Target distance measured from pivot point

oZo shared this bug 37 days ago
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Problem: If for some reason the pivot point is far away from the actual ship, this will affect how far the target locking from ai block or cockpit perceives the target to be. This will affect the "out of range" indicator and also event controllers that are set to observe the distance from locked target. The grid pivot can be offset by accident (for example if the ship is welded as part of another grid and then detached) or by someone that wants to exploit this (by purposefully building the ship far away from the pivot to throw off enemy's sense of distance). I don't think that this is intended feature and there fore should be changed. Thankfully this does not seem to affect turrets or the lead indicators offset which suggests that firing solutions are calculated correctly.

Possible solution: Change the Target distance to be calculated from center of mass instead of grids pivot. This way range estimation would be more reliable and harder to exploit.

Here are some pictures to demonstrate the problem:

Creation of displaced pivot point:

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AI blocks see the distance to enemy ship to be much closer than it actually is:

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Manual targeting does not notice that enemy is out of range:

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If pilot would shoot now, the bullets would not reach the target even though the lead indicator is not turned gray and say "out of range":

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Replies (2)

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C.O. Isler


This is a rather extreme, BP edited example of how this can be abused, however, 125km is... excessive for normal play. You could still achieve results of maybe 1 or 2 kilometers in normal gameplay by simply building your ship on a large pole, and given that any discrepency from the actual point is likely to affect gameplay poorly, this is pretty unacceptable.

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Hello, Engineers!

Thank you for reaching our forum with this problem.

Can you please share me a save file where these grids are already placed/blueprints of the affected grids? If you will provide a blueprints, please make sure that the issue is really observable on those in every world, and not save related.

We would like to view those for further investigation of this problem.

For saves:

You can access your save files by typing %appdata% into your Windows search bar and you will be redirected to the hidden Roaming folder. After that just follow: \Roaming\SpaceEngineers\Saves. There should be a folder with your SteamID and your saves.

Please zip the file and attach it here. If you are having difficulty attaching files you can optionally use Google Drive. When sharing a google drive link please make sure it is set to be downloadable by anyone with the link.

For blueprints:

You can access your blueprints files by typing %appdata% into your Windows search bar and you will be redirected to the hidden Roaming folder. After that just follow: \Roaming\SpaceEngineers\Blueprints. Select the correct folder where your blueprint is saved (local or cloud), zip the file and attach it here.

Thank you in advance.

Kind Regards

Keen Software House: QA Department

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