View Issue Details

IDProjectCategoryView StatusLast Update
0002038FSSCPturretspublic2010-01-18 08:23
ReporterFUBAR-BDHR Assigned ToWanderer  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Product Version3.6.11 
Summary0002038: Flak turrets with +weapon range fire at targets out of range
DescriptionWanderer noticed this and thought it might be related to an AI bug but it's not so I'm filing this. The Kings Gambit has a Typhon destroyer with some of its turrets set to standard flak. These turrets fire at targets way out of range. Noticed that unlike the other flak the standard has a +weapon range: 4000. In a test I removed it and the turrets no longer fired. (Well some did but that's another bug I'm looking into). Tested using retail exe and the behavior is not to fire so the +weapon range: entry is causing the problem.
Additional Information3.6.11 r5644
TagsNo tags attached.

Activities

FUBAR-BDHR

2009-11-13 00:35

developer   ~0011253

Doing some more testing on this it seems there may be more then one issue here. The +weapon range: part seems to only happen when weapons and/or sensors are damaged/destroyed. This seems to cause the turrets to shoot at things far out of range and in random directions. Apparently this is extremely noticeable in this mission as these subsystems are almost always damaged by the first beam shot from the Orion. This does not seem to happen in retail or at least not as often. I did notice retail seems to fire randomly when the target cap is destroyed but SCP doesn't.

Second part of the bug is just flak guns firing at out of range targets no matter what. This is consistent and happens even with both ships stationary. The range on the standard flak is around 1050 but they are shooting at targets in the 1500 range. Seems to always be the same targets as well. For instance they initially fire at something on the front of the Orion but then at a turret(or subsystem near a turret) on the side of the runway. The +weapon range: does not seem to matter here.

It also does not seem to matter if the weapons are changed in FRED or are tabled as flak to begin with.

Wanderer

2009-12-05 14:49

developer   ~0011380

Assuming i read the code correctly the distance is first calculated to the targeted spot of the turret, with not big or huge ships when not and when not targeting subsystems this is the center of the ship. On big ships its either a random spot on the hull or a subsystem. Then later on in the code the distance to target is defined as 'distance to target spot - the radius of the target ship'.

This could cause some of the problems described here.

2009-12-11 14:49

 

aaada.zip (1,976 bytes)

Wanderer

2009-12-11 14:52

developer   ~0011403

I attached a mission file which demonstrates the issue caused due the ship radius quite nicely. It has quartet of Tritons attacking Colossus (non-beam freed). Seeing the range related problem from this one should be quite easy as the Tritons start shooting far beyond their range to the target.

As for how to fix... Additional AI flags to toggle excessive range behavior on/off? Something else?

FUBAR-BDHR

2010-01-11 08:18

developer   ~0011515

Copied from chat:

[02:47] FUBAR: And 2038 we know what the issue is (your the one that noticed it first if I remember) the question is what do we do about it? Is it a bug or has it reached "feature" status since it's apparently retail behavior.
[02:49] Wanderer: yeah, but i guess some of those could be resolved or closed or at least commented
[02:49] FUBAR: Fury might be a better one to discuss 2038 with as he's more familiar with AI behavior.
[02:49] Wanderer: i know the what the problem is with the 2038 but i would like feed back on how it should be resolved
[02:51] FUBAR: The real question is how to resolve it without breaking retail.
[02:52] Wanderer: via flag somewhere
[02:53] Wanderer: it could be resolved per turret basis or per mission via ai profiles
[02:53] FUBAR: another ai_profile flag until there is a mod table
[02:54] FUBAR: the question is if those turrets aren't firing at the stuff out of range will they then fire at stuff in range that they didn't before. If so then it will throw of balance. If not then the only thing it will do is kill some weapon fire that wan't hitting anything.
[02:55] Wanderer: yeah
[02:55] Wanderer: it cant be global fix

Wanderer

2010-01-18 08:23

developer   ~0011532

added ai profiles flag to control this behaviour

Issue History

Date Modified Username Field Change
2009-11-12 08:46 FUBAR-BDHR New Issue
2009-11-13 00:35 FUBAR-BDHR Note Added: 0011253
2009-12-05 14:49 Wanderer Note Added: 0011380
2009-12-11 14:49 Wanderer File Added: aaada.zip
2009-12-11 14:52 Wanderer Note Added: 0011403
2010-01-11 08:18 FUBAR-BDHR Note Added: 0011515
2010-01-18 08:23 Wanderer Status new => assigned
2010-01-18 08:23 Wanderer Assigned To => Wanderer
2010-01-18 08:23 Wanderer Note Added: 0011532
2010-01-18 08:23 Wanderer Status assigned => resolved
2010-01-18 08:23 Wanderer Resolution open => fixed