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AI blocks failing to activate after being launched from a merge block

jonathan farrell shared this bug 14 months ago
Solved

I built a few missiles for my fighters I had them connected via a merge block on the wings. the missiles worked fine when I spawned them in and activated them independently but when I tried to launch them from the fighter the ai blocks would bug out and not activate. I did not have this problem when using connectors. (i used a timer system to turn off the merge block and enable AI behaviour).

Replies (7)

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Hello, Engineer!


Thank you for contacting Keen Software House. We're sorry to hear that you're experiencing issues.


Could you please share a blueprint of the grid giving you issues? The easiest way to do that is to publish it to mod.io and post a link to it in this thread.


Kind Regards

Keen Software House

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https://mod.io/g/spaceengineers/m/f-23-thunderbird-multirole-fighter1


https://mod.io/g/spaceengineers/m/fbn-fighter-bomber


these are two crafts that I had the issue with I also noticed when I connected the missile to the main craft the ai block would turn green signifying it was turned on but when I checked it wasn't

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Hello, Engineer!


We've looked at the blueprints you have provided and we have some suggestions.

Could you please try increasing the second timer's delay so that AI blocks behavior is only enabled some time after the missile is fully detached from the main ship.

Also please make sure gyroscopes and thrusters are on and there's no thrust override at the moment of enabling AI behavior.

You can attempt adding a third timer that only turns AI blocks on, for example.


Kind Regards

Keen Software House

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I built a new missile and its still doing the glitch the missiles were all working up until the most recent update. I tried adding the extra timer block and i increased the timer to 2 seconds and made sure it was fully detached but it still ignored the enemy vessel. i did also check the the gyros and thrusters they were fine.


https://mod.io/g/spaceengineers/m/f-23-thunderbird-multirole-fighter2


https://mod.io/g/spaceengineers/m/aim-777pd-neutron

these were working before the update if you look at the missiles on the fighter the flight ai says its active but if you access the ai block through a terminal it says the ai behaviour is off and you cant change it at all if you just spawn the missile its completely fine


it works with a connector same missile


https://mod.io/g/spaceengineers/m/f-23a-thunderbird-multirole-fighter

(im testing this on xbox)

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Hello, Engineer!


Thank you for provided blueprints, they're very helpful. We're investigating the issue and attempting to reproduce it on other grids.

In the meantime we had some success in making the missiles attack targets by leaving the timer setup exactly as provided but adding Turn AI behavior OFF and Turn AI behavior ON for both Offensive and Flight blocks at the end of Timer Block aquire queue.

Please try that temporary solution until we have more information.


Kind Regards

Keen Software House

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thank you for the help if I find anything else out il let you all know

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Hello, Engineer!


Thank you for providing the blueprints. We've managed to reproduce the issue and we've added it to our internal system.

We will update this thread when we know more.


Kind Regards

Keen Software House

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Hello Engineers,


this problem should be fixed in hotfix 203.024. Please update the game. We will be glad if you let us know if the problem has been fixed


Thank you.


Kind regards,

Keen Software House: QA Department

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everything seems to be working on the base game thanks but I have not received the update for the beta yet its still on 203.022 could I have an update on that?

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