Ballistic Ammo Stuck in mid-air
Closed this issue ยท 2 comments
Issue Description:
Turrets cannot hit targets, because their ammo stops in mid-air and falls down / got stuck/ explodes.
What happens:
So, we do have a very exposed turret base (lvl5) and a grenade launcher sitting on it. It gets its power from a creative powers source (which provides about infinite power) and no turret plugins. The turret sits on the top slot and has plenty of ammo. its set to "always on" and may target mobs (but no players).
Then any mob placed inside its range (wild ones do count too) will make the turret taking aim, firing and... failing to hit.
The grenade just stops about three blocks from its origin (that is, in my current testsetup), falls to the ground and explodes there. The turret keeps on firing until its ammo is depleted.
That error keeps on appearing, even if you change these circumstances:
- place it at a side slot
- use a lover tier turret base
- have the enemies appear from a different direction
- setup the test setup at another place
- adding turret plugins (by the way, if I remove the range extender the range settings got broken, but thats another bug report...)
By changing the location, you can sometimes change the range the grenade will travel before dropping to ground. that ranges from 0 (is seems to get stuck inside ) up to about 5 blocks.
Even more: that happens to other types of ballistic ammunation too. Rocket launchers are affected as much as laserguns or incendinary guns or gun turrets.
But (!) using a laser gun or a gun turret will make the laser/bullet blob stop in mid-air, but still delivering damage to the target.
No, you cannot pickup whats dropped.
I made pictures of it, but... how does one upload them here? Ah, drag'n'drop... lemme try...
ah... if you look closely, you will see explosions of the previous shot fading away right below the current grenade.
Using another site and non infinite power cube, powered from a wind power generator, and the rocket launcher, yields the same problem. While it does do damage, this is spash from the rocket exploding in mid-air.
Using another mod that can deliver turrets (techgun) to proof the general ability to hit targets from that spot...
Soooo... yep, using a grenade launcher from them... while they strangely try to aim for the ground, after getting his attention to the practice targets, it shot its grenade perfecty into them without having it getting stuck in mid-air. So that should work too
What you expected to happen:
Whatever leaves the turret flies to its target unhindered and delivers damage.
Steps to reproduce:
1.setup turret on turretbase on energysource in creative mode
2.add ammunation of fitting type
3.add enemies inside engagement range
4.enjoy
Affected Versions (Do not use "latest"):
- OMT: openmodularturrets-1.12.2-3.0.1-264
- OMLib: omlib-1.12.2-3.0.1-162
- Minecraft: 1.12.2
- Forge:forge-1.12.2-14.23.5.2831-installer-win
- SpongeForge? no? (what is that?)
- Optifine? no
- Single Player and/or Server? singleplayer
Your most recent log file where the issue was present:
only few lines from last log happend since I started that test:
[22:07:03] [Client thread/INFO] [net.minecraft.client.gui.GuiNewChat]: [CHAT] Toggled downfall
[22:07:27] [Client thread/INFO] [net.minecraft.client.gui.GuiNewChat]: [CHAT] Saved screenshot as 2019-04-11_22.07.27.png
[22:07:34] [Server thread/INFO] [net.minecraft.server.integrated.IntegratedServer]: Saving and pausing game...
[22:07:34] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Saving chunks for level 'SGtest'/overworld
[22:11:31] [Client thread/INFO] [net.minecraft.client.gui.GuiNewChat]: [CHAT] Saved screenshot as 2019-04-11_22.11.31.png
[22:11:37] [Server thread/INFO] [net.minecraft.server.integrated.IntegratedServer]: Saving and pausing game...
[22:11:37] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Saving chunks for level 'SGtest'/overworld
[22:11:41] [Server thread/INFO] [net.minecraft.server.integrated.IntegratedServer]: Saving and pausing game...
[22:11:41] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Saving chunks for level 'SGtest'/overworld
[22:15:16] [Server thread/INFO] [net.minecraft.server.integrated.IntegratedServer]: Saving and pausing game...
[22:15:16] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Saving chunks for level 'SGtest'/overworld
[22:16:08] [Server thread/INFO] [net.minecraft.server.integrated.IntegratedServer]: Saving and pausing game...
[22:16:08] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Saving chunks for level 'SGtest'/overworld
[22:16:49] [Server thread/INFO] [net.minecraft.server.integrated.IntegratedServer]: Saving and pausing game...
[22:16:49] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Saving chunks for level 'SGtest'/overworld
[22:16:58] [Client thread/INFO] [net.minecraft.advancements.AdvancementList]: Loaded 663 advancements
[22:17:17] [Client thread/INFO] [net.minecraft.client.gui.GuiNewChat]: [CHAT] Saved screenshot as 2019-04-11_22.17.16.png
[22:17:20] [Server thread/INFO] [net.minecraft.server.integrated.IntegratedServer]: Saving and pausing game...
[22:17:20] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Saving chunks for level 'SGtest'/overworld
[22:21:10] [Server thread/INFO] [net.minecraft.server.integrated.IntegratedServer]: Saving and pausing game...
[22:21:10] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Saving chunks for level 'SGtest'/overworld
Well... still hoping anyone is reading this ^^
Anyway, new findings: The distance the projectile is getting stuck isn't fix. Had a pack of wolves passing by my test installation, and the grenade launcher did react to them. Still, it didn't hit anyon, but as they walked by, the launcher adjusted itself and the grenade flow further before hitting the dirt.
It does sure look like the distance to the target itself is what triggers to drop-to-dirt, because with the wolves passing by (and wasting a herd of sheeps) it alway looked like it stopped at exactly the same distance to the target wolf.
By the way, I used another Release-Version (openmodularturrets-1.12.2-3.0.1-257) to find out if this is related to the version I used. And... not, its not.
And I used another world for this. Also no fixing.
Now... I'm going to try out the latest Alpha.
EDiT: Done testing.
Using omlib-1.12.2-3.1.0-208 and openmodularturrets-1.12.2-3.1.0-306 seems to got rid of this. Well, not completely; the grenades still fall to ground short in front of the enemiy, but close enough to do some damage. And rockets now again do hit...
I'll.... keep that, even if its two Alpha Releases. I hope that no other bugs arise because of this. I hope the Release Version will be lifted to that level soon.
Well tbh I have no idea why that should even happen, I will take a look at the grenade launcher projectile in the new version. It is not much left to do for 3.1.0 so I guess it should be released soonish.
/edit: Probably gonna rework the projectiles a bit, I found some errors regarding damage amp upgrades and see what is happening.
Thinking about making grenades detonate on impact but that would make them not much different from rocket turrets.
/update 2: the cf release 3.1.0-325 has a small tweak in it that should make grenades explode about a quarter of a second after impact. I will be doing some more tweaking to the source code though. It looks as if it still would collide with other projectiles, which we do not want.