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Starmade | Activating mothership AI creates a host of issues
Closed, RejectedPublic

Description

So i decided to see if my other ship wouldn't lag the server by moving it.
I flew to a delta pirate station and turned the turret AI on and aligned to the ship and turned the ship Bobbie AI on to watch while aligned on the bridge.
Issues:

I was kicked from the ship into space.
Logged out and back in, chased the ship entered the core and re aligned again.
Logged out, logged back in was spawned in the thruster area not a player area or where i logged out.

Handled in: T8

Took control of the ship to warp to base and dock. Only four icons are active in my hot bar tab,
none of which are my two jump drives.
I have 10 hot bar links, weapons, jammer, scanner, rail dock, overdrive and two jump drives in the hot bar.
nothing works.
Manual fly 60 km to base. Relogging doesn't fix the issue.

Result ( AI is not ready to be left alone and causes issues for a player when they take control.)

Best,

Phocian

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Multiplayer
Reproducible
uncertain
Category
Engine
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

Phocian updated the task description. (Show Details)Aug 6 2015, 8:57 PM
Phocian changed Category from none/unspecified to Engine.
Phocian changed Affected Gamemode(s) from none/unspecified to Multiplayer.
Phocian set Last tested (version) to v0.19361.
Phocian edited Serverconfig (server.cfg). (Show Details)
Phocian edited Clientconfig (settings.cfg). (Show Details)
Phocian added a subscriber: Phocian.
Phocian created this task.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptAug 6 2015, 8:57 PM
Phocian added a comment.EditedAug 6 2015, 9:09 PM

One last thing to add ref:T465.

All the wireless and standard activation block links (doors) were broken on the ship to regain control of the AI mother ship I had to remove blocks to gain entry.

AndyP claimed this task.
AndyP updated the task description. (Show Details)Aug 7 2015, 10:10 AM
AndyP changed the visibility from "Custom Policy" to "Public (No Login Required)".
AndyP changed the edit policy from "Task Author" to "Starmade (Project)".
AndyP set Task Type to Bug.
AndyP set Reproducible to uncertain.
AndyP set OS-Specific to No.
AndyP set Hardware-Specific to No.
AndyP set Video Card Vendor to uncertain.
AndyP updated the task description. (Show Details)
AndyP updated the task description. (Show Details)
AndyP removed Last tested (version).
AndyP added a subscriber: AndyP.
AndyP removed AndyP as the assignee of this task.
AndyP triaged this task as Normal priority.

Validated

This comment was removed by AndyP.
AndyP added a comment.Aug 7 2015, 5:10 PM

Blueprint saved, however we cannot make it private in a public issue, so I'll save it, and we can use it, without public access this way.

psycommando added a comment.EditedAug 10 2015, 8:52 PM

@Phocian:
I've been trying to reproduce your issue, but I noticed something about the blueprint you linked of the ship.
All the canon computers, missile computers, and the overdrive computers aren't linked to any modules at all:

Which explains why those particular were system unresponsive while clicking on them in the hotbar.

Is there an issue with the blueprint, or was the ship really in that state before you toggled on the AI ?

Hi Psycommando.

No that ship is around a year old and is my miner and pirate station killer.
All systems were linked and working as I had been shooting pirate spawns before I switched the main bobbie unit on which is sited in the core room to see how the AI might handle my ship out of boredom

As soon as I took control back of the mothership even though the links were still in the hotbar all links to all computers and modules were broken (weapons, scanner, jump drives etc).
I found from testing afterwards that reconnecting the computers to the modules did nothing.
I have to replace the computers and modules then relink them as if building from scratch.

Best,
Pho

In T474#14512, @Phocian wrote:

Hi Psycommando.
No that ship is around a year old and is my miner and pirate station killer.
All systems were linked and working as I had been shooting pirate spawns before I switched the main bobbie unit on which is sited in the core room to see how the AI might handle my ship out of boredom
As soon as I took control back of the mothership even though the links were still in the hotbar all links to all computers and modules were broken (weapons, scanner, jump drives etc).
I found from testing afterwards that reconnecting the computers to the modules did nothing.
I have to replace the computers and modules then relink them as if building from scratch.
Best,
Pho

Hi!
Hmm.. So, the blueprint you uploaded is of the ship in its broken state ?

Besides toggling on the AI, can you remember if you did anything else before you last tested the weapons and etc in the hotbar ?
Have you turned on/off the radar jammer, or any other "toggleable" systems before leaving the core ?
Did you enter build mode in-between ?
Little things like that ?

I just want to get as many details as possible to try to reproduce the bug on my end. Because so far on my test rig I wasn't able to reproduce it.

Phocian added a comment.EditedAug 11 2015, 7:54 PM

Hi,

Yes that blueprint was saved after the chaos had happened.
Its worth pointing out that all the turrets on the ship have the same issue in that their computers are disconnected from the modules as well and so can't fire.
Also the ship under the control of the AI traveling across a sector or two while going crazy.

After talking with you earlier I went into single player (current release version) created a new world.
I spawned in a version of that mothership dated "15th of March" so that I could send that version to you. I had only made a few changes to the ship since then as its old.
This saved blueprint version of the ship still had the old turrets on it before rails unlike the latest one.

Well it spawned each time with a section of the right rear side hull missing and turrets floating in the air.
Interestingly when I entered the core none of the main weapons showed up and after entering build mode again all the computers and modules were disconnected which they shouldn't have been !!

AndyP shifted this object from the S1 Public space to the S3 Starmade space.Aug 11 2015, 11:41 PM
AndyP changed the edit policy from "Starmade (Project)" to "All Users".

After discussing on slack, we found out that the "15th of March" blueprint of the ship still had its weapons linked, and that the missing entries in the hotbar + the turrets floating away had to do with prior updates reseting the hotbar, and how the old deprecated turret system stopped working correctly several updates ago.

@Phocian
After trying several times over, with the info you gave me, I cannot reproduce the issue on my end.
I tried with a test rig, and with the 2 blueprints you sent without success.

What I did each time was :

  1. Got into the core, and tested the systems in the hotbar to make sure they all worked.
  2. Went near a pirate station or a group of enemy ships.
  3. Enabled turrets AI through the entity panel.
  4. Exited the core.
  5. Sat down.
  6. Enabled the main ship's AI.
  7. Waited a minute or two.
  8. Disabled the AI.
  9. Entered the core.
  10. Tried out the systems in the hotbar to see if they still worked.

The systems were never disconnected in the process. And everything worked correctly all steps of the way.
Do you have anything else to suggest or mention ?
Were you able to reproduce the bug on your end ?

Hiya,

I have tried to recreate this and failed.
I guess until it happens again I'm out of ideas like you.

@Phocian:
Alright, then, we'll reject the issue for now, and if anything new happens let me know and we'll re-open it.

psycommando closed this task as Rejected.Aug 28 2015, 10:49 PM
Restricted Application edited projects, added Starmade; removed Issue Navigation. · View Herald TranscriptAug 28 2015, 10:49 PM
Restricted Application removed a subscriber: AndyP. · View Herald Transcript
AndyP removed psycommando as the assignee of this task.Sep 7 2015, 9:05 PM
Restricted Application added a project: Engine. · View Herald TranscriptMar 10 2017, 6:29 PM