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Starmade | Turrets are not saved and linked correctly in shipyards
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Description

So, specifically. I have a ship, I got the blueprint from somewhere online. It has a single turret, I eventually through play modified the ship adding several turrets, changing out docked shuttles etc. I converted the blueprint to a design for the shipyard. Everything you'd expect to work seems to be fine (building the ship, deconstructing, repairing, etc). Although when I took the ship out in the test area only the original turret on the blueprint appeared. Changes to the hull or internals appeared fine, just not the additional turrets I later added or docked craft I changed from the original. So I just left the test area, and when I got into regular space there was a bunch of "ships" spawned nearby -- inside a nearby planet as best I could tell with names like SalsaDoom_1440415435435_SYTEST or the like. I removed them with /despawn_all SalsaDoom_1440 all true. But as far as I can guess my ships turrets didn't stay on the ship, but ended up somewhere nearby in real space.

There doesn't seem to be a way to add attachments, despite what this (http://phab.starma.de/w/create_bug_task/) suggests? Anyway, I've included the blueprint in question here

https://mega.nz/#!uddl2RBJ!5-568DGiso2x6nsuor-0mRa_wkLOFdQ0e2yD5TsPbQg

Convert that blueprint to a design from a shipyard, load it. Note the turrets in particular, there should be two on top of the main hull, and one of the top and bottoms of each nacelle. Use shipyard to enter test zone, note turrets appear incomplete, partial or completely absent. Leave test zone, the missing pieces will be scattered around real space.

Details

Commits
Restricted Diffusion Commit
Restricted Diffusion Commit
Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.19556 (Dev)
Category
Control Block System: Shipyards
First occurrence (version)
0.19401
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
User/Reporter/Contact
URL to Starmadedock thread
http://starmadedock.net/threads/certain-turrets-on-ships-not-appearing-in-shipyard-test-area.20512/
Username on Registry
salsadoom
Steps to reproduce

reproducing

  • Spawn as blueprint
  • dock to a shipyard
  • deconstruct to design
  • load the design (if not done automatic)

result until here

Turrets still operational

continue reproducing the bug

  • construct the loaded design that worked before

result

  • vertical movement broken
Tester information (Internal use only)

not fixed

Tried building this particular ship in the shipyard and game had to be restarted due to "severe load". Upon reloading the game turrets were flying off in all directions and some turret barrels remained attached with the base of that turret missing.

https://youtu.be/YKNzsm8Lt4I
action starts about 7:47

The two marked cores do not move in the vertical direction.
Undocking and redocking them will make them move normal.

Spawning directly by blueprint works normal:

Blueprint from screenshot.

Serverconfig (server.cfg)
<replace this line with the file content>
Clientconfig (settings.cfg)
<replace this line with the file content>

Event Timeline

There are a very large number of changes, so older changes are hidden. Show Older Changes

I'm not sure if it's related but I may have discovered a possible cause for issues when building turrets in the shipyard. I downloaded a sment file for a turret which I can spawn from blueprint without issue. In the shipyard however it gave a vague error about being unable to load correctly (sorry I don't have exact message right now). It loaded the base but not the gun portion.

I discovered that if I turned off the BobbyAI and saved the blueprint under a new name I could then use it successfully to create the full turret in the shipyard. So perhaps either the bobby AI being active when a blueprint is saved causes issues or perhaps there's something related to old saved blueprints not loading correctly?

@Hyarion ... add the blueprint that spawns properly here please.

gaeasson added a subscriber: gaeasson.EditedAug 26 2015, 11:30 PM

I hit this as well.
Attaching the SMSEC of the shipyard. with the problematic ship already docked

The long sorded story (with pictures!)

  1. Docked in the shipyard and ready for work.
  2. Deconstructing to Design
  3. The ship is nicely displayed in holographic form.
  4. Almost Done
  5. Rebuilding in progress.
  6. Done Rebuilding
  7. Re-disassembly
  8. Leftovers
  9. LEFTOVERS!

Observations:

  • Some rail-docked elements remained part of the ship, some dissociated.
  • Even between identical docked structures, some worked and some did not.
  • On some turrets, both parts became disconnected, on some, just the gun portion.
  • The leftovers are not really there physically. They can't be shot or harvested. On reload of the sector they become real, but they are 200-300m from their original position... which at least clears them out of the way.
  • If I enter the holographic ship I can still save it as a blueprint through the catalog/blueprint menu. If I admin load that blueprint, that ship spawns in correctly with all attached structures attached and working perfectly.

Docked structures that became disconnected: (varies from try to try)

  • 3 turrets (gun and base)
  • 3 turrets (gun parts)
  • 1 internal elevator (linear rail)
  • 1 external elevator (linear rail)

Docked structures that spawned in correctly and remained connected:

  • the shuttle (rear of the ship) (linear rail)
  • 2 Shuttle bay doors (linear rail)
  • 1 internal elevator (Just like the one that failed above) (linear rail) (also failed in previous experiment)
  • 1 external elevator (Just like the one that failed above) (linear rail) (also failed in previous experiment)
  • 2 Bussard rotors (The spinny things on the warp nacelles (rail rotators, cw and ccw respectively)

I'm having the same issue. I'm having this issue with ships that have been converted from a blueprint to a design.

Ship related.

http://www.mediafire.com/download/65dwt6y67e6429n/Salamis-Class+Destroyer.sment

Also

Normal priority

Can this be bumped up a bit? Kind of breaks shipyards currently.

@Comr4de .. the issue is Urgent ever since validation

I... was looking at a different bug, tabbed out, tabbed back to this. I bring dishonor.

schema added a commit: Restricted Diffusion Commit.Sep 1 2015, 1:41 AM
schema changed the task status from In Queue (Game) to Resolved by committing Restricted Diffusion Commit.
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SmilingDemon changed the task status from Resolved to In Queue (Game).Sep 2 2015, 4:23 PM

-QA Testing-

Cant reproduce any longer with my setup

BUT

there seems to be a problem with rail attached elevators

seen on gaeasson s ship and yard setup

  1. did a deconstruct to design from the docked ship (emptied shipyard block first)

the two elevators on the Saucer look like this in up and down position

  1. after that i rebuild it directly again and both elevators are reconstructed in the up position visualy.

how ever, on activation they do move up and down on invisible rails as if they are positionend at the wrong place but linkend to the rail.
again left in up position )looks as if it is undocked, nut it is docked fine) right still in original position as it got rebuild

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptSep 2 2015, 4:23 PM
SmilingDemon raised the priority of this task from Urgent to Release Blocker.Sep 2 2015, 6:23 PM
e4278 added a subscriber: e4278.Sep 2 2015, 7:24 PM

As of v0.19242 I'm still having a ton of problems with the rail docked parts of this ship:

The holographic design created looks to be accurate, and if you create a blueprint from that design the ship doesn't seem to have any issues that I noticed.

When you actually build the ship in a shipyard however, the rail docked landing gear is broken and spawns in the fully extended position. The blueprint and design have it saved in the retracted position. The airlock doors and satellite dish also seem to have issues (sometimes?). Some of the logic related to these parts may be broken as well, but I'm not sure how it all goes together as I didn't create the ship myself.

The most recent attempt to construct the ship tossed out a bunch of nullpointers.

Maybe related issue: The display modules in the ship no longer have data entered after being constructed in a shipyard.

Well ... last night I took a chance and built a ship in the shipyard ... Bad choice on my part.

Ship designed, constructed, used, docked to homebase space station.

Returned to find is had vanished like the turrets I had lost previously. This ship had no turrets, elevators or rails other than the rail docker used to dock to my station.

I ndeed as far as i could determine it affects rails only

I dont know if the orientation of Turret axis, rotator (left right) do get handled in this case individually .. so i would have to check that again to yerify that they are not in fact affected

schema added a subscriber: schema.Sep 3 2015, 4:36 AM

the rail tranformations of a spawned ship are not adaped. This means a ship will spawn with its rails in the initial position (aligned docker to rail it originally docked to)

schema added a comment.Sep 3 2015, 4:59 AM

Well ... last night I took a chance and built a ship in the shipyard ... Bad choice on my part.
Ship designed, constructed, used, docked to homebase space station.
Returned to find is had vanished like the turrets I had lost previously. This ship had no turrets, elevators or rails other than the rail docker used to dock to my station.

what version was that on?

schema added a comment.Sep 3 2015, 5:09 AM

also @SmilingDemon, can you upload the ship where this is happening.

You may use gaeasson sector upload ... the elevators are on top of the disk

i have a test setup i can upload after work

cyberus111 added a comment.EditedSep 3 2015, 11:46 AM
In T551#21047, @schema wrote:

Well ... last night I took a chance and built a ship in the shipyard ... Bad choice on my part.
Ship designed, constructed, used, docked to homebase space station.
Returned to find is had vanished like the turrets I had lost previously. This ship had no turrets, elevators or rails other than the rail docker used to dock to my station.

what version was that on?

Version .19401

I should add, I added this because it seems that all the focus is on rails and I wanted to make sure the ship issue was also being addressed.

Further detail. Rebuilt lost ship via create blueprint function in shipyard, ship still present this morning. (If that means anything)

schema added a commit: Restricted Diffusion Commit.Sep 3 2015, 1:57 PM
schema changed the task status from In Queue (Game) to Resolved by committing Restricted Diffusion Commit.
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schema added a comment.Sep 3 2015, 1:57 PM

Fixed in 0.19421

SmilingDemon closed this task as Closed.Sep 3 2015, 8:50 PM

-QA Testing-
no more miss placed or lost entities found in testing
used 3 shipyards and ship designs with different turret and rail mechanics to test

Restricted Application removed a project: Quality Assurance. · View Herald TranscriptSep 3 2015, 8:50 PM
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AndyP removed SmilingDemon as the assignee of this task.Sep 7 2015, 9:05 PM
HerrSticks added a subscriber: HerrSticks.EditedOct 29 2015, 2:07 PM

I'm still having this issue.

Last night, i "printed" 9 identical very small turrets, and 2 large ones in the shipyard in a pretty short amount of time. And docked them all to the same ship.

Upon relogin:
Of the 9 smaller turrets, 4 were missing the top docked weapons and ai, 1 was missing entirely, and one was missing it's base

Of the two larger turrets, one was missing it's base.

This is in ver.19431

When I flew the "top" of the turret whose base disappeared to the shipyard, the shipyard would not register that anything was even docked.

The loss has stayed the same. So what whatever caused the loss is not "spreading".

I cannot discern a reason for which turrets had issues.

This is still an issue in the latest stable version.
I created a fairly big ship in a shipyard, then took it out for a test flight. Only the main ship was in the test sector, together with 1 attached part on a rail. All other rail items connected to this part were missing.
Upon return to the base i notice ghostblock remnants of what were the missing parts. Albeit shifted in place. These ghostblocks can't be intereacted with in any way. When the server is rebooted, these ghostblocks materialize in the center of the planet right below the shipyard. (and causing some collision lag as well)

Pics:
http://imgur.com/a/8BVIJ

I'm happy to provide a blueprint or universe download if needed. Or reproduce this issue on the actual server.

Katarone beat me to it. I confirm his report, it's happening again.

lancake reopened this task as Open.Jan 30 2016, 12:10 PM
Restricted Application added a project: Issue Navigation. · View Herald TranscriptJan 30 2016, 12:10 PM

Reopening, happens again and has to be looked at again. Possibly influenced by another shipyard related task.

I'm still having this issue.
Last night, i "printed" 9 identical very small turrets, and 2 large ones in the shipyard in a pretty short amount of time. And docked them all to the same ship.
Upon relogin:
Of the 9 smaller turrets, 4 were missing the top docked weapons and ai, 1 was missing entirely, and one was missing it's base
Of the two larger turrets, one was missing it's base.
This is in ver.19431

This issues has been reported before, by me, and was merged with another. I was having the same issues. You might find the other missing parts around your sector somewhere.

spunkie claimed this task.Feb 10 2016, 4:52 PM
spunkie changed the task status from Open to In Queue (Game).EditedFeb 14 2016, 12:33 AM

-QA testing-

not fixed

Tried building this particular ship in the shipyard and game had to be restarted due to "severe load". Upon reloading the game turrets were flying off in all directions and some turret barrels remained attached with the base of that turret missing.

action starts about 7:47
https://youtu.be/YKNzsm8Lt4I

the ship

Restricted Application edited projects, added Game Development; removed Issue Navigation. · View Herald TranscriptFeb 14 2016, 12:33 AM
spunkie changed Last tested (version) from 0.19409 (Dev) to 0.19556 (Dev).Feb 14 2016, 12:37 AM
spunkie edited Tester information (Internal use only). (Show Details)
spunkie edited Tester information (Internal use only). (Show Details)
schema changed the task status from In Queue (Game) to Resolved.Mar 8 2016, 11:39 PM

Turrets/Docks should no longer be undocked upon duplicating a ship

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WOOHOOO!

Sorry for the useless comment but I am so happy to hear this :D

AndyP added a subscriber: spunkie.Mar 16 2016, 4:31 PM
AndyP claimed this task.
AndyP added a comment.Mar 16 2016, 4:39 PM

-QA Testing-

Not fixed.

the two marked cores do not move in the vertical direction.
Undocking and redocking them will make them move normal.

Spawning directly by blueprint works normal:

Blueprint from screenshot.

AndyP edited Steps to reproduce. (Show Details)Mar 16 2016, 4:44 PM
AndyP edited Tester information (Internal use only). (Show Details)
AndyP edited Tester information (Internal use only). (Show Details)
AndyP edited Tester information (Internal use only). (Show Details)
AndyP edited Tester information (Internal use only). (Show Details)
AndyP changed the task status from Resolved to In Queue (Game).Mar 20 2016, 12:57 AM

oh, yeah... forgot something....
lol

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptMar 20 2016, 12:57 AM
AndyP changed Category from Control Block System: Rails/Docking to Control Block System: Shipyards.Sep 5 2016, 10:13 PM

I think you guys got this one... Been using shipyards for the past two updates with no problems, other than AI turrets not inheriting AI settings.

schema changed the task status from In Queue (Game) to Resolved.Sep 6 2016, 2:00 PM

unable to reproduce. both turret on that Rail-Link-Demo worked in both axis after constructing.

Full trace: spawned shipyard -> spawned blueprint -> docked blueprint to shipyard -> deconstructed to design -> construct from design -> tested turrets for functionality

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schema added a comment.Sep 6 2016, 2:03 PM

furthermore, AI settings will now be transferred

Spindizzi added a subscriber: Spindizzi.EditedSep 29 2016, 2:37 PM

Any plans to streamline turret construction in the future?

Unless I've somehow missed a trick, there's no way to attach a ship core without coming out of build mode and it gets tedious.

Personally I've also always thought turret A.I should re enable once a player leaves.

I guess with the right logic systems in place, players can decide for themselves.

Ithirahad added a comment.EditedJan 24 2017, 4:37 PM

If memory serves, the last report I've heard about this bug is that it only happens after a certain number of turrets. Maybe 10 or so? Needs testing with a lot of turrets and preferably a larger ship than typical testing articles. Try a faction-level setup with some big turrets and lots of point-defense.

AndyP closed this task as Closed.

-QA Testing-

Fix confirmed

14-turret Ship together with shipyard in blueprint, works all fine:

@Spindizzi
You can already do that - Use "create dock" from build mode.

@Ithirahad
If you have any blueprint that can be used to reproduce this reliable, please send it to me (in best case, together with the shipyard to make it easier to try the reproduction

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