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No bounding box for SAR ship? #5740

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claudiusmueller opened this issue Feb 4, 2024 · 4 comments
Open

No bounding box for SAR ship? #5740

claudiusmueller opened this issue Feb 4, 2024 · 4 comments

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@claudiusmueller
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Observed behaviour

A SAR mission to deliver crew does not trigger transferring the crew to the target ship, even when very close (<50 m) to it. This may be related to the fact that I can fly right through the target ship (a bluenose)? I should probably dig into the SAR code to see if this causes it. But the missing bounding box is definitely an issue.

Expected behaviour

The crew transfer should trigger once I am within 50 m of the target ship. I should also be able to crash into the ship, not fly through.

Steps to reproduce

In the attached save game - just fly straight ahead and you will fly through the ship in front of you. In addition, the trigger to transfer crew is not catching.

My pioneer version (and OS):
pioneer version: e7f3122
OS: openSUSE 15.5

My output.txt (required) and game save (optional, but recommended)
output.txt
pioneer_debug.zip

@claudiusmueller
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I should add that rebuilding the model cache (make -C build build-data) didn't make a difference using the attached save game.

@Web-eWorks
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Haaaah... this is a right problem. The target ship and the player are in two separate frames. The target ship is assigned to Hebihe C, but the player is in Hebihe D. The system generation algorithm isn't taking into account the maximum distance it has available between the previously-generated body and its own orbit to generate satellites into.

@impaktor
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impaktor commented Mar 4, 2024

The target ship and the player are in two separate frames.

Remind me @Web-eWorks this is something that requires deep re-write of collision code?

@Web-eWorks
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This isn't a collision code issue per-se, but rather system generation - the system in question is generated such that multiple body "sphere of influence" areas are overlapping and the game code can't decide which body "owns" the ship. It's a problem related to our 2-body approximation of the N-body problem and the only "fix" is to ensure systems aren't generated such that sibling body SOIs are overlapping.

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