-04 13:56||FSCyborg||Status||new => assigned|