Author Topic: Missiles vs Shipyards  (Read 3098 times)

0 Members and 1 Guest are viewing this topic.

Offline alex_brunius (OP)

  • Vice Admiral
  • **********
  • Posts: 1243
  • Thanked: 161 times
Missiles vs Shipyards
« on: May 29, 2020, 04:03:38 PM »
Am I missing anything here or doing something wrong?

It seems all my missiles fired at a shipyard complex self destructs 5 seconds after launching due to having "no target":



Here is the missile design ( using ECM and ECCM in case that might be relevant ):




I'm running an old version and the UI change mod so not reporting a bug right now, just curious if anything else have seen something similar.
 

Offline Rich.h

  • Captain
  • **********
  • R
  • Posts: 555
  • Thanked: 55 times
Re: Missiles vs Shipyards
« Reply #1 on: May 29, 2020, 04:09:03 PM »
Since the missiles have no onboard sensors, my only guess could be that the active sensor you used from a ship no long has the shipyards in range.
 

Offline Froggiest1982

  • Gold Supporter
  • Vice Admiral
  • *****
  • F
  • Posts: 1346
  • Thanked: 608 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: Missiles vs Shipyards
« Reply #2 on: May 29, 2020, 04:27:00 PM »
Since the missiles have no onboard sensors, my only guess could be that the active sensor you used from a ship no long has the shipyards in range.

+1

Offline alex_brunius (OP)

  • Vice Admiral
  • **********
  • Posts: 1243
  • Thanked: 161 times
Re: Missiles vs Shipyards
« Reply #3 on: May 29, 2020, 04:56:13 PM »
5 seconds after launching?  ::)  Thats one fast shipyard in that case  :P

I have the shipyard on active sensors from 8 different stationary ships / fighters so nope that is not the case here.
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1712
  • Thanked: 602 times
Re: Missiles vs Shipyards
« Reply #4 on: May 29, 2020, 05:36:34 PM »
I feel like this is an old bug that has resurfaced.

How close is the shipyard to the sun? Could you target the shipyard on AS while also having the sun in range of your missiles?

If I am correct, the missiles will fly to the sun, explode, and somehow manage to destroy the shipyards. This is what happened to me in 1.8 though so this might be different.
 

Offline alex_brunius (OP)

  • Vice Admiral
  • **********
  • Posts: 1243
  • Thanked: 161 times
Re: Missiles vs Shipyards
« Reply #5 on: May 29, 2020, 06:57:37 PM »
I feel like this is an old bug that has resurfaced.

How close is the shipyard to the sun? Could you target the shipyard on AS while also having the sun in range of your missiles?

If I am correct, the missiles will fly to the sun, explode, and somehow manage to destroy the shipyards. This is what happened to me in 1.8 though so this might be different.

It seems it might be a different version of the same bug, because the sun was indeed as a matter of fact in range of the missiles! ( 80m km range missiles and a planet orbiting just 67m km from a G9-V class star ).

I am playing version 1.9.5 so if the solution for that bug was to prevent/remove the sun as a target that could potentially explain why the missiles now simply explode on launch instead.



« Last Edit: May 29, 2020, 07:13:54 PM by alex_brunius »
 

Offline DFNewb

  • Captain
  • **********
  • D
  • Posts: 508
  • Thanked: 103 times
Re: Missiles vs Shipyards
« Reply #6 on: May 29, 2020, 07:48:58 PM »
I think this is similar to the bug I found recently with STO's giving an error when firing at shipyards.
 

Offline alex_brunius (OP)

  • Vice Admiral
  • **********
  • Posts: 1243
  • Thanked: 161 times
Re: Missiles vs Shipyards
« Reply #7 on: May 29, 2020, 08:05:48 PM »
I tested again with the fleets missiles and sensors not in range of the star, and same result they also vanished 5 sec after launch so seems it's not related to the star being in range.
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1712
  • Thanked: 602 times
Re: Missiles vs Shipyards
« Reply #8 on: June 01, 2020, 09:53:36 AM »
This smells like a bug report that needs to be filed then
 

Offline Iceranger

  • Registered
  • Commander
  • *********
  • I
  • Posts: 391
  • Thanked: 230 times
Re: Missiles vs Shipyards
« Reply #9 on: June 01, 2020, 10:29:35 AM »
Indeed I can reproduce this issue in my test setup, and I have reported it in http://aurora2.pentarch.org/index.php?topic=11565.msg135711#msg135711
 
The following users thanked this post: alex_brunius

Offline Father Tim

  • Vice Admiral
  • **********
  • Posts: 2162
  • Thanked: 531 times
Re: Missiles vs Shipyards
« Reply #10 on: June 10, 2020, 01:12:08 PM »
The bug is that the missiles are not getting the shipyard coordinates as target.  The missiles fly into the sun because the system primary is always located at coordinates 0,0.
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1712
  • Thanked: 602 times
Re: Missiles vs Shipyards
« Reply #11 on: June 12, 2020, 11:04:19 AM »
I just experienced a version of this bug and reported. Bugmod confirmed it.

A partial workaround is to use missiles that have active self-guidance against shipyards. Works only if the primary star is also in range, the missiles will head to the sun, blow up and then magically damage the shipyards like they should.
 

Offline alex_brunius (OP)

  • Vice Admiral
  • **********
  • Posts: 1243
  • Thanked: 161 times
Re: Missiles vs Shipyards
« Reply #12 on: June 16, 2020, 05:05:10 AM »
Indeed I can reproduce this issue in my test setup, and I have reported it in http://aurora2.pentarch.org/index.php?topic=11565.msg135711#msg135711

Thanks.

Somewhat related I tried to destroy the pesky shipyard in question using beam weapons instead and while this worked it had a nasty side effect that feels very much like another bug.

Blowing up a slipway resulted in my own Shipyard Tasks vanishing into thin air without a trace. Looks to be random which task get removed when a slipway is destroyed, so probably the random function meant to decide which NPR task get removed when slipways are destroyed is not limited to only that shipyard. Might be worth checking if you can reproduce as well unless it's already reported by someone else.

STR:
- Have Shipyard construction tasks assigned to all your own slipways.
- Destroy NPR shipyard slipways using beam weapons.
- Observe own Shipyard Tasks disappear.
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1712
  • Thanked: 602 times
Re: Missiles vs Shipyards
« Reply #13 on: June 17, 2020, 01:29:37 PM »
Indeed I can reproduce this issue in my test setup, and I have reported it in http://aurora2.pentarch.org/index.php?topic=11565.msg135711#msg135711

Thanks.

Somewhat related I tried to destroy the pesky shipyard in question using beam weapons instead and while this worked it had a nasty side effect that feels very much like another bug.

Blowing up a slipway resulted in my own Shipyard Tasks vanishing into thin air without a trace. Looks to be random which task get removed when a slipway is destroyed, so probably the random function meant to decide which NPR task get removed when slipways are destroyed is not limited to only that shipyard. Might be worth checking if you can reproduce as well unless it's already reported by someone else.

STR:
- Have Shipyard construction tasks assigned to all your own slipways.
- Destroy NPR shipyard slipways using beam weapons.
- Observe own Shipyard Tasks disappear.

Wait a second.... this explains why my troop transports were seemingly not being constructed during my shipyard bombings.. I honestly thought that I had short term memory issues instead and kept forgetting to give the construction order.

Can someone else test this to make sure this is actually the case?
 

Offline Bughunter

  • Bug Moderators
  • Rear Admiral
  • ***
  • Posts: 929
  • Thanked: 132 times
  • Discord Username: Bughunter
Re: Missiles vs Shipyards
« Reply #14 on: June 18, 2020, 02:46:13 PM »
That one about destroying slipways is not reported yet, this is the first I hear about it.