Targeting lead indicator no longer working on PS5

Chris Hill shared this bug 8 months ago
Reported

There's a new issue (possibly a regression) affecting the targeting lead indicator. When adding and equipping static weapons on a grid, the targeting lead indicator doesn't move from the centre of the reticule.

This is very similar to a recently fixed issue, listed here. This time, however, even the first weapon added to a grid won't have a functioning lead indicator. Here's a reproduction based on the Earth Planet scenario. The Deterrents original weapons still have a functioning lead indicator, but if you add a new weapon to it, the lead indicator will stop working. I've also included one of my ships, which has multiple weapons, none of which have a functional lead indicator. This ship was built entirely on the latest patch, over the last few days.

Replies (2)

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Might also be related to https://support.keenswh.com/spaceengineers/pc/topic/49495-target-lead-indicator-not-working


Though they're on PC, they suggest the issue may occur when using a controller.

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Hello Engineer!


Thank you for the provided world. We've managed to reproduce the issue on our side. It's been reported to our internal system. We will update this thread when we know more.


Kind Regards

Keen Software House

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I don't have access to the source code or proper dev tools, but I've had a quick look at blueprint files and I can see that there's now a desync between <Slots> and <SlotsGamepad>.


In the current build, adding a new block weapon type to a grid (when using a controller) only adds it to <SlotsGamepad>. In previous versions, <Slots> and <SlotsGamepad> always seemed to be identical. I can't say for sure, but all blueprints I have that predate this issue have identical values for both sets of slots, even though they were all created using a PS5 controller. From the other linked issue, it seems to be impacting PC players when they are using a controller too.


Since it's seemingly only controller users affected by this targeting bug, I suspect that lead indicators are either based off of the <Slots> entries, or initialised based off the block weapon types present in them.


Hope this info helps find a solution, let me know if you need any more detail on this topic

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Since the original report, I've done further testing in the latest patch (Prosperity).There is now a workaround that restores the targeting lead indicator entirely in-game, on PS5 and without needing to edit any game files.

For grids built in this patch using the new cockpit everything works as expected. When using other cockpits and control seats, newly added weapons don't have functional lead indicators. The workaround is simple - change the name of the cockpit, and get out and in again. This causes lead indicators to start working again, for all weapons.

For grids built in older versions of the game, this isn't enough. The old cockpit needs to be removed entirely, and re-added, before changing the name and getting out and in again.

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