New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Revert missile explosion condition to strictly less than zero #9746
Conversation
Torpedos work again and the TD SAM works too. 👍 / ✅ |
Torpedoes are ok again. Thanks for the quick fix! Unfortunately I just noticed another issue: the advanced guard tower in TD has a problem with its missiles (on bleed, too, not due to this change). Could you take a look at that, too, please? |
@obrakmann the advanced guard tower gives the missile initial height of -85 Up until now it has been these boundary cases of exactly zero launch height, but what do I do here? The launch height is -85, one tick later, the missile climbs up to -36 and then it explodes. Is a YAML change justified here? Or do I still need to handle this somehow in the code? PS I don't know if subterranean missiles should be a thing, but noone ever mentioned them to me while I was working on #8717 |
This sounds bogus to me. |
I've just checked with the old missile code and there it didn't blow up because the missile was able to climb to zero height within one tick (there was only the maximum pitch and no VROT to constrain it). |
I just played with the offsets some, and 75 for the Z seems to give results similar to last release. 0 doesn't help at all, and lower values (I tried 10 for example) only work on longer distances. |
@obrakmann zero works for me... PS With the first commit from this PR! |
@pchote Probably a side-effect of using a 1x2 foundation with |
@matija-hustic: right, sorry. I was testing on bleed. It's fine now. 👍 |
Revert missile explosion condition to strictly less than zero
Thanks again for the quick fix! |
Makes broken submarine torpedos work again.
#9646 (comment)