Small Ship warheads with multiple bugs and problems
I've been wasting three days trying to build a rocket that's supposed to detonate a warhead on impact and figured out that it does not work.
I've tried mounting the Small Ship Warheads on a Small Hydrogen thrusted remote controlled rocket that slams the warhead in to a Large ship heavy armoured wall with two layers of light armour behind it.
I've tried multiple approaches to this but none of them work.
These are;
- Mounting the war head on the front on a rotor with different numbers of armour in front and on the sides from 0-20 blocks. Work ones with 8 blocks indirectly in front of it.
- Mounting it directly on the rocket in multiple locations with different distances to the front and to the sides. This never worked.
- Using a sensor to detect the wall and detonating the warhead on approach at different ranges. This had the most results but became unreliable as there seems to be a variable delay between when the sensor detects the wall and sends the command to the warhead to detonate.
- I also experimented with localized detonation to figure out optimal range for the detonation. and the results don't make any sense.
So far the warhead even though armed and ready to explode, will not detonate on impact ether through direct or indirect contact to the wall even if the hole rocket disintegrates on impact. It wil also not do this if mounted on a separate grid (rotor) in front of the rocket.
If detonated manually ether on approach or stationary it will cause damage. However, when detonating it closer than 4 small ship block it counter intuitively causes less damage and will at very close proximity not cause any damage at all.
If you need a save file for this, I would like to keep these builds for my self as I plan to use it for Pvp. Therefore I need to ether send it though Email or somehow make this post private.
Curiosity: Did you try a test of a bomb and warhead with absolutely no "Armor Blocks" in the mix (on the small grid)? There is another bug with armor blocks on small grid causing non-armor blocks to simply 'pop' out of existence when the armor is damaged.
However, I know they did screw with warheads awhile back making them buggy as fuck... so I don't doubt the issue with there as well.
Curiosity: Did you try a test of a bomb and warhead with absolutely no "Armor Blocks" in the mix (on the small grid)? There is another bug with armor blocks on small grid causing non-armor blocks to simply 'pop' out of existence when the armor is damaged.
However, I know they did screw with warheads awhile back making them buggy as fuck... so I don't doubt the issue with there as well.
Would also like to add that detonating one armed Warhead does not detonate other armed Warheads in it's proximity. It just destroys them. This might be a clue to what the problem is as it shows that if the an armed Warhead receives to much damage it get's destroyed instead of blowing up.
Would also like to add that detonating one armed Warhead does not detonate other armed Warheads in it's proximity. It just destroys them. This might be a clue to what the problem is as it shows that if the an armed Warhead receives to much damage it get's destroyed instead of blowing up.
Further testing has showed that the sensor stops working after it passes a distanse of about 385m from the player this makes it useless to use as a way of detonate the warhead.
Further testing has showed that the sensor stops working after it passes a distanse of about 385m from the player this makes it useless to use as a way of detonate the warhead.
After wasting my life testing this out for about a week with multiple builds, I'm pretty sure that there are 5 main problems here.
1. The warhead does not detonate half the time if receiving indirect damage by other blocks on the missile when impacting the wall.
2. At extreme close distances the Warhead does little to no damage at all and given that the Missile often glitches inside the wall before being destroyed the Warhead ends up doing absolutely no damage as it is exploding inside it.
3. The sensor does not react fast enough to be used as a detonation trigger in addition to it being unpredictably laggy. Some times it doesn't detonate warhead at all before it is destroyed by the impact and other times it blows up the warhead before it even reaches the wall. No amount of tweaking has given a reliable result.
4. The explosion radius around the warhead vary. The distance to the target should not change the "Explosion sphere" around the warhead even if it has glitched inside it.
5. There seems to also be a big differences with how light armour, heavy amour and blast door blocks react to colliding with the wall and how the warhead reacts to them being a part of the missile. Not only that but the different blocks within each group have completely different results. You would think that this would be a good thing to figure out a workaround, but it doesn't help and has only made the testing extremely time consuming.
If you think you finally got it figured out, try launching the missile again from a slightly different angle.
After wasting my life testing this out for about a week with multiple builds, I'm pretty sure that there are 5 main problems here.
1. The warhead does not detonate half the time if receiving indirect damage by other blocks on the missile when impacting the wall.
2. At extreme close distances the Warhead does little to no damage at all and given that the Missile often glitches inside the wall before being destroyed the Warhead ends up doing absolutely no damage as it is exploding inside it.
3. The sensor does not react fast enough to be used as a detonation trigger in addition to it being unpredictably laggy. Some times it doesn't detonate warhead at all before it is destroyed by the impact and other times it blows up the warhead before it even reaches the wall. No amount of tweaking has given a reliable result.
4. The explosion radius around the warhead vary. The distance to the target should not change the "Explosion sphere" around the warhead even if it has glitched inside it.
5. There seems to also be a big differences with how light armour, heavy amour and blast door blocks react to colliding with the wall and how the warhead reacts to them being a part of the missile. Not only that but the different blocks within each group have completely different results. You would think that this would be a good thing to figure out a workaround, but it doesn't help and has only made the testing extremely time consuming.
If you think you finally got it figured out, try launching the missile again from a slightly different angle.
Hello, EDGE!
Sorry to hear you're experiencing this issue. Could you please supply a save file with reliable reproduction steps of the issues you're facing? That would be the best way to look into this for you :)
Kind Regards
Laura, QA Department
Hello, EDGE!
Sorry to hear you're experiencing this issue. Could you please supply a save file with reliable reproduction steps of the issues you're facing? That would be the best way to look into this for you :)
Kind Regards
Laura, QA Department
I'm going to have to create a complete new save and construct a test site as the save I'm doing this in leaves no PCU to be able to do all the tests you need. If possible you need to also "stress test" this as I have been doing all the tests on wave 400 of the never surrender scenario and that puts a strain on performance much the same way a PVP fight might do. I'll send the save file to the Email you gave me in previous bug reports and link it to this post when I'm done.
I'm going to have to create a complete new save and construct a test site as the save I'm doing this in leaves no PCU to be able to do all the tests you need. If possible you need to also "stress test" this as I have been doing all the tests on wave 400 of the never surrender scenario and that puts a strain on performance much the same way a PVP fight might do. I'll send the save file to the Email you gave me in previous bug reports and link it to this post when I'm done.
E-mail was sendt 2 days ago to laura.knight@keenswh.com with the title "Small Ship warheads with multiple bugs and problems"
E-mail was sendt 2 days ago to laura.knight@keenswh.com with the title "Small Ship warheads with multiple bugs and problems"
Not sure how long has this bug been marked as "Reported – Awaiting fix", but I hope the bug is being worked on. Recently I've spent hours trying to make a rocket but it all comes down to this bug making it impossible.
I've included a very basic and easy to use rocket to this comment - I avoided using any armor blocks etc. as they've been reported to remove nearby blocks when destroyed. The warhead is armed, you can try slamming the rocket full-speed at voxels or other grids several times, the warhead will only explode if you're lucky enough. Doesn't matter if you use the remote control or just CTRL+V the rocket while flying full speed, you can use whatever method you find more convenient.
One thing I found noteworthy is that pasting only an armed warhead with nothing attached to it does seem to result in it working properly.
Not sure how long has this bug been marked as "Reported – Awaiting fix", but I hope the bug is being worked on. Recently I've spent hours trying to make a rocket but it all comes down to this bug making it impossible.
I've included a very basic and easy to use rocket to this comment - I avoided using any armor blocks etc. as they've been reported to remove nearby blocks when destroyed. The warhead is armed, you can try slamming the rocket full-speed at voxels or other grids several times, the warhead will only explode if you're lucky enough. Doesn't matter if you use the remote control or just CTRL+V the rocket while flying full speed, you can use whatever method you find more convenient.
One thing I found noteworthy is that pasting only an armed warhead with nothing attached to it does seem to result in it working properly.
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