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Starmade | group power penalty does not work for most weapons
Confirmed task for development, NormalPublic

Description

Everything that doesn't have a power penalty applied, or it's not working properly:
(Standalone missile works fine, power penalty is applied and it's the correct value)

  • Missile + Cannon
  • Missile + Beam
  • Missile + Missile
  • Missile + Pulse somehow uses the power consumption numbers of Missile + Missile (also with no power penalty applied) so it's roughly 3 times less of what it should be
  • Beam
  • Beam + cannon
  • Beam + Missile
  • Beam + Beam
  • Beam + Pulse
  • Damage Pulse
  • Damage Pulse + Cannon
  • Damage Pulse + Missile
  • Damage Pulse + Beam
  • Damage Pulse + Pulse

Power penalty is there to keep gun arrays within sane limits

Details

Commits
Restricted Diffusion Commit
Restricted Diffusion Commit
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)
0.19355 (Dev)
Category
Control Block System: Weapons
First occurrence (version)
0.185
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain

Event Timeline

lancake updated the task description. (Show Details)Jul 1 2015, 5:36 PM
lancake changed the visibility from "Custom Policy" to "Public (No Login Required)".
lancake changed the edit policy from "Task Author" to "Starmade (Project)".
lancake changed Category from none/unspecified to Control Block System: Weapons.
lancake changed Affected Gamemode(s) from none/unspecified to Single and Multi.
lancake set First occurrence (version) to 0.185.
lancake changed Reproducible from uncertain to Yes.
lancake set Last tested (version) to 0.19298 (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 Urgent.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptJul 1 2015, 5:36 PM
lancake set Task Type to Bug.Jul 1 2015, 5:36 PM
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 TranscriptJul 1 2015, 5:36 PM
Restricted Application added a commit: Restricted Diffusion Commit.Jul 2 2015, 12:03 PM
Restricted Application 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 2 2015, 12:03 PM
schema added a commit: Restricted Diffusion Commit.Jul 10 2015, 12:06 PM
lancake changed the task status from Resolved to In Queue (Game).Jul 12 2015, 1:16 AM
lancake raised the priority of this task from Urgent to Release Blocker.
Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptJul 12 2015, 1:16 AM

Power penalty on beams is broken if they use supports. Power consumption for the groups goes through the roof (100/200/300 times more than it should be).

How to reproduce:

  1. use this blueprint or make your own ship. It has to have beam modules and some kind of support/slave (also with modules)
  2. test out the beam weapon as 1 group and see that it uses normal-ish power consumption
  3. divide the beam array in 2 or more groups and note that your power consumption becomes incredibly high. This only happens if that weapon has a support/slave!
Restricted Application added a commit: Restricted Diffusion Commit.Jul 12 2015, 4:40 PM
Restricted Application 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 12 2015, 4:40 PM
lancake changed the task status from Resolved to In Queue (Game).Jul 14 2015, 5:08 PM

All of it is fixed except for 1 thing:

  • Missile + Pulse somehow uses the power consumption numbers of Missile + Missile (this time with power penalty :P)
Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptJul 14 2015, 5:08 PM
lancake lowered the priority of this task from Release Blocker to Normal.Jul 14 2015, 5:08 PM
schema added a subscriber: schema.Jul 23 2015, 7:31 PM
schema raised the priority of this task from Normal to High.
Restricted Application added a subscriber: AndyP. · View Herald TranscriptJul 23 2015, 7:31 PM
schema added a commit: Restricted Diffusion Commit.Jul 23 2015, 7:59 PM
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 23 2015, 7:59 PM
Restricted Application added a subscriber: Megacrafter127. · View Herald Transcript

misspelled 'value' in the missle+pulse config. Added exception so that it will now complain if tehre is no value for a style that needs one

lancake changed the task status from Resolved to In Queue (Game).Jul 24 2015, 8:08 PM

Missile + Pulse is using the correct value now.

The only combination left that seems to be incorrect is damage pulse without any support/slave.

  • The weapon I used should use 120 000 with 1 group, it uses 120 001.
  • The same weapon in 15 groups used 120 036.
Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptJul 24 2015, 8:08 PM
lancake changed Last tested (version) from 0.19298 (Dev) to 0.19338 (Dev).Jul 24 2015, 8:09 PM
schema added a commit: Restricted Diffusion Commit.Jul 24 2015, 8:17 PM
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 24 2015, 8:17 PM
lancake changed the task status from Resolved to In Queue (Game).Jul 29 2015, 7:53 PM
  1. Beam + Missile uses more power than it should, an old issue where the power consumption was multiplied with every split beam. So having 100% support will give you 10 beams per output, and also 10 times more power consumption than it should have.
  2. Missile + Beam has a weird issue, It's power use is correct for maybe 50ms, then it jumps to something less. My weapon should have consumed 3 060 000 power but consumed 510 000. I saw it jump to the correct percentage for a very short period and the value "Power used per second" next to your power bar on your HUD also displayed 3 060 000.

Issue 1: I believe this was fixed at some point (it's unrelated to power penalty) but now I see it again. Perhaps one of the fixes here caused it to break again. If it is not related to these fixes, I'll make a new issue about it and close this one (if Issue 2 is fixed).

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptJul 29 2015, 7:53 PM
lancake changed Last tested (version) from 0.19338 (Dev) to 0.19350 (Dev).Jul 29 2015, 7:54 PM
lancake lowered the priority of this task from High to Normal.
schema added a commit: Restricted Diffusion Commit.Jul 29 2015, 11:23 PM
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 29 2015, 11:23 PM
  1. should be definitely fixed.
  1. is maybe fixed. Added DEBUG_MISSILE_POWER_CONSUMPTION to server config to make debugging missiles easier
lancake changed the task status from Resolved to In Queue (Game).Aug 1 2015, 12:59 PM

Both are fixed now, I've also checked 50% support now and it seems to be slightly different than what I expect it to consume.

Some randomly chosen examples

  1. Missile + Cannon, 200 main + 100 support:
    • Expected power consumption: 408 000
    • Actual power consumption: 402 560
  2. Cannon + Pulse, 200 main + 100 support:
    • Expected power consumption: 433 500
    • Actual power consumption: 427 720
  3. Beam + Beam, 200 main + 100 support:
    • Expected power consumption: 510 000
    • Actual power consumption: 503 200

It's fine at 100% support for multiple groups though, and any other support with single groups are fine too.

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptAug 1 2015, 12:59 PM
lancake changed Last tested (version) from 0.19350 (Dev) to 0.19355 (Dev).Aug 1 2015, 12:59 PM
Megacrafter127 shifted this object from the S1 Public space to the S3 Starmade space.Aug 11 2015, 11:04 PM
Megacrafter127 changed the edit policy from "Starmade (Project)" to "All Users".
Megacrafter127 edited Serverconfig (server.cfg). (Show Details)
Megacrafter127 edited Clientconfig (settings.cfg). (Show Details)
Megacrafter127 claimed this task.
Megacrafter127 removed Megacrafter127 as the assignee of this task.

respacing

lancake claimed this task.Sep 21 2015, 10:48 AM
AndyP changed the task status from In Queue (Game) to In Queue.Mar 10 2017, 5:22 PM
Restricted Application added a project: CBS: Weapons. · View Herald TranscriptMar 10 2017, 5:22 PM
AndyP moved this task from Backlog / Unclassed to Alpha on the CBS: Weapons board.Mar 15 2017, 1:06 PM
AndyP edited projects, added Game Development (Alpha); removed Game Development.