Entity Posted October 7, 2018 Share Posted October 7, 2018 Immediately at the start of the simulation, any keys/tags bound to "FULL" state are not already set, so any logic that uses this state will think all batteries/tanks are NOT full. Getting around this issue is possible but requires an unreasonable amount of extra logic parts. 1 Link to comment Share on other sites More sharing options...
Markus Posted October 7, 2018 Share Posted October 7, 2018 Wow, thank you very much for debugging this bug and finding a workaround! I think that there are other parts which have a incorrect default state at the start of the simulation/game. We have to check them systematically and fix this and other eventual related bugs. Thank you very much for sharing this and spending the time find a solution Link to comment Share on other sites More sharing options...
Micha Posted October 9, 2018 Share Posted October 9, 2018 Thanks for the good report I could reproduce the issue and I just updated the game to 0.5.8. This patch should fix the bug. 1 Link to comment Share on other sites More sharing options...
Baka Red Posted October 11, 2018 Share Posted October 11, 2018 On 10/7/2018 at 8:47 PM, Markus said: Wow, thank you very much for debugging this bug and finding a workaround! I think that there are other parts which have a incorrect default state at the start of the simulation/game. We have to check them systematically and fix this and other eventual related bugs. Thank you very much for sharing this and spending the time find a solution One of those faulty parts might be Distance sensor (I had an ejectable armor part on my ship which would explode when distance sensor didn't detect Own Drone anymore. The problem was that even though the sensor pointed at the main part of the ship from point blank range, the TNT linked to it via NOT operation exploded immediately). The logic chain was this simple: Sensor (Own ship, DETECT), NOT (DETECT, EXPLODE), TNT (EXPLODE). (This is from memory, but I think that was how it was built). The ejectable armor part (including the sensor) was created by a factory, in case it has anything to do with anything and the logic parts were within the ejectable armor part too. 1 Link to comment Share on other sites More sharing options...
Entity Posted October 11, 2018 Author Share Posted October 11, 2018 4 hours ago, Baka Red said: One of those faulty parts might be Distance sensor (I had an ejectable armor part on my ship which would explode when distance sensor didn't detect Own Drone anymore. The problem was that even though the sensor pointed at the main part of the ship from point blank range, the TNT linked to it via NOT operation exploded immediately). The logic chain was this simple: Sensor (Own ship, DETECT), NOT (DETECT, EXPLODE), TNT (EXPLODE). (This is from memory, but I think that was how it was built). The ejectable armor part (including the sensor) was created by a factory, in case it has anything to do with anything and the logic parts were within the ejectable armor part too. That would be the NOT gate's initial output state always being active upon starting the simulation, it has not had the chance to evaluate the sensor yet, triggering the TNT. Initial state is a very messy problem. 1 Link to comment Share on other sites More sharing options...
Markus Posted October 12, 2018 Share Posted October 12, 2018 We really have to make sure that the initial state when launching in simulation/game/sumo is exactly what you expect from the editor. Thank you for sharing. We have to check all those parts Link to comment Share on other sites More sharing options...
Eldrad Posted October 12, 2018 Share Posted October 12, 2018 It's not just all the parts that produce an initial signal. There could also an arbitrary number of logic blocks attached to those sensors (e.g. a large number of batteries ANDed together). Ideally the initial state would be the steady state if one exists or any state within a loop at least if the loop isn't enormous). Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now