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IDProjectCategoryView StatusLast Update
0000145Spring engineGeneralpublic2007-09-12 09:51
ReporterCaydr 
Assigned Totvo 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
Product Version 
Target VersionFixed in Version 
Summary0000145: Collision/movement/whatever-they-are spheres don't move in line with the S3O objects they represent
DescriptionIf you push B to view the spheres around units, and you have a unit in S3O format handy, tell it to move around. The bug is especially apparent with aircraft. If you can, download AA 1.44 and do the following:

.cheat
.give valkrie

This is a fighter I've designed for GEM and included as a kind of easter egg. Anyway, tell it to move around a bit and keep an eye on where its sphere goes. Much of the time it's pretty far off-center. I have yet to see an S3O unit that isn't affected by this.

I haven't kept up-to-date on what these spheres currently represent, so maybe this is inconsequential and nothing to really be worried about, but I thought I should report it anyway since I'm one of the only people who's managed to get S3O working for so many units.

Thanks
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

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-Notes

~0000144

Argh (reporter)

Having worked with S3Os a lot for NanoBlobs, I haven't seen this issue, but all of my unit are land-bound, and I've worked really carefully with the height/centerpoint/etc., because I very quickly figured out how poorly the default settings work. That said, the Wolves in NanoBlobs move as quickly as slower aircraft... and I haven't really seen significant problems with this issue on my end. Which makes me think that maybe there's either something funny about aircraft (which I haven't tested in S3O yet, as my mod doesn't have any) or that it's a function of speed.

Or it could be an issue with the way that the S3O is built. Caydr, I'll try to look at your Valkrie and see if it differs in any important ways from my models in NanoBlobs. Among other things I can tell you, the height + centerpoint seems to define the fulcrum of rotation. Maybe if this doesn't jive with the aircraft's motion as defined by the sim (if these two things get out've sync, basically) then the quick-check collision sphere gets mis-positioned. I'll take a look at the Valkrie and do some tests with it before jumping to too many conclusions, though.

~0001241

tvo (reporter)

What about this?
Does it still happen in Spring 0.75b2?
Did Argh already look at it some more?

~0001251

Argh (reporter)

I have tested this with PURE, and the results are now that collision spheres for aircraft appear to follow the true centroid (in the S3O) as opposed to the movement centroid, as they used to. In short, this problem appears to be resolved. Tested with the Bomber unit in PURE, a true aircraft.

~0001253

tvo (reporter)

Ok, thank you for the information.
+Notes

-Issue History
Date Modified Username Field Change
2006-03-26 00:58 Caydr New Issue
2006-03-27 04:49 Argh Note Added: 0000144
2007-09-11 12:36 tvo Note Added: 0001241
2007-09-11 12:36 tvo Status new => feedback
2007-09-12 01:59 Argh Note Added: 0001251
2007-09-12 09:51 tvo Status feedback => assigned
2007-09-12 09:51 tvo Assigned To => tvo
2007-09-12 09:51 tvo Status assigned => resolved
2007-09-12 09:51 tvo Resolution open => fixed
2007-09-12 09:51 tvo Note Added: 0001253
+Issue History