grid ai missiles not working properly after the fieldwork update
hi keen
just hopped on space engineers to check out the new update and found an issue with my anti ship missiles where some of them don't start tracking at the time they should. the ship I tested it on the corsair class cruiser which has 3 variants can fire all 6 of there missile silos at the same time, before the update this was working fine but has started having issues now after the update.
the problem is that one missile from each side of the ship starts tracking when it should be after the 3 seconds on the timer and the rest don't start tracking for an extra 20-30 seconds (when in range of a ship (2.5km) it is normal for the first salvo to be delayed sometimes but any salvos after the first salvo should be fine).
it would be greatly appreciated if this can be fixed and i am willing to help where it is needed.
Thanks
Jonathan
https://steamcommunity.com/sharedfiles/filedetails/?id=3438160396
if the link does not work this is the blueprint i used below
Hello, Engineer!
We're sorry to hear you're experiencing issues. As you've posted a link to the Steam Workshop, we'll move your ticket to the PC side of the Support Portal.
Kind Regards
Keen Software House
QA Department
Hello, Engineer!
We're sorry to hear you're experiencing issues. As you've posted a link to the Steam Workshop, we'll move your ticket to the PC side of the Support Portal.
Kind Regards
Keen Software House
QA Department
Hello, Engineer!
Unfortunately we've been unable to reproduce the issue on our side. Could you please let us know if you're experiencing it in Single Player or in Multiplayer? Are any mods present in the world? Could you provide a video of the issue?
Kind Regards
Keen Software House
QA Department
Hello, Engineer!
Unfortunately we've been unable to reproduce the issue on our side. Could you please let us know if you're experiencing it in Single Player or in Multiplayer? Are any mods present in the world? Could you provide a video of the issue?
Kind Regards
Keen Software House
QA Department
I looked at your blueprint and did some testing. I do also see the bottom missile (one on each side) working as I think you intended them based on looking through the actions you have setup, but the top 2 missiles are delayed.
Firstly, you should name all the blocks on the missiles with prefix like missile 1, 2, 3, 4, 5, 6 so that the blocks can be told apart from the menu. This will help with diagnosing problems as that made it harder than it would have been if they were distinctively named. You can use a block renaming script like izzy's to just add prefix's to each missile before you attach them to the wrack an then blueprint it. I do this with mine. I build one missile, copy/paste more next to it, place PB on it and use script to add prefixes to each of them that are different.
Secondly, you want to set the offensive block Target Search Interval to 5 seconds. What is happening is that the top two missiles on each wrack are waiting 20 seconds after their offensive block is turned on to select a target so they are delayed. Why the bottom missile is not is kinda odd. I think that while they are on the wrack, even though they are disabled, they are selecting targets and because only one offensive can be enabled on a grid at a time (even though they are not visibly enabled), one actually is "under the hood." I suspect that the bottom missiles on each rack are the first missiles you pasted onto the rack during design so they are a sort of "primary." This is why they already have a target locked when they activate as the target is already in 2.5km range before launch. If you launch from out of range, there is no difference between them. So that seems to be a sort of...not sure if it is a bug... but quark to how they work with multiple ai's on one grid, even though they are technically not enabled in the UI.
However, once you set the interval to 5 for all of them, clear the blueprint from the projector, blueprint them changed, add the new blueprint to the projector, print new ones, they work normally, 5 seconds after the ai is activated, they all lock on and turn to the target at the same time. Even when they are all reset to 5 seconds, the bottom one does not have a target selected right when it is activated. All 3 missiles wait the 5 seconds and then turn. I suspect something changed with the update that made them...out of sync or something and resetting their timers to 5 seconds and blueprinting gets them back in sync. There is no real reason to set that search interval timer to more than the minimum 5 seconds. I wish it were instant, not 5 seconds, personally.
I looked at your blueprint and did some testing. I do also see the bottom missile (one on each side) working as I think you intended them based on looking through the actions you have setup, but the top 2 missiles are delayed.
Firstly, you should name all the blocks on the missiles with prefix like missile 1, 2, 3, 4, 5, 6 so that the blocks can be told apart from the menu. This will help with diagnosing problems as that made it harder than it would have been if they were distinctively named. You can use a block renaming script like izzy's to just add prefix's to each missile before you attach them to the wrack an then blueprint it. I do this with mine. I build one missile, copy/paste more next to it, place PB on it and use script to add prefixes to each of them that are different.
Secondly, you want to set the offensive block Target Search Interval to 5 seconds. What is happening is that the top two missiles on each wrack are waiting 20 seconds after their offensive block is turned on to select a target so they are delayed. Why the bottom missile is not is kinda odd. I think that while they are on the wrack, even though they are disabled, they are selecting targets and because only one offensive can be enabled on a grid at a time (even though they are not visibly enabled), one actually is "under the hood." I suspect that the bottom missiles on each rack are the first missiles you pasted onto the rack during design so they are a sort of "primary." This is why they already have a target locked when they activate as the target is already in 2.5km range before launch. If you launch from out of range, there is no difference between them. So that seems to be a sort of...not sure if it is a bug... but quark to how they work with multiple ai's on one grid, even though they are technically not enabled in the UI.
However, once you set the interval to 5 for all of them, clear the blueprint from the projector, blueprint them changed, add the new blueprint to the projector, print new ones, they work normally, 5 seconds after the ai is activated, they all lock on and turn to the target at the same time. Even when they are all reset to 5 seconds, the bottom one does not have a target selected right when it is activated. All 3 missiles wait the 5 seconds and then turn. I suspect something changed with the update that made them...out of sync or something and resetting their timers to 5 seconds and blueprinting gets them back in sync. There is no real reason to set that search interval timer to more than the minimum 5 seconds. I wish it were instant, not 5 seconds, personally.
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