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IDProjectCategoryView StatusLast Update
0001900FSSCPmodelspublic2009-03-27 06:16
ReporterFUBAR-BDHR Assigned ToWanderer  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Product Version3.6.9 
Summary0001900: Thrusters attached to subobjects with name= do not turn off.
DescriptionHave a ship with 4 engine suobjects and 4 thrusters attached to those engines. Upon destroying one engine the thruster remains on. Destroying all 4 causes the thrusters to go out. After some experimenting and comparing with the Demios in the MediaVPs I narrowed down the problem to the name= in the subobject. Removing the name= results in the expected behavior. Adding name= anything (for the heck of it I changed them to beer1-4)results in the thruster staying on until all are destroyed.
Additional Information3.6.10 Kara's inferno multi build. Problem existed in 3.6.9 as well. Files too big to attach I'll pack them up and send a link via PM.
TagsNo tags attached.

Activities

KeldorKatarn

2009-03-23 22:30

reporter   ~0010755

From what I could see in WC Saga the name= must be the subsystem name, usually engine01 engine02 or whatever is specified in the thrusters. Then it works. At least it does for us. We recently experimented with that when we added subobjects for the engines.
The name of the engine in the HUD subsystem targetting can then be changed to something more appropriate in the ships.tbl with the new $Alt Subsystem Name: feature like this:

$Subsystem: engine01, 35, 0.0
     $Alt Subsystem Name: Engine

FUBAR-BDHR

2009-03-23 23:26

developer   ~0010760

I did get around it buy using the $alt subsystem name and I believe you are correct that it will work if name= is the name of the subobject but if you have multiple LOD's then you can't have

detail0->engine01a
detail1->engine01b
with name=engine01 under engine01a.

I could be totally off base on that since I'm not a modeler but that seems to be the pattern.

KeldorKatarn

2009-03-23 23:38

reporter   ~0010761

True, but we usually remove the subobjects on the LODs anyway and either attach them to the main hull or remove them alltogether.

Especially with turrets we do that since otherwise we'd run into serious turret-limit problems on those ships :)

With thrusters it's probably easiest to either remove them alltogether or attach them to the LOD hull without being subobjects. At a distance one might not see their -destroyed subobject versions anyway :)

Wanderer

2009-03-25 15:20

developer   ~0010764

I believe i see the reason for this behavior. I'll try to provide a trunk based test build asap so that you can verify it fixes the issue (or alternatively provide a model/mission set where the problem occurs).

KeldorKatarn

2009-03-25 15:25

reporter   ~0010765

We don't really have an issue with this,since we can fix it the way I described, but if you think this is not working as designed, go ahead, but please inform us about any changes so we can check if our models still work :)

Wanderer

2009-03-27 06:16

developer   ~0010776

Fixed in trunk... should there be problems just reopen the issue

Issue History

Date Modified Username Field Change
2009-03-16 23:58 FUBAR-BDHR New Issue
2009-03-23 22:30 KeldorKatarn Note Added: 0010755
2009-03-23 23:26 FUBAR-BDHR Note Added: 0010760
2009-03-23 23:38 KeldorKatarn Note Added: 0010761
2009-03-25 15:18 Wanderer Status new => assigned
2009-03-25 15:18 Wanderer Assigned To => Wanderer
2009-03-25 15:20 Wanderer Note Added: 0010764
2009-03-25 15:25 KeldorKatarn Note Added: 0010765
2009-03-27 06:16 Wanderer Status assigned => resolved
2009-03-27 06:16 Wanderer Resolution open => fixed
2009-03-27 06:16 Wanderer Note Added: 0010776