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Autocannon problem
Reported
Hi
I have some missiles i am launching at people on official servers, they rely on a Gatling to shoot out one conveyor to start the launch sequence.
I changed from Gatling to auto cannon, so i can use only 1 shot to destroy the said conveyor. It works in creative, but on official servers it has a high failure rate.
Most of the shots simply pass thru conveyor, or go around it.
See picture, the red conveyor is what i am trying to destroy.

I have the same bug
Hello Engineer,
Thank you for reaching our forum with this issue.
Issue was successfully reproduced on our side and put into our internal system.
Kind regards,
Keen Software House: QA Department
Hello Engineer,
Thank you for reaching our forum with this issue.
Issue was successfully reproduced on our side and put into our internal system.
Kind regards,
Keen Software House: QA Department
Hello Engineer,
While unfortunately, a technical solution for this problem is yet to be found, I would like to explain why the issue happens.
This behavior is caused by how projectile trajectories and ship movement are calculated per frame. Essentially, moving the ship with the weapon and the shot both happen in the same frame, and in those cases where the shot passes through, the trajectory of the shot and the ship do not align at that specific moment in time.
They do not align because the projectile’s trajectory is sampled once per frame as well, and the order of these operations is currently not knowable beforehand. So, travelling at certain speeds and angles can make this issue easier to reproduce.
If your design relies on the certainty that a projectile weapon will destroy a specific block, we recommend either using a different projectile weapon with a different projectile speed, changing the barrel length (the projectile’s spawn point is usually at the muzzle), or moving the block further away from the gun to allow more chances for the hit to register.
Kind Regards,
Ludmila Danilchenko
Head of Space Engineers QA Department
Hello Engineer,
While unfortunately, a technical solution for this problem is yet to be found, I would like to explain why the issue happens.
This behavior is caused by how projectile trajectories and ship movement are calculated per frame. Essentially, moving the ship with the weapon and the shot both happen in the same frame, and in those cases where the shot passes through, the trajectory of the shot and the ship do not align at that specific moment in time.
They do not align because the projectile’s trajectory is sampled once per frame as well, and the order of these operations is currently not knowable beforehand. So, travelling at certain speeds and angles can make this issue easier to reproduce.
If your design relies on the certainty that a projectile weapon will destroy a specific block, we recommend either using a different projectile weapon with a different projectile speed, changing the barrel length (the projectile’s spawn point is usually at the muzzle), or moving the block further away from the gun to allow more chances for the hit to register.
Kind Regards,
Ludmila Danilchenko
Head of Space Engineers QA Department
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