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Starmade | radarjammer doesn't affect AI anymore
Confirmed task for development, LowPublic

Description

not so much as an exploit, but just a slightly broken game mechanic.
It seems that using a radarjammer makes the engagement range of pirates smaller for you.

You can easily destroy them while you stay out of this range, they'll do nothing and then die.

How to reproduce:

  1. make a ship with a radarjammer
  2. put yourself in god mode, type /initiate_wave -1 1
  3. notice the engagement range of isanths is extremely small when you enable your radarjammer

(make sure to re-activate the radarjammer, it disables when you're hit)

Perhaps just removing this mechanic completely would be for the best. Radarjammer could make lockable missiles act like dumb missiles maybe when fighting against AI but that should be it.
If you want completely immunity, a cloaker would be better.

Radarjammer should cut their range in half (not visible in debug mode though) but supposedly it doesn't do that anymore. Needs retesting.

Details

Commits
Restricted Diffusion Commit
Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
uncertain
Last tested (version)
0.19595 (Dev)
Category
AI
First occurrence (version)
0.1885
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Tester information (Internal use only)

partial fix confirmed

The damage beam with damage beam secondary is unusually low compared to the other weapons with radar jammer active vs inactive.

In certain instances the pirates will detect and move to a certain distance from you and stop without firing, even though the ai acts like you are there, it will refuse to fire but it seems the radar jammer is not the major factor except in the case of the damage beam with damage beam secondary.

If this requires an ai overhaul then suggested goals;

  • Hostile ai should have a detection range that is constant across all weapon types, or if variance is desired, base it upon ship mass/dimensions of the potential target and if ambitious, include whether the target is moving or not.
  • Upon detection hostile ai should move till its weapons are in range of target, given that damage pulse range is so short and would result in laggy unnecessary collisions, a minimum distance should be established, but if the target moves within that distance, and into the damage pulse range, the ai should fire the damage pulse, whilst trying to increase distance beyond the min range. This should take care of http://phab.starma.de/T287
  • If the hostile ai takes fire from something beyond its detection range it should move toward the direction it took fire from, to prevent situations described in http://phab.starma.de/T286
  • I've also noticed that the mothership does not take into account its turret mounted weapons for purposes of movement this ship exhibits the behavior{F3197}
  • Ai should check if a weapon has the range to hit a target before firing. Curently if one of the weapons is in range then all weapons are fired.
Serverconfig (server.cfg)
<replace this line with the file content>
Clientconfig (settings.cfg)
<replace this line with the file content>

Event Timeline

lancake updated the task description. (Show Details)Jun 18 2015, 10:52 AM
lancake changed the visibility from "Public (No Login Required)" to "Starmade (Project)".
lancake changed Category from none/unspecified to AI.
lancake changed Affected Gamemode(s) from none/unspecified to Single and Multi.
lancake set First occurrence (version) to 0.1885.
lancake set Last tested (version) to 0.19274 (Dev).
lancake edited a custom field.
lancake edited Serverconfig (server.cfg). (Show Details)
lancake edited Clientconfig (settings.cfg). (Show Details)
lancake added a subscriber: lancake.
lancake created this task.
lancake raised the priority of this task from to High.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptJun 18 2015, 10:52 AM
lancake set Task Type to Bug.Jun 18 2015, 10:53 AM
lancake set Reproducible to uncertain.
lancake set OS-Specific to No.
lancake set Hardware-Specific to No.
lancake set Video Card Vendor to uncertain.
lancake changed the task status from Open to In Queue (Game).
Restricted Application edited projects, added Game Development, Starmade; removed Issue Navigation. · View Herald TranscriptJun 18 2015, 10:53 AM
schema added a commit: Restricted Diffusion Commit.Jul 22 2015, 1:13 AM
schema changed the task status from In Queue (Game) to Resolved by committing Restricted Diffusion Commit.
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptJul 22 2015, 1:13 AM
Restricted Application added a subscriber: AndyP. · View Herald Transcript
AndyP shifted this object from the S1 Public space to the Restricted Space space.Aug 11 2015, 11:07 PM
AndyP changed the visibility from "Starmade (Project)" to "Public (No Login Required)".
AndyP changed the edit policy from "Starmade (Project)" to "All Users".
Restricted Application added a subscriber: Megacrafter127. · View Herald TranscriptAug 11 2015, 11:07 PM

tested in dev ver 0.19401

ship test
results:

  1. made a ship equipped with cannon main, damage beam secondary
  2. spawned pirate wave of custom ship using /initiate_wave -1 1
  3. moved out to 2900 meters which was far enough for pirates to stop engaging
  4. approached pirates without radar jammer active and pirates start firing at ~2722 meters (pirate weapon capable of 6000 meters)
  5. returned to 2900 meters away from pirates to disengage
  6. approached pirates with radar jammer active and pirates start firing at ~1522 meters

https://youtu.be/J7XtUqx1QF4

station test
results:

  1. c aligned to station, targeting station for distance measurements
  2. began station approach with radar jammer inactive starting at 2000 meters ( "prate"station turrets max range of 2000 meters)
  3. turrets begin firing at ~1930 meters
  4. returned to 2000 meters turrets no longer firing
  5. begin approach with radar jammer active
  6. turrets begin firing at ~1910 meters

https://youtu.be/Vpp2og4JuzQ

not sure what author meant by extremely small therefore not sure if this is still a problem

spunkie changed Last tested (version) from 0.19274 (Dev) to 0.19401 (Dev).Aug 21 2015, 3:15 AM
spunkie claimed this task.
spunkie added a comment.EditedSep 19 2015, 5:47 AM

-QA testing-

partial fix confirmed

The damage beam with damage beam secondary is unusually low compared to the other weapons with radar jammer active vs inactive.

In certain instances the pirates will detect and move to a certain distance from you and stop without firing, even though the ai acts like you are there, it will refuse to fire but it seems the radar jammer is not the major factor except in the case of the damage beam with damage beam secondary.

If this requires an ai overhaul then suggested goals;

  • Hostile ai should have a detection range that is constant across all weapon types, or if variance is desired, base it upon ship mass/dimensions of the potential target and if ambitious, include whether the target is moving or not.
  • Upon detection hostile ai should move till its weapons are in range of target, given that damage pulse range is so short and would result in laggy unnecessary collisions, a minimum distance should be established, but if the target moves within that distance, and into the damage pulse range, the ai should fire the damage pulse, whilst trying to increase distance beyond the min range. This should take care of http://phab.starma.de/T287
  • If the hostile ai takes fire from something beyond its detection range it should move toward the direction it took fire from, to prevent situations described in http://phab.starma.de/T286
  • I've also noticed that the mothership does not take into account its turret mounted weapons for purposes of movement this ship exhibits the behavior{F3197}
  • Ai should check if a weapon has the range to hit a target before firing. Curently if one of the weapons is in range then all weapons are fired.
spunkie changed the task status from Resolved to In Queue (Game).Sep 19 2015, 5:47 AM
Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptSep 19 2015, 5:47 AM

Radarjammer doesn't really have any purpose anymore regarding AI and their behavior. Not sure what will happen to them so I'll leave this task open for now.

lancake updated the task description. (Show Details)Mar 7 2016, 5:13 PM
lancake shifted this object from the Restricted Space space to the S3 Starmade space.
lancake changed Last tested (version) from 0.19401 (Dev) to 0.19595 (Dev).
lancake renamed this task from radarjammer pirate exploit to radarjammer doesn't affect AI anymore.
lancake updated the task description. (Show Details)Mar 7 2016, 5:19 PM
lancake changed the task status from In Queue (Game) to Open.
Restricted Application edited projects, added Issue Navigation; removed Game Development. · View Herald TranscriptMar 7 2016, 5:19 PM

Checked again and it works again like it should so putting back in queue

lancake edited Tester information (Internal use only). (Show Details)
lancake changed the task status from Open to In Queue (Game).
Restricted Application edited projects, added Game Development; removed Issue Navigation. · View Herald TranscriptApr 3 2016, 6:39 PM
AndyP changed the task status from In Queue (Game) to In Queue.Mar 10 2017, 5:15 PM
Restricted Application added a project: AI. · View Herald TranscriptMar 10 2017, 5:15 PM
AndyP moved this task from Backlog / Unclassed to Beta on the AI board.Mar 16 2017, 7:46 PM
AndyP edited projects, added Game Development (Beta); removed Game Development.
lancake lowered the priority of this task from High to Low.Jul 4 2017, 1:01 PM