Forums » Bugs

Inconsistencies in Collision Damage

Mar 24, 2005 DekuDekuplex Ornitier link
Just now, I was collecting ore for another guild member who was mining, and on a few occasions after very minor collisions, the data on our damage meters was inconsistent.

I was piloting an Itani Behemoth, and my fellow guild member was piloting a UIT Centaur. This other member was just mining inexpensive ores for mining experience in Arta Caelestis J-12.

Specifically, we had formed a group, and then used the "/hudmode" command to show the percentage of HP remaining, but our meters both showed a small decrease in the other ship's HP, but not in our own. Our own meters both read "100%."

This seems to be a bug that needs to be fixed. Otherwise, players may wind up, for example, repairing transports in CtC that have actually not taken any damage, and putting themselves at risk in the process.

[Edit:

Steps to reproduce:
1. On Mac OS X 10.2.8 (Build 6R73), pilot a Behemoth (or, most likely, any other ship) to Arta Caelestis J-12 (or, most likely, any other sector in any other system), and have another player pilot a Centaur (or, most likely, any other ship) to a location near you in the same sector.
2. Create a group, and have the other player join your group. (This step is only necessary to facilitate locating the other ship as a white dot on the radar screen of your HUD (Heads Up Display).)
3. Type "/hudmode", and have the other player also type "/hudmode." This step enables numerical display of the damage condition of the ship as a percent value on each HUD in a group.
4. Once within radar range, target the other ship in your HUD.
5. Once within range, at a speed of less than about 10 m/s (this value could be lower, but I am not sure of the exact value), very gently nudge the other ship. If the other ship does not show any damage, adjust the speed until the other ship shows a very small amount of damage on your HUD.
6. Ask the other player to check the damage condition of his/her ship on his/her HUD. This value should be "100%" (indicating no damage): a value inconsistent with that on the target display in your own HUD.

Summary:
Title: Inconsistencies in Collision Damage
Description: After Minor Collisions, Ships Show Different Levels of Damage When Viewed from Their Own HUD's and Others
Reproducibility: Always
OS version/build: Mac OS X 10.2.8 (6R73)
Kernel version: Darwin Kernel Version 6.8: Wed Sep 10 15:20:55 PDT 2003; root:xnu/xnu-344.49.obj~2/RELEASE_PPC
Machine speed: 1.0 GHz
RAM: 512 MB
HD Free/Total: 26.06 GB/55.88 GB
Machine model: PowerBook5,1 (version = 3.3)]

-- DekuDekuplex Ornitier
Mar 24, 2005 Solra Bizna link
Speaking of collisions, the rotational acceleration from a collision is independent of a ship's mass. Load a Behemoth with samoflange and ram it with a Centurion; good luck getting control back.
-:sigma.SB
Mar 25, 2005 DekuDekuplex Ornitier link
Re: Solra Bizna

> Speaking of collisions, the rotational acceleration from a collision is
> independent of a ship's mass. Load a Behemoth with samoflange and ram it with
> a Centurion; good luck getting control back.
> -:sigma.SB

Thank you; that sounds like useful advice when dealing with Capital Ships or any heavy player ships: Just have a companion keep warp-ramming the big ship with a small, maneuverable ship with a lot of armor (such as, say, an IDF Valkyrie Vigilant or SkyCommand Prometheus that isn't carrying any weapons or cargo), and keep attacking. (Although successful warp-rams won't take damage, the armor is still useful for botched warp-rams, which will.)

That plan may not work very well for Hive Queens, though, because in general, NPC's are much more efficient at re-orienting their ships for optimal flight paths than are players. Although the Capital Ship Nemesis is also an NPC, it is so massive that repeated warp-rams would probably be effective in preventing it from flying very efficiently.

-- DekuDekuplex Ornitier
Mar 25, 2005 raybondo link
The damage percent is rounded but the damage in the group list is not.
So, if you have 6000 armor and acquire 1 damage, you will be at 5999. The damage is truncate((100*5999/6000)+0.5) percent.
The group list damage values for your group members are quantized to 16 values, 15 to 0. So, 100*truncate(15*5999/6000)/15.

We're thinking of changing our collision damage model so collision damage will be taken differently than it currently is. It should only be slightly different than the current model.
Mar 25, 2005 Renegade ++RIP++ link
wouldn't it be better to use the same formula in both cases?

or has it got some ulterior motive that my little newbieeyes can't discertain?

cheers
Mar 25, 2005 raybondo link
Other players' damage are sent as a 4 bit value, hence the 15-0.
Either the 15-0 should be rounded or the % should not be rounded.
I'm thinking the % should not be rounded.
Mar 25, 2005 a1k0n link
I'm thinking the 15-0 should be rounded. Or the slightest touch will show to others that 6.67% damage was done to the ship.. if it's rounded, then you know at least 3.33% damage was done when the bar reads less than full.
Mar 25, 2005 raybondo link
ok.