Clearing the "asked" flag on undocking should do the trick
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Jul 11 2017
Jul 10 2017
Jul 7 2017
Jul 6 2017
-QA Testing-
Jul 5 2017
Jul 4 2017
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Jun 30 2017
Nvm, wrong task.
-QA Testing-
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Jun 29 2017
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Jun 27 2017
Jun 26 2017
Jun 22 2017
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Jun 21 2017
Jun 16 2017
There might still be a special case out there involving shoot out rails, but I can't find anything else anymore...Better to just close it and make a new task for anything new.
Jun 14 2017
@Lunchbox and @The_Onion
Can any of you upload a blueprint of the ship + thing docked to it that causes it? And/or provide very clear steps to reproduce for a simple example?
Tried out that blueprint and works just fine, looking at the logs, it's a NaN issue which received another fix on 11 March 2017, meaning only 0.199.535 has it. The task number is T1422 although it's a private issue so you won't be able to see its content.
Jun 8 2017
Possibly related to the "swiss cheese" issue where some chunks would not load, or not load immediately. Anything having a rail in those chunks would then not be able to dock.
This was addressed before so most likely also fixed any issue that caused this one.
Seems to be working fine now, probably fixed along the way since I remember doing something (or poking someone) about it. Works fine for multiple languages, both in SP and MP.
This bug would have been caused by a Not a Number exception, something that probably can still happen with shoot out rails, although that's a different task.
Rejecting as there wasn't any new feedback or clues on this, assuming it doesn't happen anymore (for normal docks).
Jun 7 2017
Jun 6 2017
Jun 2 2017
May 26 2017
May 23 2017
They all shoot out diagonally now, at a 45° angle between the direction it is supposed to go, and the direction perpendicular to it. Video made by author shows it clearly too.
May 22 2017
Im having the same issue. My setup was a plexdoor box that closed around the entity while it was still on the rail, then a shootout rail to disconnect, and a pickup rail on the receiving entity. It all works as intended, The plexdoor enclosure keeps the entity in place when the shootout rail disconnects it, then after five seconds the pickup rail attaches it the next entity. The problem is that at that point, the object im moving is now stuck. Even breaking the rail docker wont free it, Only after I restart my game will it unfreeze.
May 20 2017
May 15 2017
In T2391#100364, @5ilence wrote:Awesome lancake, glad you could find the cause here! Note: I incorrectly explained the 'steps to reproduce' in the origainal task, line 4 should read 'C the Rail, and V the storage'. Always get that mixed up haha
Awesome lancake, glad you could find the cause here! Note: I incorrectly explained the 'steps to reproduce' in the origainal task, line 4 should read 'C the Rail, and V the storage'. Always get that mixed up haha
The false positive causing it
java.lang.Exception: WARNING: Irregular block connected to rail speed: (21, 17, 10)[Storage]o[FRONT][active][50hp][BLOCK]; Removing Connection at org.schema.game.common.controller.elements.rail.speed.RailSpeedCollectionManager.checkAllConnections(RailSpeedCollectionManager.java:97) at org.schema.game.common.controller.elements.rail.speed.RailSpeedElementManager.getRailSpeedForTrack(RailSpeedElementManager.java:53) at org.schema.game.common.controller.rails.RailController.handleRailAutoMovementDecision(RailController.java:1196) at org.schema.game.common.controller.rails.RailController.update(RailController.java:890) at org.schema.game.common.controller.SegmentController.updateLocal(SegmentController.java:2732) at org.schema.game.common.controller.SendableSegmentController.updateLocal(SendableSegmentController.java:403) at org.schema.game.common.controller.EditableSendableSegmentController.updateLocal(EditableSendableSegmentController.java:1168) at org.schema.game.common.controller.Ship.updateLocal(Ship.java:493) at org.schema.game.server.controller.GameServerController.update(GameServerController.java:1366) at org.schema.schine.network.server.ServerController.run(ServerController.java:275) at java.lang.Thread.run(Thread.java:745)
Thank you for the extra information! It seems if a rail is also being used, it will cause some sort of false positive with invalid links and removes them. Not immediately though but after a restart or unloading/loading the client, they should definitely be gone.
May 13 2017
even now I still produce unmovable cores. But only on the server. In a local game there s no problem
May 9 2017
May 5 2017
That is exactly the problem with it.
Seems to only attack active AIs but also seems to ignore factioned ships without relation.
Have you turned on the target ship's AI? Turrets don't target inactive AI ships regardless of IFF.
May 3 2017
Tried ingame, totally true and odd behaviour.
May 1 2017
Fighting was about the issues long directory names can cause, if you go beyond sane limits.
Anyway, if the max chain docking setting does not work it would be a different report to look into.
Yes, they are in a single chain one on top of the other.
It appears the server is completely ignoring the setting. It should have stopped me several times from docking then. I say that because you are correct that is in the config file.
MAX_CHAIN_DOCKING = 25 //maximal deepness of docking chains (may cause glitches depending on OS (path and filename length) at high numbers)
Apr 30 2017
I assume those entities are in a single long chain, right?
It still exists just checked in latest versions.
http://i.imgur.com/vXu9N1d.png
The stack you see on the left is what i created in game 128 docked entities.
The right was what came of trying to admin spawn a copy of it. 108
Figured that was faster than building an entire station and entities over again.
The system still thinks there should be docked parts on it and tries to transfer you up to it if you use the arrow keys. This results in a Long pointer null exception error.
Apr 29 2017
Glad to hear that,
thank you for confirming it has already been fixed.
Apr 28 2017
Seems to be only affecting clients as the link still works fine (as said in description).
This also applies for logic linked to displays.
Hey there, the bug is still present in 199.535, but it's not logic linked, it's when a drone is docked on the rail which is linked to the storage pulling module (tested it with a drone carrier), the link randomly vanished or totally I haven't found any clues for the reason why that is still occuring.
Apr 14 2017
-QA Testing-
Apr 11 2017
It is possibly fixed with this. But I can't be sure.. The reason this seems OS dependent is because this is a running condition, so it really depends on how fast/slow threads are being handled.
Ok ok, perfect then ^_^good work guys and tanks for all !
Apr 9 2017
Just a quick question on this. I was considering putting in a potentially related bug issue. But it might not be depends on how your resolved this.
The bug I was going to report is if there is a long chain of entities docked such as I had station modules docked to a station with ships docked to that and other ships docked to that one and the turrets and so on.
Apparently that also will end up loosing entities.
It is different based on which OS you are on. It is related to the directory structure and windows only being able to handle certain length paths to files.
I realized the issue when I was making large chained power supplies. I didn't consider the issue how it might effect other stuff. Or there might be a circumstance someone docked that much together.
So that was a bad assumption on my part and I should have reported it then.
Anyway the question is this issue related and does the fix to this fix what I am talking about or does that need a separate report?