Custom turrets "lock up" when its target passes below it/near gimbal poles

Barkhan shared this bug 2 months ago
Need More Information

https://youtu.be/Klcl3WVX2lU

I've been noticing for a while that custom turrets will freeze up and ignore targets in situations where the player passes below them at high speed (just moving around below the turret does not do this, the speed seems essential). The turret can then be "woken up" by having a target pass near the turret's current forward, but this doesn't always work.

In the video I start by going over the turret settings. Note that the custom turret block is on, AI is enabled, target players is on, and the aiming radius is max (when would I ever want 600m come on people). Not shown is the rotor and hinge config, which is stock with just a bit of added power and rotor lock off. I start the demonstration with the turret already in this "frozen" state. I "wake it up" by flying in front of it, and it demonstrates the ability to fire, and briefly moves, but locks up again. Flying in front a second time, the turret returns to full functionality. I fly quickly below the turret and pop up on the other side, causing the turret to lock. I then repeat the demonstration.

Note that although this is demonstrated with a fairly complex and heavy turret, this reproduces just fine with a smaller, more minimal custom turret setup.

Replies (1)

photo
1

Hello Engineer,

First of all, please accept our apologies for the long delay in getting back to you, and thank you for your patience. To help us investigate this issue more thoroughly, could you please send us the blueprint of your grid with the CTC? I was trying to reproduce it with a grid I built but I didn't manage to make it happen even a single time. You can upload the blueprint to Steam as Hidden, in this case, only Keen QA will be able to see the blueprint, and send us a link.

Also, does it happen in a world without any mods? From the video it seems as if you are using some kind of targeting mod (red and blue markers), which might be potentially affecting the behavior.

We appreciate your support and look forward to your reply.

Thank you.

Kind Regards

Keen Software House: QA Department

photo
1

Thank you for taking the time to investigate this.


The red and blue markers you see are a client plugin for visualizing the direction of flight, not anything related to targeting (the vanilla navball is mostly useless, but I digress) and doesn't affect ship operation.

I'm surprised you were not able to reproduce the bug, I just now reproduced it on a clean fresh creative world with no plugins, client mods, or workshop mods on two different types of turrets, which I have uploaded below. Note that you may need to turn the turrets' AI function on and convert them to SPRT ownership first.

https://steamcommunity.com/sharedfiles/filedetails/?id=3470462360 - Large turret seen in the video.

https://steamcommunity.com/sharedfiles/filedetails/?id=3470463148 - Smaller hinge "ball" turret.

Notably, the window where the turret "wakes up" seemed much larger on the smaller turret, so it may be possible to make reproduction difficult by being too minimalist with the turret's construction.

It may be important to replicate the exact way that I'm flying: I'm not just hovering around below the turret, I fly in with significant speed as I pass near the azimuth axis; at least 50m/s, and I aim for straight under the turret, and then come up directly behind it. I start above the turret's horizon, and pass below that level shortly before passing under it.


I hope this helps.

photo
1

Oh, I should also mention that even though both of these turrets are autocannon turrets, this replicates with all weapons.

photo
Leave a Comment
 
Attach a file