View Issue Details

IDProjectCategoryLast Update
0002338AI War 1 / ClassicBug - OtherFeb 14, 2013 1:15 pm
ReporterMoonshine Fox Assigned ToChris_McElligottPark  
Status assignedResolutionreopened 
Product Version4.064 
Fixed in Version4.065 
Summary0002338: "Bouncy" ships refuse to go through wormholes.
DescriptionOccasionally, my (or my friend's) fleet will pass a wormhole by about 5 inches, return back to the wormhole, pass it again, and keep bouncing back and forth instead of going through.

Most of the time, some of the ships will fly past the wormhole and the rest go through and the other ships will go through on their "return bounce".

Timmy will provide a savegame.
TagsNo tags attached.
Internal Weight

Relationships

related to 0002315 resolvedChris_McElligottPark Wormhole Pathfinding 
related to 0010357 new Collision ejection overcompensates frequently 

Activities

kingisaaclinksr

Jan 9, 2011 2:34 pm

reporter  

For Keith and Chris.sav (194,831 bytes)

kingisaaclinksr

Jan 9, 2011 2:35 pm

reporter   ~0008082

Yeah, its pretty bad. I included a save with a planet that currently has a bunch of ships perma-bouncing off a wormhole.

King

Moonshine Fox

Jan 9, 2011 2:36 pm

reporter   ~0008083

The planet in question is "CD-46 11540"

TechSY730

Jan 9, 2011 4:58 pm

reporter   ~0008093

I think one of the biggest ways to induce this is by auto-kiting. Ships that try to auto-kite seem to "miss" wormholes a lot; they have to go back and forth one or two times to finally go through. I've gotten to the point where I don't use auto-kiting for the offense, only for defense.

Moonshine Fox

Jan 9, 2011 4:59 pm

reporter   ~0008094

Funnily enough, neither of us (afaik) was using Auto-kiting at this time.

kingisaaclinksr

Jan 9, 2011 4:59 pm

reporter   ~0008095

Except neither of us were using Auto-kiting at all during the game so that's not a valid possibility.

King

TechSY730

Jan 9, 2011 5:03 pm

reporter   ~0008099

Well, there goes that theory. With the removal of the 150 speed cap (which was silently 300 for the players), maybe ships are starting to go too fast for the engine to handle. :D

Moonshine Fox

Jan 9, 2011 6:30 pm

reporter   ~0008112

Good idea. Except that we're currently caught in 0002304, so all our ships are moving at one fourth the intended speed (half of what we should have on home planets due to us not getting the x2 bonus, and half again for the AI planet penalty which is applied everywhere).

TechSY730

Jan 9, 2011 6:45 pm

reporter   ~0008113

True, I just saw my missile frigates do this a little bit. It was just one miss instead of the repeated misses you had, but still it is annoying.

Moonshine Fox

Jan 9, 2011 6:52 pm

reporter   ~0008114

Yeah, if the ships were moving at full speed, it would probably be barely noticeable except on hostile planets, but now it's quite frustrating. Especially if you hit the jackpot and suddenly have 400 ships perma-bouncing on some backwater planet ;).

KPJZKC

Jan 10, 2011 7:53 am

reporter   ~0008129

I've had this happen in my current game too, bye bye expensive sentinels...

Chris_McElligottPark

Jan 10, 2011 11:18 pm

administrator   ~0008185

Keith, I've got this one, FYI.

Chris_McElligottPark

Jan 10, 2011 11:33 pm

administrator   ~0008190

Actually it was unrelated to auto-kiting, but a good guess.

* Ships no longer decelerate to enter into wormholes. They now just fly right in at whatever speed they are at when they arrive. Additionally, when ships are closing in on a wormhole, they now do their movement-recalculation checks a lot more frequently, which uses a bit more CPU, but which also will prevent them from overshooting their goal as they have been doing at times in the last version or two.

Moonshine Fox

Sep 5, 2012 2:26 pm

reporter   ~0028237

Last edited: Sep 5, 2012 2:35 pm

I've started to see this issue a lot in recent games. Has something changed with the way wormhole pathfinding logic is handled? It appears to be mainly missile frigates doing it, and it's fairly reproducible in a savegame I have.

I'm playing at "Insane" profile on a Core i7-3820 @ 4,6 GHz. Not sure if that helps.

TechSY730

Sep 5, 2012 2:39 pm

reporter   ~0028241

Could you reopen the issue then?

Moonshine Fox

Sep 5, 2012 2:53 pm

reporter   ~0028242

I would like to do some more testing before I do that. I'll be home in about 1,5 hours to test this more thoroughly and provide a save. If I can reproduce it enough, I'll reopen it. I mostly posted to see if anyone else had seen this lately.

It could, theoretically, just be an issue with my game.

Moonshine Fox

Sep 5, 2012 4:38 pm

reporter   ~0028244

Last edited: Sep 5, 2012 4:39 pm

Yep, I've now tested this. In the attached savegame (pathfinding_bug), take control group number one (1) (on Choujo), and CTRL+right click send them through to "Home". They'll instantly travel to the rally post, and epic bouncing will take place there.

Moonshine Fox

Sep 5, 2012 4:39 pm

reporter  

pathfinding_bug.sav (190,895 bytes)

Moonshine Fox

Feb 14, 2013 1:12 pm

reporter   ~0030777

This one is tagged as "Feedback". I've done the testing I needed to do and provided a scenario. I don't know what else you need. Let me know!

TechSY730

Feb 14, 2013 1:15 pm

reporter   ~0030779

Last edited: Feb 14, 2013 1:17 pm

Well, you might want to rerun the test. Lot's of movement, pathfinding, collision ejection, etc has been changed since 4.065. The bug might not manifest under the same circumstances anymore, or possibly even not be there anymore.

EDIT: Humorously, commenting on an issue marked feedback (if you are not the asignee of the issue) puts the status back to assigned. So basically, by pointing out that this issue is marked feedback, you knocked it out of feedback status. :D

Issue History

Date Modified Username Field Change
Jan 9, 2011 2:32 pm Moonshine Fox New Issue
Jan 9, 2011 2:34 pm kingisaaclinksr File Added: For Keith and Chris.sav
Jan 9, 2011 2:35 pm kingisaaclinksr Note Added: 0008082
Jan 9, 2011 2:36 pm Moonshine Fox Note Added: 0008083
Jan 9, 2011 4:58 pm TechSY730 Note Added: 0008093
Jan 9, 2011 4:59 pm Moonshine Fox Note Added: 0008094
Jan 9, 2011 4:59 pm kingisaaclinksr Note Added: 0008095
Jan 9, 2011 5:03 pm TechSY730 Note Added: 0008099
Jan 9, 2011 6:30 pm Moonshine Fox Note Added: 0008112
Jan 9, 2011 6:45 pm TechSY730 Note Added: 0008113
Jan 9, 2011 6:52 pm Moonshine Fox Note Added: 0008114
Jan 10, 2011 12:02 am lyravega Relationship added related to 0002315
Jan 10, 2011 7:53 am KPJZKC Note Added: 0008129
Jan 10, 2011 11:18 pm Chris_McElligottPark Note Added: 0008185
Jan 10, 2011 11:33 pm Chris_McElligottPark Note Added: 0008190
Jan 10, 2011 11:33 pm Chris_McElligottPark Status new => resolved
Jan 10, 2011 11:33 pm Chris_McElligottPark Fixed in Version => 4.065
Jan 10, 2011 11:33 pm Chris_McElligottPark Resolution open => fixed
Jan 10, 2011 11:33 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Sep 5, 2012 2:26 pm Moonshine Fox Note Added: 0028237
Sep 5, 2012 2:35 pm Moonshine Fox Note Edited: 0028237
Sep 5, 2012 2:39 pm TechSY730 Note Added: 0028241
Sep 5, 2012 2:53 pm Moonshine Fox Note Added: 0028242
Sep 5, 2012 4:38 pm Moonshine Fox Note Added: 0028244
Sep 5, 2012 4:38 pm Moonshine Fox Status resolved => feedback
Sep 5, 2012 4:38 pm Moonshine Fox Resolution fixed => reopened
Sep 5, 2012 4:39 pm Moonshine Fox File Added: pathfinding_bug.sav
Sep 5, 2012 4:39 pm Moonshine Fox Note Edited: 0028244
Feb 14, 2013 1:07 pm TechSY730 Relationship added related to 0010357
Feb 14, 2013 1:12 pm Moonshine Fox Note Added: 0030777
Feb 14, 2013 1:12 pm Moonshine Fox Status feedback => assigned
Feb 14, 2013 1:15 pm TechSY730 Note Added: 0030779
Feb 14, 2013 1:17 pm TechSY730 Note Edited: 0030779