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Starmade | Beam duration activated by logic is always the same
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Description

The burst time of the damage beam/salvage beam/... all seem to suffer from the same issue.

When logic activates the computer it always fires a 2.5-3 second long burst, no matter what burst time that computer should have.

I tested this out on damage beam (1 second burst time), damage beam + pulse (6 seconds), salvage beam + pulse (15 seconds). All of them were 2.5 seconds long when used with logic, their cooldown was fine.

Seems that it is hardcoded somewhere.

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.19248 (Dev)
Category
Control Block System: Weapons
First occurrence (version)
0.19228
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
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 6 2015, 10:11 AM
lancake added a project: Issue Navigation.
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 0.19228.
lancake changed Reproducible from uncertain to Yes.
lancake set Last tested (version) to 0.19247 (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 Normal.
lancake changed the task status from Open to In Queue (Game).Jun 6 2015, 8:47 PM
Restricted Application edited projects, added Game Development, Starmade; removed Issue Navigation. · View Herald TranscriptJun 6 2015, 8:47 PM
schema added a subscriber: schema.Jul 28 2015, 5:35 PM
schema changed the task status from In Queue (Game) to Open.

if there is burst time the duration should now be exactly that

Restricted Application edited projects, added Issue Navigation; removed Game Development. · View Herald TranscriptJul 28 2015, 5:35 PM
schema changed the task status from Open to Resolved.Jul 28 2015, 5:35 PM
Restricted Application edited projects, added Quality Assurance; removed Issue Navigation. · View Herald TranscriptJul 28 2015, 5:35 PM
lancake changed the task status from Resolved to In Queue (Game).Jul 28 2015, 8:15 PM

On default beams (1 second) it only fired for a duration of 4 ticks, might be a rounding issue. (I assume it fired for that long, it consumed power equivalent to 4 ticks)

On beams that adjusted the beam duration, it seems to have multiple issues. Tested on a modified bursttime config for beam + pulse that extended the beam duration by 3 times, to 4 seconds.
When activated with logic:

  • there's no visible damage beam for the first few seconds. It's there and it does damage though
  • power consumption for the first few seconds displays weird, in my case it jumped 3 * powerconsumption for a tick. In my case that a single tick uses 880 000 power, my display subtracted power every 3 ticks, so it jumped with 880 000 * 3 => 2 640 000. First thought this 3 was coming from the burst time buff value but it doesn't, a buff value of 2/4 still gives me the same power jump.
  • the beams seems to stop firing in the middle of a burst. When it restarts you have a visible beam and normal power drain deduction (on your display, it goes gradually). This seems to happen the last second of its burst.
  • in the end, the beam consumed more power than it should, but then it jumped back to a value that is less than it should be. I assume the first number displayed is just a synch issue, it consumed power equivalent to 26 ticks. When I alt tabbed back in the game, the power showed me that it actually consumed 14 ticks. The correct value would have been 20 ticks.

Blueprint I used:

(logic activation module is right next to the left beam array), adjusted config value for damage beam + pulse => <BurstTime style="buff" value="3"/>

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptJul 28 2015, 8:15 PM
lancake set Task Type to Bug.Jul 28 2015, 8:15 PM
lancake changed Last tested (version) from 0.19247 (Dev) to 0.19248 (Dev).
lancake set OS-Specific to No.
lancake set Hardware-Specific to No.
lancake set Video Card Vendor to uncertain.
AndyP shifted this object from the S1 Public space to the S3 Starmade space.Aug 11 2015, 9:01 PM
AndyP changed the edit policy from "Starmade (Project)" to "All Users".
lancake claimed this task.Sep 21 2015, 10:48 AM
Tunk added a subscriber: Tunk.Nov 3 2015, 9:24 AM
schema added a comment.Nov 4 2015, 4:41 PM

Can this be reassessed? I can't see a problem in SP. In the blueprint a lot of lag is created with the link to the giant array of power capacitors

lancake changed the task status from In Queue (Game) to Resolved.Sep 3 2016, 9:37 PM

need rechecking

Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptSep 3 2016, 9:37 PM
Restricted Application removed a subscriber: Tunk. · View Herald Transcript
spunkie added a subscriber: spunkie.EditedSep 4 2016, 7:45 AM

All tests were single module and if secondary was linked it was single module as well.

shield supply/drain
shield supply player fired 1200 shield points
shield supply logic fired 960 shield points
shield drain player fired 25 shield points
shield drain logic fired 15 shield points on first shot and 20 points on consecutive shots
https://youtu.be/ZIsJ32CjyX4

power supply/drain
power drain player fired 1st shot 500 power points
power drain logic fired 1st shot 300 power points 2nd shot 400 power points

Encountered odd behavior with the targets power as the status on the display block would jump up a few hundred points within 4 seconds after the player fired beam stopped firing.

power supply player fired 1st shot 1200 power points 2nd shot 1200 power points did a tab+f6 refresh and power dropped from 45400 to 44920 initial power was at 43000 in effect the shots were doing 960 points but showing 1200 points

power supply logic fired 1st shot 960 power points 2nd shot 960 points, doesn't seem to have a delayed refresh like player fired shots
https://youtu.be/42yvH3JQiiA

salvage and salvage/pulse
Couldn't see any meaningful difference between logic fired and player fired. Seems like the leftover damage from one would be applied when the other fired, leading to an inconsistent "winner" as far as blocks removed goes.
https://youtu.be/WR-sMlsELWo

damagebeam/damagebeam and damagebeam/damagepulse
player fired db/db 1st shot dealt 300 shield damage 2nd shot 300 shield damage
logic fired db/db 1st shot dealt 240 shield damage 2nd shot 240 shield damage
player fired db/dp 1st shot 1100 shield damage 2nd shot 880 shield damage
logic fired db/dp 1st shot 880 shield damage
https://youtu.be/doIHkKozEW8

The beams no longer appear to be locked to 2.5 second burst times as evidenced by the salvage with damage pulse slaved. However there seems to be a bit of desynch with player fired weapons not showing the actual (if not correct) damages on the entity till a few seconds have passed.

The 880 damage from the damage beam with damage pulse slave does not match up with what is listed in the weapon menu details so only the first shot which was player made did the correct damage.

Unlike what is listed in the task description the damage beam with damage pulse slave does not have a burst time of 6 seconds this might have been changed since original task was made.

Restricted Application added a project: CBS: Weapons. · View Herald TranscriptMar 10 2017, 5:50 PM
lancake closed this task as Closed.
Restricted Application removed a project: Quality Assurance. · View Herald TranscriptJun 15 2017, 3:56 PM