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Starmade | weapons and modules do not discharge when there's not enough power for resting charge
Resolved, needs quality check / confirm fix, NormalPublic

Description

The resting charge has 1 purpose, expending power to maintain a charge.

It does not really do that, resting charge gives you an extra power cost but doesn't actually decrease the charge of modules that don't get enough. It needs to do this to prevent exploits, as any oversized weapon will stay charged even if there are 1 000 000 missile blocks and 1 reactor.

Details

Commits
Restricted Diffusion Commit
Restricted Diffusion Commit
Restricted Diffusion Commit
Restricted Diffusion Commit
Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.200.277
Category
Control Block System: Weapons
First occurrence (version)
0.200.215
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Steps to reproduce
  1. Make a tiny reactor
  2. Make a huge weapon or any module that has a resting charge (most have it on 0 for now)
  3. Notice that it is fully charged and power priority tells you the weapon system itself does not get enough power for 100% resting
  4. In this case, it should decrease in charge.
Tester information (Internal use only)

Not noticing a difference, similar results as previous time. 300 regeneration is able to recharge ~450 cannon modules. For that many cannons, I would need at least 450 * 3.0 = 1350 power/second to have it not lose any charge.

I've changed the resting power needed, yet noticed no difference in behavior. I was still able to charge the same exact modules so I assume it's not being looked at.


Not really seeing it work, it cuts out too late.

Tested this on cannons:
15 charging consum
3 resting consum

My reactor gave 300 regen which means that I should not be able to charge my weapon anymore as soon as I don't meet the resting consum anymore.
In this case, 300 regen / 3 = 100 cannon modules max.
I was able to get around 450 cannon modules to still charge (extremely slow) before they refused completely. That's 4.5 times more than it should be.

It definitely still recharged at the correct speed if you ignore the resting charge cut off. It just did not cut off when it should have.

Serverconfig (server.cfg)
<replace this block with the file content,
but do not remove the first and last line.
Before using the paste function,
mark the area from the opening angle bracket to the closing angle bracket>
Clientconfig (settings.cfg)
<replace this block with the file content,
but do not remove the first and last line.
Before using the paste function,
mark the area from the opening angle bracket to the closing angle bracket>

Event Timeline

lancake created this task.Dec 5 2017, 4:07 PM
lancake created this object in space S3 Starmade.
lancake created this object with visibility "Public (No Login Required)".
lancake created this object with edit policy "Starmade (Project)".
Restricted Application edited projects, added Issue Navigation, Dev-Return; removed Game Development. · View Herald TranscriptDec 5 2017, 4:07 PM
Restricted Application added a subscriber: AndyP. · View Herald Transcript
lancake changed the task status from Open to In Queue.Dec 5 2017, 4:07 PM
Restricted Application edited projects, added Game Development, CBS: Weapons; removed Dev-Return, Issue Navigation. · View Herald TranscriptDec 5 2017, 4:07 PM
schema added a commit: Restricted Diffusion Commit.Dec 5 2017, 5:22 PM
schema changed the task status from In Queue to Resolved by committing Restricted Diffusion Commit.
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptDec 5 2017, 5:22 PM
lancake changed the task status from Resolved to In Queue.Dec 9 2017, 9:21 PM

-QA Testing-

Not really seeing it work, it cuts out too late.

Tested this on cannons:
15 charging consum
3 resting consum

My reactor gave 300 regen which means that I should not be able to charge my weapon anymore as soon as I don't meet the resting consum anymore.
In this case, 300 regen / 3 = 100 cannon modules max.
I was able to get around 450 cannon modules to still charge (extremely slow) before they refused completely. That's 4.5 times more than it should be.

It definitely still recharged at the correct speed if you ignore the resting charge cut off. It just did not cut off when it should have.

Restricted Application edited projects, added Game Development, QA-Return; removed Quality Assurance. · View Herald TranscriptDec 9 2017, 9:21 PM
lancake edited Tester information (Internal use only). (Show Details)Dec 9 2017, 9:21 PM
lancake changed Last tested (version) from 0.200.215 to 0.200.233.
schema added a commit: Restricted Diffusion Commit.Dec 10 2017, 1:59 PM
schema changed the task status from In Queue to Resolved by committing Restricted Diffusion Commit.
Restricted Application edited projects, added Quality Assurance; removed QA-Return, Game Development. · View Herald TranscriptDec 10 2017, 1:59 PM
lancake changed the task status from Resolved to In Queue.Jan 4 2018, 4:41 PM

-QA Testing-

Not noticing a difference, similar results as previous time. 300 regeneration is able to recharge ~450 cannon modules. For that many cannons, I would need at least 450 * 3.0 = 1350 power/second to have it not lose any charge.

I've changed the resting power needed, yet noticed no difference in behavior. I was still able to charge the same exact modules so I assume it's not being looked at.

Restricted Application edited projects, added Game Development, QA-Return; removed Quality Assurance. · View Herald TranscriptJan 4 2018, 4:41 PM
lancake edited Tester information (Internal use only). (Show Details)Jan 4 2018, 4:42 PM
lancake changed Last tested (version) from 0.200.233 to 0.200.277.
schema added a subscriber: schema.Jan 5 2018, 4:12 PM

not sure i understand

discharging happens on no available power.

you could still reload a weapon if you put it on top of your priority list and that is kinda indeterministic in itself. it would only work reliably if you just have that one weapon

schema changed the task status from In Queue to Resolved.Jan 5 2018, 4:12 PM
Restricted Application edited projects, added Quality Assurance; removed QA-Return, Game Development. · View Herald TranscriptJan 5 2018, 4:12 PM
lancake changed the task status from Resolved to In Queue.Jan 7 2018, 7:21 PM
Restricted Application edited projects, added Game Development, QA-Return; removed Quality Assurance. · View Herald TranscriptJan 7 2018, 7:21 PM
schema added a commit: Restricted Diffusion Commit.Jan 8 2018, 11:40 AM
schema changed the task status from In Queue to Resolved by committing Restricted Diffusion Commit.
Restricted Application edited projects, added Quality Assurance; removed QA-Return, Game Development. · View Herald TranscriptJan 8 2018, 11:40 AM
schema added a commit: Restricted Diffusion Commit.Jan 9 2018, 9:58 PM
lancake lowered the priority of this task from Pre-Release Quality Assurance to Normal.Jun 6 2018, 12:57 PM