Aurora 4x

C# Aurora => C# Mechanics => Topic started by: alex_brunius on May 29, 2020, 04:03:38 PM

Title: Missiles vs Shipyards
Post by: alex_brunius 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":

(https://i.imgur.com/ifnmaKE.png)

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

(https://i.imgur.com/4vrknYu.png)


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.
Title: Re: Missiles vs Shipyards
Post by: Rich.h 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.
Title: Re: Missiles vs Shipyards
Post by: Froggiest1982 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
Title: Re: Missiles vs Shipyards
Post by: alex_brunius 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.
Title: Re: Missiles vs Shipyards
Post by: Droll 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.
Title: Re: Missiles vs Shipyards
Post by: alex_brunius 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.



Title: Re: Missiles vs Shipyards
Post by: DFNewb 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.
Title: Re: Missiles vs Shipyards
Post by: alex_brunius 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.
Title: Re: Missiles vs Shipyards
Post by: Droll on June 01, 2020, 09:53:36 AM
This smells like a bug report that needs to be filed then
Title: Re: Missiles vs Shipyards
Post by: Iceranger 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 (http://aurora2.pentarch.org/index.php?topic=11565.msg135711#msg135711)
Title: Re: Missiles vs Shipyards
Post by: Father Tim 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.
Title: Re: Missiles vs Shipyards
Post by: Droll 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.
Title: Re: Missiles vs Shipyards
Post by: alex_brunius 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 (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.
Title: Re: Missiles vs Shipyards
Post by: Droll 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 (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?
Title: Re: Missiles vs Shipyards
Post by: Bughunter 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.
Title: Re: Missiles vs Shipyards
Post by: Droll on June 18, 2020, 02:49:26 PM
That one about destroying slipways is not reported yet, this is the first I hear about it.

You could actually use the DB I posted when you were looking at the missiles flying towards the sun. Order the shipyards at earth and mars to start building random ships and then order my forces to beam the shipyards to death (use the battle group with the CAs). Check to see if the construction order are destroyed everytime the combat reports say that a slipyard is destroyed.
Title: Re: Missiles vs Shipyards
Post by: Bughunter on June 18, 2020, 03:03:30 PM
Did you reproduce it a second time that way yourself?
Title: Re: Missiles vs Shipyards
Post by: Droll on June 18, 2020, 03:56:42 PM
Did you reproduce it a second time that way yourself?

I no longer have that DB state so I'd have to download it from here. Haven't tried to yet, I only remembered some weirdness with my transports not getting built around the time I was beaming the shipyards.
Title: Re: Missiles vs Shipyards
Post by: SpikeTheHobbitMage on June 18, 2020, 11:02:56 PM
I have one.  Posting it now.