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IDProjectCategoryView StatusLast Update
0001490FSSCPturretspublic2009-08-02 19:45
ReporterTolwyn Assigned ToWanderer  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Summary0001490: turrets do not fire at target?
DescriptionIt is a very weird issue I've encountered with the latest builds: turrets do not fire at hostile targets first. I believe it takes about two minutes before they start tracking down hostile targets. Tried with the most recent build by Goober and Xt823 by taylor.

I believe this applies both for friendly and hostile ships. Issue affects all turrets, not just turrets on capital ships.
TagsNo tags attached.

Activities

Goober5000

2007-09-03 21:51

administrator   ~0008475

Can you provide a mission that reproduces this in unmodded FS2?

taylor

2008-03-30 20:12

administrator   ~0009087

Got a test case for this? I haven't been able to replicate it so far.

Tolwyn

2008-03-31 11:11

reporter   ~0009108

difficult to say... it happens from time to time. I will try to find a mission, in which it is always the case.

taylor

2008-04-05 00:37

administrator   ~0009186

If this happens in a WCS mission let me know which one and I'll test with that.

Tolwyn

2008-04-13 21:14

reporter   ~0009222

24th mission is a good example: cruiser and carrier do not fire at you when you approch them directly at nav 4. After some time, they will, of course, return fire...

To fly to nav 4 directly and skip previous 3 navs open the mission in FRED, scroll down to Reset Keys Nav 4 and change is-event-true-delay to true...

You will also notice another bug (I am not sure if this is in mantis or not): caps , sometimes, have no engine glows. I believe engine glows work fine in your xt builds though...

Tolwyn

2008-04-26 12:08

reporter   ~0009243

Another example: m44. In m24 you need to afterburn directly at the cruiser to notice the issue, otherwise the ship will start to return fire.

I must say, this makes mission balancing a bit difficult. ;)

This may be related to the thruster bug, since only ships that arrive in mid mission are affected.

Goober5000

2008-04-30 08:25

administrator   ~0009275

Okay, I tested both m24 and m44 with the latest trunk build, and I did not notice any problems. So either the bug is fixed, or you need to provide very specific instructions so that I can trigger it.

However, I *did* notice a ton of model problems. Inverted bounding boxes, null moments of inertia, even mismatched subsystems. You should consider the possibility that a model problem is causing the bug. If a turret on the ship model is not specified in ships.tbl, or vice versa, that would prevent the turret from firing.

Tolwyn

2008-05-03 16:25

reporter   ~0009284

Keldor's just put turretsbug.fs2 mission into the repository, which allows to reproduce the issue. Somehow the position of the cap ships/presence of a friendly cap ship seems to affect the turrets.

Goober5000

2008-05-03 21:34

administrator   ~0009288

Can you make a new copy of this mission so that it uses retail ships, please? It would help us determine whether this is a code problem or a WCSaga problem.

Tolwyn

2008-05-04 20:50

reporter   ~0009296

sure

Goober5000

2008-05-09 09:35

administrator   ~0009313

Never mind about making a retail mission; I tested TurretBugTest. This is an excellent testing mission, as it includes only the ships needed to reproduce the bug, and nothing else. There's no requirement to wait through five minutes of dialog with no time compression, either. :)

However the TurretBugTest mission worked for me. As soon as the hostile ship appeared, it immediately started firing at both me and the other capital ship. I used the latest trunk build. Try it and see for yourself:
http://fs2source.warpcore.org/exes/latest/20080509-Goober5000.zip

Tolwyn

2008-05-09 09:55

reporter   ~0009315

Yep, but a few seconds later they will stop firing. Just wait and see. ;)

taylor

2008-07-17 16:39

administrator   ~0009478

Not going to work on this.

Wanderer

2008-08-23 08:57

developer   ~0009599

Has there been any progress with this one?

If there hasn't been any.. Then is there somewhere an example mission made using retail FS ships that could be used for testing? Preferably with instructions on how exactly can it be reproduced.

KeldorKatarn

2008-09-15 05:41

reporter   ~0009679

This is still an issue. I just tried the mission with a build compiled from the current SVN state.
Yes the ship will start firing at the other ship and the player, but right from the start several laser turrets are silent although the player is in line of sight. Also several turrets stop shooting after a few seconds and some only fire every now and then even though the player never changes position.

@Goober: If you can confirm a table problem with our data then that's ok too, but I don't find any problems with it.

Wanderer

2008-09-16 06:43

developer   ~0009685

ok.. i see the effect.. i'll do some testing with this

Wanderer

2008-09-17 18:33

developer   ~0009687

I did some testing and found at least one potential reason for the turrets to seize firing. That is for example in the mission example used the ships are placed side by side and the top turrets of the smaller one have fov of 180. As with the larger targets the game assigns target points for the turret on the target ship (turrets and 'important' subsystems). Now the ship is in field of view but the actual point targeted by the turret is not (so the turret refused to fire). Not sure if the explains all such behavior but it certainly affects the targeting

chief1983

2008-09-17 19:39

administrator   ~0009688

It seems to me like the turret should always fire, whether it can see the targeted system or not, if the orders are simply to destroy a target. Although it also sounds like changing that could seriously affect retail.

FUBAR-BDHR

2008-09-17 19:57

developer   ~0009689

Could it be worked around with the attack subsystem code? Something like giving it orders to attack subsystem hull will still prioritize the other targets but attack the hull directly if none are in the FOV? There's probably a reason not to use hull so maybe some other option?

Tolwyn

2008-09-17 19:57

reporter   ~0009690

Last edited: 2008-09-17 19:58

The thing is: FOV was added to prevent turrets to fire "through the hull",

Warships in our missions do not have any goals 'xcept waypoint-once order. AI picks targets on its own.

taylor

2008-10-13 17:36

administrator   ~0009954

Last edited: 2008-10-13 17:44

According to the code, if a valid target is picked, but some condition (such as fov) prevents the turret from firing, it will wait about 2 seconds before attempting to fire again (which may still end up with the same 2 sec wait).

I don't have the ability to test this out to be sure, but it seems to be the most likely culprit to me.

Another possibility is if you make use of the ship-turret-target-order SEXP. I just noticed that there is a bug in the code where if you set asteroids to have a higher order then it will skip evaluating any target types that come after it, even if there aren't any asteroids in the mission.

Wanderer

2008-10-14 18:07

developer   ~0009976

Yeah.. that's the code section that i meant while talking about the fov issue. AFAIK there has not yet been any use of the said target order sexps.

However according to responses i got to the thread in WCS board it seems that this might not explain all what is wrong in the turrets so I'll try to do some more testing.

KeldorKatarn

2009-06-26 17:01

reporter   ~0010999

-This is a Saga showstopper-

chief1983

2009-06-26 17:21

administrator   ~0011003

Is this fixed in the nightly build 5373 by any chance?

KeldorKatarn

2009-06-29 00:19

reporter   ~0011011

We need to test it. But from what I could see in recent unrelated tests, turrets still stop firing for no reason in certain situations. So this might have improved but still requires investigation since it certainly isn't 100% solved yet.

KeldorKatarn

2009-06-29 00:19

reporter   ~0011012

Oh and before you ask: Unfortunately I do not have a fool proof way to reproduce this. If I could I might have more information on this already.

KeldorKatarn

2009-07-01 16:38

reporter   ~0011031

Hmm.. I have a mission that shows severe turret problems and is reproducible. But it is using Saga ships. Anyone willing to look at it?

Wanderer

2009-07-03 18:42

developer   ~0011038

Upload the test mission... either here or to a thread in wcs internal... if i can find time i'll take a look at it

2009-07-03 19:52

 

a_model_test.fs2 (10,321 bytes)

KeldorKatarn

2009-07-03 19:56

reporter   ~0011039

Mission uploaded. It starts with a single capship in the middle

A press to '1' or '2' keys destroys subsystems for testing, so keep away from those.

For the reproducing effect do this:

pressing '3' will spawn 4 fighters attacking the ship
pressing '4' will spawn 4 other capships sitting still but friendly hence supposed to fire upon the ship.

Now I noticed the following things:
If I spawn the capships, they fire at eachother, also with torpedoes (if in field of view for the launcher) but the ship in the center doesn't fire back with a torp, only with laser turrets, although one of the ships should be in FOV of the launcher.

If I spawn the fighters first, THEN spawn the capships, the capships do not fire at eachother. The friendly four don't fire at all, the center one only fires at the fighters.

So there's something fishy here in terms of capship turret behavior which I don't really understand, let alone knowing where to look for a problem in the code.

KeldorKatarn

2009-07-05 17:31

reporter   ~0011052

I found the issue. The fighters have orders to disarm the capital ship under test.
This results in the ship being protected, hence the other capitalships will stop firing at it.

I already posted a thread about this problem in the Forums.
I'd really like to see a flag in ai_profiles deactivating this, like:

$attack_subsystem_order_results_in_protection: NO

This is really really unwanted behavior for Saga and I'm sure several other MODs also. Just because I order ships to attack a subsystem that doesn't mean I no longer want to destroy the ship. I might just want to help the destruction by disabling or disarm the ship. Especially disarming orders are not always meant as "do no destroy the ship"...

chief1983

2009-07-06 04:46

administrator   ~0011054

Holy crap that is an annoying behavior. I mean yeah, sometimes I want to prioritize a subsystem but I still want anything _not_ attacking that subsystem to keep pounding too. I can see where it comes from, but maybe an ai_profiles flag isn't broad enough of a fix. What if there was an extra set of comm functions? Or is that even possible? One set that did protect and one that didn't? It seems like it could be hard for the game to 'know' which one you would want and I'd hate to only be able to have one or the other, now that I know why this is happening. Anyone else have any ideas on how to have the cake and eat it too?

KeldorKatarn

2009-07-06 23:06

reporter   ~0011055

As discussed in the forums this only happens for "disarm" and "disable" orders. So only turrets and engines are affected.

And it also only happens for non-huge ships. That includes big ones. So if one doesn't want this behavior for ones capital ships one has to use HUGE ship classes for all of them, mostly "capital". "cruiser" or "corvette", "freighter" etc will show this behavior and so far that cannot be prevented.

KeldorKatarn

2009-07-07 16:42

reporter   ~0011056

I'm voting for a FLAG in FRED:

"disable or disarm results in protection"

In my opinion the decision of the AI stops attacking that ship or continues to is a matter of mission design, hence the power to influence this should be in the hands of the FREDer and not hardcoded for certain ship classes. I mean sometimes I want to also protect a huge ship.. right now that is just as impossible as not protecting a big ship.

Maybe an additional flag would be necessary which activates the second one, to keep retail behavior of falling back to the hardcoded version. But it should be possible to influence this somehow.

Wanderer

2009-07-07 16:55

developer   ~0011057

If this protection issue is taken out are there any other turret woes remaining?

And given the nature of the protection issue it is kinda more likely to end up as both fred and objecttypes.tbl flag than anything else

KeldorKatarn

2009-07-07 17:01

reporter   ~0011058

It actually seems like your newest turret behavior flag in ai_profiles.tbl also improved the problem of turrets not firing. I'll check this further.. So far I'd set this issue on "feedback". I'll test this further and if I detect no more issues over the next few weeks I'll inform you that you can close it. but for now I'd say we should still keep our eyes open. THis is after all very hard to reproduce or test

Wanderer

2009-08-02 19:45

developer   ~0011120

Marking this bug as resolved. Should there still appear problems with it either reopen or post a new bug with specific description of the issue.

Issue History

Date Modified Username Field Change
2007-09-03 17:29 Tolwyn New Issue
2007-09-03 21:51 Goober5000 Note Added: 0008475
2008-03-30 20:12 taylor Note Added: 0009087
2008-03-31 11:11 Tolwyn Note Added: 0009108
2008-04-05 00:37 taylor Note Added: 0009186
2008-04-05 00:37 taylor Status new => assigned
2008-04-05 00:37 taylor Assigned To => taylor
2008-04-13 21:14 Tolwyn Note Added: 0009222
2008-04-26 12:08 Tolwyn Note Added: 0009243
2008-04-30 08:25 Goober5000 Note Added: 0009275
2008-05-03 16:25 Tolwyn Note Added: 0009284
2008-05-03 21:34 Goober5000 Note Added: 0009288
2008-05-04 20:50 Tolwyn Note Added: 0009296
2008-05-09 09:35 Goober5000 Note Added: 0009313
2008-05-09 09:55 Tolwyn Note Added: 0009315
2008-07-17 16:39 taylor Note Added: 0009478
2008-07-17 16:39 taylor Assigned To taylor =>
2008-07-17 16:39 taylor Status assigned => new
2008-08-23 08:57 Wanderer Note Added: 0009599
2008-09-15 05:41 KeldorKatarn Note Added: 0009679
2008-09-16 06:43 Wanderer Note Added: 0009685
2008-09-17 18:33 Wanderer Note Added: 0009687
2008-09-17 19:39 chief1983 Note Added: 0009688
2008-09-17 19:57 FUBAR-BDHR Note Added: 0009689
2008-09-17 19:57 Tolwyn Note Added: 0009690
2008-09-17 19:58 Tolwyn Note Edited: 0009690
2008-10-03 11:29 Wanderer Status new => assigned
2008-10-03 11:29 Wanderer Assigned To => Wanderer
2008-10-13 17:36 taylor Note Added: 0009954
2008-10-13 17:44 taylor Note Edited: 0009954
2008-10-14 18:07 Wanderer Note Added: 0009976
2009-06-26 17:01 KeldorKatarn Note Added: 0010999
2009-06-26 17:21 chief1983 Note Added: 0011003
2009-06-29 00:19 KeldorKatarn Note Added: 0011011
2009-06-29 00:19 KeldorKatarn Note Added: 0011012
2009-07-01 16:38 KeldorKatarn Note Added: 0011031
2009-07-03 18:42 Wanderer Note Added: 0011038
2009-07-03 19:52 KeldorKatarn File Added: a_model_test.fs2
2009-07-03 19:56 KeldorKatarn Note Added: 0011039
2009-07-05 17:31 KeldorKatarn Note Added: 0011052
2009-07-06 04:46 chief1983 Note Added: 0011054
2009-07-06 23:06 KeldorKatarn Note Added: 0011055
2009-07-07 16:42 KeldorKatarn Note Added: 0011056
2009-07-07 16:55 Wanderer Note Added: 0011057
2009-07-07 17:01 KeldorKatarn Note Added: 0011058
2009-07-15 05:46 Wanderer Status assigned => feedback
2009-08-02 19:45 Wanderer Status feedback => resolved
2009-08-02 19:45 Wanderer Resolution open => fixed
2009-08-02 19:45 Wanderer Note Added: 0011120