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[Bug]: Cybran t1 arty doesnt shoot while moving #6573

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K-ETFreeman opened this issue Dec 4, 2024 · 3 comments
Open

[Bug]: Cybran t1 arty doesnt shoot while moving #6573

K-ETFreeman opened this issue Dec 4, 2024 · 3 comments
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area: engine related to engine bugs/limitations type: bug

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@K-ETFreeman
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Describe the Bug

Cybran t1 arty gun is able to rotate and shoot even in the opposite direction of moving
However, at some point seems like some bug happens which just locks gun in place, and it completely stops to shoot

Supreme.Commander.Forged.Alliance.2024.12.04.-.14.16.05.01.mp4

replay with test: https://replay.faforever.com/23798040 , example after 10:50

Reproduce the bug

Sandbox some cyb arty and some unit (obsidian, for example), move obsidian and then kite with cybran arty

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@lL1l1
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lL1l1 commented Dec 9, 2024

Seems related to gimbal lock because the arty's firing solution lands on top of the arty itself, which would require aiming straight up so that the projectile comes back down onto its own position. If you use dbg_Ballistics in the console you can see the firing solution and how if it goes on top of the arty that it will try a few solutions, get all of them wrong, and then time out the weapon for failing too many times.

@K-ETFreeman
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K-ETFreeman commented Dec 9, 2024

Seems related to gimbal lock because the arty's firing solution lands on top of the arty itself, which would require aiming straight up so that the projectile comes back down onto its own position. If you use dbg_Ballistics in the console you can see the firing solution and how if it goes on top of the arty that it will try a few solutions, get all of them wrong, and then time out the weapon for failing too many times.

so its stuck forever or until unit changes target?
like here f.e.:
image
bottom arty is clearly wont shoot on itself, there is enough vertical distance, and yet it still doesnt shoot
if thats the case, need to continue to check each second or so, it shoundt stop trying forever due to not being able too shot few times

@lL1l1
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lL1l1 commented Dec 9, 2024

In that example the firing solution isn't directly on top of the arty but it's is still too close. How the arty decides to filter out invalid targets seems to be done by the engine, so we can't really do anything about it.
If you use dbg_Ballistics in the console you can see how it works and that it'll just get the wrong firing solution a few times before timing out.

@lL1l1 lL1l1 added the area: engine related to engine bugs/limitations label Dec 9, 2024
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Labels
area: engine related to engine bugs/limitations type: bug
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