Turrets Fail To Account For Gravity if projectile has acceleration
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This is easilly checked by setting <MissileGravityEnabled>true</MissileGravityEnabled> in missile in Ammos.sbc.
Previously there were 2 topics:
2. https://support.keenswh.com/spaceengineers/pc/topic/23608-gravity-drop-has-to-be-accounted-for
And however they were fixed, this fix doesn't work with accelerating projectiles.
I have the same bug
Hello Engineer,
Thank you for reaching out to us on the forum regarding this issue.
As you may have noticed, the issues discussed in the links you shared are quite old and may no longer fully reflect the current game behavior.
To help us better understand the issue, could you please let us know how the issue behaves in the current game version when <MissileGravityEnabled>true</MissileGravityEnabled> is changed in Ammos.sbc?
It would be very helpful if you could share a world save (vanilla/unmodded) where you experience this issue. In addition, please also share a screen recording/video showing the issue in action, and, if possible, steps that we can follow to reproduce the issue on your save.
This information will help us investigate the issue more thoroughly.
Kind Regards,
Keen Software House: QA Department
Hello Engineer,
Thank you for reaching out to us on the forum regarding this issue.
As you may have noticed, the issues discussed in the links you shared are quite old and may no longer fully reflect the current game behavior.
To help us better understand the issue, could you please let us know how the issue behaves in the current game version when <MissileGravityEnabled>true</MissileGravityEnabled> is changed in Ammos.sbc?
It would be very helpful if you could share a world save (vanilla/unmodded) where you experience this issue. In addition, please also share a screen recording/video showing the issue in action, and, if possible, steps that we can follow to reproduce the issue on your save.
This information will help us investigate the issue more thoroughly.
Kind Regards,
Keen Software House: QA Department
It is so easy to replicate, that it would be faster to do it, than writing this answer.
Just set <MissileGravityEnabled>true</MissileGravityEnabled> for missile in Ammos.sbc and make missile turret target a ship.
It is so easy to replicate, that it would be faster to do it, than writing this answer.
Just set <MissileGravityEnabled>true</MissileGravityEnabled> for missile in Ammos.sbc and make missile turret target a ship.
Hello Engineer,
Thank you for your response.
Could you please confirm whether the behavior you’re seeing matches the one described in this following thread, where the Assault Turret’s projectiles travel lower than the targeting camera crosshair and miss the intended target?
SG Assault turret targeting camera crosshair is too high | Space Engineers PC Support
If so, we’re already aware of this behavior and have it reported internally. However, if the issue you’re experiencing is different, we’d appreciate it if you could share a screen recording/video showing the behavior when MissileGravityEnabled is set to both true and false.
This will help us investigate the issue further.
Kind Regards,
Keen Software House: QA Department
Hello Engineer,
Thank you for your response.
Could you please confirm whether the behavior you’re seeing matches the one described in this following thread, where the Assault Turret’s projectiles travel lower than the targeting camera crosshair and miss the intended target?
SG Assault turret targeting camera crosshair is too high | Space Engineers PC Support
If so, we’re already aware of this behavior and have it reported internally. However, if the issue you’re experiencing is different, we’d appreciate it if you could share a screen recording/video showing the behavior when MissileGravityEnabled is set to both true and false.
This will help us investigate the issue further.
Kind Regards,
Keen Software House: QA Department
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