View Issue Details

IDProjectCategoryView StatusLast Update
0000833FSSCPgameplaypublic2008-08-11 04:10
ReporterCP5670 Assigned Tophreak  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Summary0000833: Bombs go off in random directions after missing subsystem
DescriptionIf you fire bombs at a subsystem and they somehow go past the subsystem without hitting the ship's hull, they sharply turn away and move off in random directions, usually missing the ship altogether. I never noticed this in retail FS2, so I think they're supposed to keep going in the same direction if they miss the target.

This usually only happens when the subsystem doesn't quite intersect the hull or is very close to the edge and could be considered a bug with the ship models, but some of the default ship models are like that. (I'm getting this with some subsystems on the Ganymede and Hades)
TagsNo tags attached.

Activities

StratComm

2006-02-24 21:46

reporter   ~0004927

Does this happen with subsystems that are centered outside of the model? I remember that there were issues with the Hatshepsut engines because of something like that, whether that's part of the bug or not. If that's the problem I'm not sure what to do about it, because I can see certain applications in which it'd be easy to trick the code into doing the wrong thing if this was "fixed"

CP5670

2006-02-24 21:57

reporter   ~0004928

Yeah, it almost always occurs in those cases. Most of the Ganymede's subsystems are good examples.

phreak

2006-04-26 23:42

developer   ~0005396

Last edited: 2006-04-26 23:50

edit: just tested retail and the same thing happens. If you want to stop this from happening, then i have enabled aspect seekers to have a "view cone" much like heat seekers, this should force the aspect seekers to lose lock once the bombs go past their target. the default view cone is 360 degrees to preverve backwards-compatibility.

edited on: 04-26-06 19:50

CP5670

2006-04-27 03:39

reporter   ~0005398

Great, that sounds like it would do the trick for me. I'll try that out in the next build.

It's interesting that it happens in retail too. I guess I somehow never got around to trying to bomb a Ganymede in that.

phreak

2006-04-27 13:30

developer   ~0005401

close the bug then?

phreak

2006-04-28 16:09

developer   ~0005418

Last edited: 2006-04-28 16:09

looking at the code more throughly, i think the "no collide invisible" flag is at fault

in weapon_home()

//	If a weapon has missed its target, detonate it.

        //	This solves the problem of a weapon circling the center of a subsystem that has been blown away.
        //	Problem: It does not do impact damage, just proximity damage.
        if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
            int kill_missile = TRUE;
            if (wp->homing_object) {
                if (wp->homing_object->type == OBJ_SHIP) {
                    ship *shipp = &Ships[wp->homing_object->instance];
                    if (shipp->flags2 & SF2_DONT_COLLIDE_INVIS) {
                        kill_missile = FALSE;
                    }
                }
            }
            
            if (kill_missile && (wp->lifeleft > 0.01f)) {
                wp->lifeleft = 0.01f;
            }
        }


edited on: 04-28-06 12:09

CP5670

2006-05-22 16:44

reporter   ~0005562

bump, I finally got around to trying this in a newer build (the karajorma 5/17 one), but the parser doesn't recognize the view cone setting for aspect seekers. Has that been added in?

Removing the "dont collide invisible" flag does fix the problem, but it introduces other issues with the Ganymede, which has a large invisible bounding cube around it that you keep bumping into.

phreak

2006-05-23 04:03

developer   ~0005580

You may have put it in the wrong place

Should be:
+Turn Time:
+View Cone:
....

this keeps it inline with how heat missiles are parsed.

CP5670

2006-05-23 15:51

reporter   ~0005586

You're right, I was putting it in the wrong place. Unfortunately, it doesn't fix this problem though. I tried setting the view cone to 0,0, 1.0 and 10.0, but the bombs' behavior seems to be unaffected; they keep turning away very sharply once they miss the subsystem.

phreak

2006-05-23 20:57

developer   ~0005597

um theres something in the missile homing code that i overlooked, im not too comfortable with changing that.

taylor

2008-03-21 23:13

administrator   ~0009006

* BUMP *

Is this still an issue? I assume that it is, but this bug hasn't had an update in almost 2 years, so we need to do something with it.

Issue History

Date Modified Username Field Change
2006-02-24 19:18 CP5670 New Issue
2006-02-24 21:46 StratComm Note Added: 0004927
2006-02-24 21:57 CP5670 Note Added: 0004928
2006-04-26 23:42 phreak Note Added: 0005396
2006-04-26 23:47 phreak Note Edited: 0005396
2006-04-26 23:49 phreak Note Edited: 0005396
2006-04-26 23:50 phreak Note Edited: 0005396
2006-04-27 03:39 CP5670 Note Added: 0005398
2006-04-27 13:30 phreak Note Added: 0005401
2006-04-28 16:09 phreak Note Added: 0005418
2006-04-28 16:09 phreak Note Edited: 0005418
2006-05-22 16:44 CP5670 Note Added: 0005562
2006-05-23 04:03 phreak Note Added: 0005580
2006-05-23 15:51 CP5670 Note Added: 0005586
2006-05-23 20:57 phreak Note Added: 0005597
2008-03-21 23:13 taylor Note Added: 0009006
2008-07-25 17:29 phreak Status new => assigned
2008-07-25 17:29 phreak Assigned To => phreak
2008-08-11 04:10 phreak Status assigned => resolved
2008-08-11 04:10 phreak Resolution open => fixed