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Starmade | Weapons able to ignore line of sight if lag is involved
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Description

Weapons are able to ignore line of fire if lag is involved I.E Hitting blocks inside your ship without hitting blocks in front of these blocks.

Example: http://i.imgur.com/q2nQAUO.jpg

As you can see in this picture there is damage deep within the ship even though no damage has been done to the external hull something that should be impossible since weapons work off of line of fire.

I used cannons to test this affect but missiles can also be subject to "spawning" inside your ship if enough lag is involved so can beam weapons.

Steps to reproduce:

Spawn a ship (preferably a large one)
Pilot that ship and spawn another ship to fight
Simply let the mob fire on you while you move around

You will find that damage is being done deep within your ship with no entry point being made.

This is mainly due to lag so the more of it you have the more likely the bullet will bug out and spawn inside your ship or detonate deep within the hull.

Please note here larger sector size may be partly responsible as the larger the sector the less accurate the math that governs position is.

Test conducted with 10KM sector size 2KM sector size would yield near same results due to testing with 1 million block ships.

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.199.491
Category
Control Block System: Weapons
First occurrence (version)
0.19377
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

Zackey_TNT updated the task description. (Show Details)Aug 17 2015, 9:21 AM
Zackey_TNT added a project: Starmade.
Zackey_TNT changed Category from none/unspecified to Control Block System: Weapons.
Zackey_TNT changed Affected Gamemode(s) from none/unspecified to Single and Multi.
Zackey_TNT set Last tested (version) to v0.19361.
Zackey_TNT edited Serverconfig (server.cfg). (Show Details)
Zackey_TNT edited Clientconfig (settings.cfg). (Show Details)
Zackey_TNT added a subscriber: Zackey_TNT.
Zackey_TNT created this task.
Zackey_TNT raised the priority of this task from to High.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptAug 17 2015, 9:21 AM
Restricted Application added a subscriber: AndyP. · View Herald Transcript
AndyP shifted this object from the S1 Public space to the S3 Starmade space.Aug 17 2015, 11:11 PM
AndyP changed the visibility from "Custom Policy" to "Public (No Login Required)".
AndyP changed the edit policy from "Task Author" to "All Users".
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 moved this task from New / Unconfirmed to Open / Validated on the Issue Navigation board.
AndyP claimed this task.
AndyP removed AndyP as the assignee of this task.

Validated

thakyZ added a subscriber: thakyZ.Aug 18 2015, 3:40 PM
thakyZ claimed this task.

I will do some testing...

I can confirm this but only with damage beam weapons. I have tested all four and damage beam seems to do this. I was having lag and it did work as expected:

thakyZ changed the task status from Open to In Queue (Game).Aug 18 2015, 3:54 PM
Restricted Application edited projects, added Game Development; removed Issue Navigation. · View Herald TranscriptAug 18 2015, 3:54 PM
thakyZ changed Last tested (version) from v0.19361 to v0.19377.Aug 18 2015, 4:01 PM
thakyZ changed Reproducible from uncertain to Yes.

Edit: It has been tested successfully for cannons too so all weapons should be changed too, so that if they may do this also then it would be fixed already.

schema added a subscriber: schema.Sep 1 2015, 1:21 PM

the ships that have been fighting have been loaded 100%?

AndyP added a comment.Sep 3 2015, 6:11 PM

Yes, it is like piercing, they ignore the first block and hit the second, sort of tunneling through them.

After talking with Samuel I was advised to add my task T728 to here.

Player killed on ship bridge, no damage to the ship and shields at 100%

I had a second account (admin) on the bridge of a homebase docked ship.
Pirates had spawned, so the turrets on the station and the the ship opened fire.

The admin toon on the bridge was killed by one of the stations turrets even though he was on the bridge, the ship was not taking damage (homebase) and anyway the shields on the ship are approx 7.8 million.

This is not the first time I have heard of this, a player on the server was watching a battle from his bridge and was killed by the pirate station, his shields were near max strength and no block damage.

The only thing that links these events was that both toons were looking out through crystal armour windows on the ship bridges.

Similar to @Phocian, I was standing inside of a tower attached to my homeworld. A turret from below the tower fired a missile salvo at a pirate ship when the tower was in its line-of-sight. I was killed inside the tower. So I assume the blast radius of the missiles penetrated the tower even though it's invulnerable (and has shields). Is this the desired effect? I know it's a friendly fire incident, but it shouldn't be happening through a structure that's invulnerable and/or shielded.

thakyZ removed thakyZ as the assignee of this task.Oct 17 2015, 5:25 PM
thakyZ claimed this task.
AndyP removed thakyZ as the assignee of this task.Dec 20 2015, 10:44 PM

Assignee 'thakyZ' left the testing team.

lancake claimed this task.Apr 17 2016, 10:25 AM
AndyP changed the task status from In Queue (Game) to In Queue.Mar 10 2017, 5:13 PM
Restricted Application added a project: CBS: Weapons. · View Herald TranscriptMar 10 2017, 5:13 PM
AndyP moved this task from Backlog / Unclassed to Alpha on the CBS: Weapons board.Mar 15 2017, 1:07 PM
AndyP edited projects, added Game Development (Alpha); removed Game Development.
schema changed the task status from In Queue to Resolved.Mar 21 2017, 5:49 AM

Fixed with recent fixes to projectiles and beams

Restricted Application added a project: Quality Assurance. · View Herald TranscriptMar 21 2017, 5:49 AM

-QA Testing-

Tested it out while creating lag of my own (physics in this case), I didn't see any beam hitting deeper, or ignoring its 1st tick.
I used large enough to sectors to avoid sector crossing damage as I know this may have different results, although unrelated to this particular issue. See T2242

lancake changed Last tested (version) from v0.19377 to 0.199.491.Mar 22 2017, 12:00 AM
lancake set First occurrence (version) to 0.19377.
lancake closed this task as Closed.Apr 28 2017, 1:25 PM
Restricted Application removed a project: Quality Assurance. · View Herald TranscriptApr 28 2017, 1:25 PM
Restricted Application removed a subscriber: AndyP. · View Herald Transcript