Flail Bug
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Flail Bug
Has any1 else experienced a bug where flail missiles fly straight through their target and just spin around it? I've been tryin to cap ships and it's been difficult as the missiles just seem to randomly hit but most self destruct after continuously flying through the target.
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Flails also act this way late game when the Universe is really busy. Look around, there are probably NPC ships that don't move, as well.Dem0n_Dude wrote:but i'm not in seta, and flails aren't meant to fly through things? correct me if i'm wrong ofc but when u fire a barrage at an m1, and u see every missile bar one or two pass straight through the ship, somits goin wrong :/
There may be (are) some Mods that will help ameliorate these issues.
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@ Dem0n_Dude: What you are seeing is possibly the result of using Salvage Insurance while the missiles are already in the air. I have noticed that missiles (all sorts of types actually) generally behave well in a straight combat but if you save while they are in flight and then reload, the missiles flying lose their target lock and have to reacquire, sometimes doing so on several different turrets on the target ship and sometimes going into a no-collision loop that involves flying right through the target ship. Anyway they don't all land together, and some not at all.
Moral of the story, save before launch.
Moral of the story, save before launch.
I've had a few Tomahawk looping around a station they should destroy instead of shooting photos ... but it happens occasionally when they're on a course where they simply cannot hit the target anymore. The 'autopilot' for missiles doesn't recalculate the course anymore if they're in a loop, at least not for static not moving targets.
If the target is moving then there's a chance, but if it's SLOW then ... well, not really. Lucky punch most likely.
If the target is moving then there's a chance, but if it's SLOW then ... well, not really. Lucky punch most likely.
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Actually there is a bug IF you are doing the "return my stolen ship mission."
I have reported this bug before, but somehow it does not get looked at.
Basically the target ship first appear as a commonwealth ship, say, a Paranid M6 ship. If you scan it, it then becomes a Pirate Nemesis. So you bring up the ship menu and change Pirate to hostile (only if you are friendly to pirate, then you have to change pirate to Foe in order to launch flails). If you then launch your flail, the ship will happily launch them. IF YOU HIT F3 to bring up the target ship on screen, (or use salvage insurance), then your missiles won't hit. Subsequent launch of Flail would not go, UNLESS YOU MANUALLY CHANGE Paranid race to Foe.
I believe the game engine got confused whether the target ship is a Pirate or a friendly Paranid ship.
This is FoF bug in the "Return My Stolen Ship" mission. I have reported this bug before, but don't remember where.
I just reproduced this bug in 3.0, mind you.
I have reported this bug before, but somehow it does not get looked at.
Basically the target ship first appear as a commonwealth ship, say, a Paranid M6 ship. If you scan it, it then becomes a Pirate Nemesis. So you bring up the ship menu and change Pirate to hostile (only if you are friendly to pirate, then you have to change pirate to Foe in order to launch flails). If you then launch your flail, the ship will happily launch them. IF YOU HIT F3 to bring up the target ship on screen, (or use salvage insurance), then your missiles won't hit. Subsequent launch of Flail would not go, UNLESS YOU MANUALLY CHANGE Paranid race to Foe.
I believe the game engine got confused whether the target ship is a Pirate or a friendly Paranid ship.
This is FoF bug in the "Return My Stolen Ship" mission. I have reported this bug before, but don't remember where.
I just reproduced this bug in 3.0, mind you.
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i've tried leavin the game a while, or stayin in game and doin somit else, but every time i try flails either fly through capitals or circle fighters( If u think about the structure of an atom, it kind of looks like the flails are the electrons :/). This is really annoying cos my m7m is my main method of flattening enemy fleets or making large amounts of money through capping:/
The problem happens when saving/loading alot (mostly while boarding). Flails and FAA start missing about 80-90% of the time .
Missiles pass trough the target doing noting, just 1 or 2 hit every second.
FAA still hits, but not nearly as effective as it usually is.
Framerate is fine.
Jumping to another sector doеs not seem to fix the problem, restarting the game does it for me.
I've never used wasps much, so I can't tell if it happens to them too.
Missiles pass trough the target doing noting, just 1 or 2 hit every second.
FAA still hits, but not nearly as effective as it usually is.
Framerate is fine.
Jumping to another sector doеs not seem to fix the problem, restarting the game does it for me.
I've never used wasps much, so I can't tell if it happens to them too.
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As I mentioned in a post above, don't save while crucial missiles are in flight. Save before the important salvo launches.
Oh and one other thing. Don't launch many more missiles than you really need. With too many missiles in the air you can reach a stage where each individual missile gets such a small slot of guidance processing in its turn that the whole lot become inefficient.
Oh and one other thing. Don't launch many more missiles than you really need. With too many missiles in the air you can reach a stage where each individual missile gets such a small slot of guidance processing in its turn that the whole lot become inefficient.