Railguns on subgrid (presumably subgrids are not the issue, works fine in many places, works fine stationary or below 30 m/s) are consistently damaging the grid behind it when moving in the direction of the projectile at speeds as low as 35-50 m/s.
I have attempted to upload a video, which does not appear to populate, however it seems that in whatever circumstance I am experiencing, railguns cannot be used on a ship.
Hello Silent1,
Thank you for contacting us. Unfortunately, I was not able to reproduce it and I was getting a different result from what you are describing. I am attaching a screenshot from my testing where the projectiles damage blocks in clean line and are not ignoring other blocks.
Can you please share your save file with me with your setup so I can test this behavior there?
Thank you in advance.
Kind regards,
Keen Software House: QA Department
Hello Silent1,
Thank you for contacting us. Unfortunately, I was not able to reproduce it and I was getting a different result from what you are describing. I am attaching a screenshot from my testing where the projectiles damage blocks in clean line and are not ignoring other blocks.
Can you please share your save file with me with your setup so I can test this behavior there?
Thank you in advance.
Kind regards,
Keen Software House: QA Department
Hello Silent1,
Thank you for the new save file and additional information. I was able to reproduce the issue and I reported it into our internal system.
Kind regards,
Keen Software House: QA Department
Hello Silent1,
Thank you for the new save file and additional information. I was able to reproduce the issue and I reported it into our internal system.
Kind regards,
Keen Software House: QA Department
Still no fix ?
Still no fix ?
Please fix this, I had experienced this bug in vanilla conditions on a server as well.
Please fix this, I had experienced this bug in vanilla conditions on a server as well.
Yeah definitely a issue i have encountered few times, had issue when it would phase trough 5 blocks of heavy armor and hit compartments behind armor. It simply becomes very annoying dealing with it every fight when i need to grind down half of the ship to repair a block that has no entrance hole and is still somehow damaged.
Yeah definitely a issue i have encountered few times, had issue when it would phase trough 5 blocks of heavy armor and hit compartments behind armor. It simply becomes very annoying dealing with it every fight when i need to grind down half of the ship to repair a block that has no entrance hole and is still somehow damaged.
please fix this bug, really anoying !!
please fix this bug, really anoying !!
Yes! its a big issue for any combat related action! And repairs are difficult since damage is surrounded by undamaged blocks from all sides.
Yes! its a big issue for any combat related action! And repairs are difficult since damage is surrounded by undamaged blocks from all sides.
please fix this, I encounter this all the time
please fix this, I encounter this all the time
Please don't fix this. Maybe reverse psychology works.
Please don't fix this. Maybe reverse psychology works.
This is a big issue and arguably the worst it's ever been. It happens consistently with larger amounts of railguns hitting a mobile grid simultaneously, where the surface armor's collider is ignored by the projectile which then lands in a non-armor block down the line. Testing a heavy armour cube covered by gyroscopes with 1 layer of heavy on top by firing 12 railguns at each face simultaneously, I got the attached result consistently.
Nerd talk - injecting code into the missile's OnCollisionStart method (as a suffix), I've extracted the detected collision point into a GPS coordinate and determined it is at the base of the gyroscope, as shown in the second attached picture. Sometimes, the sabot hits the gyroscope, sometimes it does not and goes beyond it.
NOTE: All my testing is done in a newly generated Star System in creative mode. Phasing seems more consistent on 3 adjacent faces of the cube, though the particular screenshot I attached shows it happening on 4.
This is a big issue and arguably the worst it's ever been. It happens consistently with larger amounts of railguns hitting a mobile grid simultaneously, where the surface armor's collider is ignored by the projectile which then lands in a non-armor block down the line. Testing a heavy armour cube covered by gyroscopes with 1 layer of heavy on top by firing 12 railguns at each face simultaneously, I got the attached result consistently.
Nerd talk - injecting code into the missile's OnCollisionStart method (as a suffix), I've extracted the detected collision point into a GPS coordinate and determined it is at the base of the gyroscope, as shown in the second attached picture. Sometimes, the sabot hits the gyroscope, sometimes it does not and goes beyond it.
NOTE: All my testing is done in a newly generated Star System in creative mode. Phasing seems more consistent on 3 adjacent faces of the cube, though the particular screenshot I attached shows it happening on 4.
My issue was merged with this one, but this is a separate issue. How do I separate these issues?
I think someone got some keywords confused. My issue is about railgun shots damaging blocks behind the railguns - not about damaging blocks behind ignored blocks.
My issue was merged with this one, but this is a separate issue. How do I separate these issues?
I think someone got some keywords confused. My issue is about railgun shots damaging blocks behind the railguns - not about damaging blocks behind ignored blocks.
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