View Issue Details

IDProjectCategoryView StatusLast Update
0001007FS Upgrade Project (Media VPs)Model Relatedpublic2019-12-14 22:49
ReporterGoober5000Assigned To 
PrioritynormalSeverityminorReproducibilityalways
Status confirmedResolutionopen 
Product Version 
Target VersionFixed in Version 
Summary0001007: Model positioning issues in SM2-06, Endgame
DescriptionWhen playing through the main FS2 campaign on the 2014 MVPs, the Colossus and surrounding ships exhibit some odd behavior that comes close to breaking the mission.

First, when the Colossus jumps in, it "hops" around a little bit before drifting downward (strictly on its Z axis) and coming to a stop.

Next, when the Monitor departs, it does a short maneuver before it jumps, possibly to avoid colliding with the Colossus.

Finally, when the Iceni jumps in, it is deflected and shifts to the side a few hundred meters. As a result, its journey to the Knossos takes about 30 seconds longer. This is enough time for the Colossus to get its auxiliary beam cannons online and launch a beam volley at the Iceni. The Iceni makes it to the Knossos with only 11% hull left! (Actually, from looking at the mission this isn't a timing issue; rather it looks like the Iceni is deflected to such an extent that it drifts into view of a different set of turrets.)
Steps To ReproduceHappens every time I play Endgame with MVPs 2014. Does not happen if I play using the same build with the MVPs disabled.
Additional InformationI would speculate that this has something to do with the Colossus dimensions as noted in ticket 0001003. But this is only a guess.
TagsNo tags attached.

Activities

Goober5000

2019-12-12 23:07

administrator   ~0001441

This problem still occurs in MVPs 3.8 and 4.0, so I've recently started to seriously investigate this. I've observed the following:

1) The weird Colossus movement does not occur if the retail ship entry is used instead of the MVP ship entry.
2) The bug does also not occur if the MVP ship entry is used but the Monitor, Fortune, and Knossos are moved several km farther away.
3) If the retail Colossus is used, the Iceni arrival and departure happen as expected, with proper timing and positioning.
4) The warpin distance of the retail Colossus on 3.8.0 and the MVP Colossus on 19-RC1 differs by only 7m.

I strongly doubt the warpin distance is responsible for the bug, especially since the weird movement happens well before the Colossus comes to a complete stop.

My best guess at this point is that there is some problem with the bounding box that causes the Colossus to evade an imminent collision. My next debugging steps will be monitoring the Colossus AI to see if it initiates any unusual AI behaviors.

Goober5000

2019-12-14 02:02

administrator   ~0001442

Last edited: 2019-12-14 02:19

View 2 revisions

It's not an AI problem. I traced through the Colossus's AI calls and found nothing unexpected.

But it *is* a model problem. Somehow the game thinks the Colossus is colliding with the Knossos. All of the odd movements are whacks caused by collisions. The Colossus and Knossos are more than a kilometer apart, so this shouldn't happen.

Additionally, when the Iceni jumps in, the game thinks it collides with the Colossus a few times, causing the Iceni to be jostled a bit. The two ships come somewhat close, but they are clearly separated from each other and should not have registered a collision.

Issue History

Date Modified Username Field Change
2014-11-17 22:46 Goober5000 New Issue
2014-11-17 22:47 Goober5000 Description Updated View Revisions
2014-11-17 22:48 Goober5000 Description Updated View Revisions
2019-12-12 23:07 Goober5000 Note Added: 0001441
2019-12-14 02:02 Goober5000 Note Added: 0001442
2019-12-14 02:19 Goober5000 Note Edited: 0001442 View Revisions
2019-12-14 22:49 Goober5000 Status new => confirmed