When using lock on missiles I've noticed they have a chance to completely ignore the target they are locked on to instead choosing to target empty space.
Description
Details
- Task Type
- Bug
- Affected Gamemode(s)
- Single and Multi
- Reproducible
- Yes
- Last tested (version)
- 0.201.095
- Category
- Control Block System: Weapons
- First occurrence (version)
- 199.535
- OS-Specific
- No
- Hardware-Specific
- No
- Video Card Vendor
- AMD/ATI
- Make a lockable missile, preferable with multiple outputs as that makes it easier to see the result
- Make a 2 targets:
- target that has only/mostly systems (thrusters, power)
- target that only has hull (make a station, as the ship core also counts as a system it seems)
- Lockon to each target and fire
the target with systems gets targeted properly
the one with only hull, doesn't and the missile should completely miss and head for some invisible target nearby.
You can also do a mix of systems and hull when using a missile launcher with multiple outputs. You'll see most missiles head for systems, and the ones that don't just miss completely.
Missiles lock on fine when used against a target that has systems.
If it doesn't have systems, the missiles will target its Center of Mass which seems to be completely misaligned of the actual Center of Mass. It's not really going for a neighbouring sector, but the CoM used for targeting definitely moves when editing your target although not in the way it should.
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Related Objects
Event Timeline
-Feedback-
Not sure why width would matter here, at least it doesn't in my examples. Your 2 meter wide ship has the missile computer in front of the ship core, they're not offset from your aiming reticule so that would be why they always hit the ship core if you're aiming directly at it, tracking or no tracking.
I cannot see any change in behavior no matter what my ship's dimensions are.
My first lockable missile hits just fine, the ones after that at the same target are not and they aim for something completely different.
That however doesn't describe what you mention, could you check that small scale example out again and see if it corresponds to what I experience?
Your video, although clearly showing the issue is hard to use as comparison. There might also be cross-sector issues involved from the sector markers I could see which could explain why most are targeting something in a neighboring sector
My homing missles do all diverge from the locked target.
In single- and multiplayer. They diverge from the target in perfect curve away from it into empty space.
As I'm experiencing it too, then it can happen to other people as well. I do not need confirmation on that, just the questions I asked in my feedback suggestion.
Does width matter here and if off-center weapons cause this behavior to always trigger? From what I've seen it's no, but only the task owner can double check this for sure which is why the issue is set on feedback for confirmation.
On more testing it looks more like editing a ship is what changes the tracking. The first time I put a missile computer down the missile seems to track but if I delete it and re-place it it won't track properly so width doesn't seem to be a factor.
I can say Ive experienced this
this is missiles from multiple turrets after engaging an "inert" target brick of armour with Pirate AI active. Turrets are any mode firing. white streaks are just dumbfire spammers
However, this behaviour almost dispersal the moment there is a "proper" ship being used as the target. It could be related to missiles targeting specific systems.
-confirmed-
Missiles lock on fine when used against a target that has systems.
If it doesn't have systems, the missiles will target its Center of Mass which seems to be completely misaligned of the actual Center of Mass. It's not really going for a neighbouring sector, but the CoM used for targeting definitely moves when editing your target although not in the way it should.
This might be related to an issue on of our moderators reported.
Arbiter has created a summons report with the message: missles seem to glitch out 100 of the time when targeting a power 1.0 ship fired from a power 2,0 ship. even when fireing very small numbers of missles, the first salvo fires off into space, then everything that fires just freezes