Bug with intercept movement due to rounding. In game 67726...

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2169 days, 3 hours, 5 minutes ago
View figak's profile
figak
Bug with intercept movement due to rounding. In game 67726...Write Reply
Bug with intercept movement due to rounding.

In game 67726 I (rebel) had two ships (184, 487) over a planet last turn (45).

Ship 184 was set for a planet 156.9ly away, while the other ship was set to intercept 184 as escort. Both Warp 9.

This turn (46) they are 1ly apart half way to their destination. Ship 184 moved 81.6ly from home, but the interceptor moved 80.6ly.

I didn't get attacked and next turn I will be at destination. So it wasn't the end of the world, but it shows a difference between normal and intercept movement.
1955 days, 16 hours, 44 minutes ago
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megalomaniac
RE: Bug with intercept movement due to rounding. In game 67726...Write Reply
Hail,

You CAN exceed 81.5ly with normal movement under certain circumstances. Your example however appears to show that the intercept routine puts a hard limit on 81.5ly for non gravitronic ships. It would be interesting to test if you move a ship 81.4ly into a warp well and intercept it with a ship at the same location, does the interceptor wind up on planet or outside the warp well. If outside the warp well, the hard limit on intercept could actually be 81 light years.



Normal_x = rnd(warp^2/(way_x^2 + way_y^2) * way_x) - .5
Normal_y = rnd(warp^2/(way_x^2 + way_y^2) * way_y) - .5

More info:
http://www.donovansvgap.com/help/details.htm#movement

Also, I use the tanascuis tool mostly for quick glance at ship costs for any races with any loadout and also when cloning where I simply double the megacredits. It does however have a movement function where you can input xy coordinates, warp and mass and predict the exact spot you will end up next turn. The Nu interface sometimes reports information that doesn't correspond exactly with what will happen that turn, and I call them quirks (like pba NOT being a PBP code despite the interface highlight coloring them like true pbp codes) rather then actual bug

Cheers,

MEGA
1955 days, 11 hours, 34 minutes ago
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finnw
RE: Bug with intercept movement due to rounding. In game 67726...Write Reply
There is not a separate limit for intercepting ships.

But there are some waypoints that if you target them directly you cannot reach in 1 turn BUT can still serve as "half-way" points for another waypoint farther away.

Example: if ship 1 starts at [0,0] and heads for [53,67], the rounding will take this ship to [51,64].

But when ship 2 tries to intercept ship 1, its waypoint becomes [51,64]. Which is more than 81.5ly away so the rounding kicks in again. But this time the rounding is not in its favour (because the heading is slightly different). So it falls short by 1.4ly.

More details (with a nice diagram) here: http://www.phost.de/~stefan/movement.html#normal
1955 days, 6 hours, 42 minutes ago
View figak's profile
figak
RE: Bug with intercept movement due to rounding. In game 67726...Write Reply
omg, intuitive bug proven to be a feature... and a mean one ;)
1955 days, 4 hours, 12 minutes ago
View emork the lizard king's profile
emork the lizard king
RE: Bug with intercept movement due to rounding. In game 67726...Write Reply
Big Beefer recently pointed to a very interesting site about movement created by streu:
http://www.phost.de/~stefan/movement.html

I haven't tested if this old wisdom is true for planets.nu. If it is and you can use it to escape an interceptor then this is HUGE.
1955 days, 1 hours, 23 minutes ago
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finnw
RE: Bug with intercept movement due to rounding. In game 67726...Write Reply
@Emork yes it definitely works in Nu.
1955 days, 0 hours, 58 minutes ago
View emork the lizard king's profile
emork the lizard king
RE: Bug with intercept movement due to rounding. In game 67726...Write Reply
@FINNW: Many thanks, that saves me some testing effort!
1954 days, 21 hours, 7 minutes ago
View figak's profile
figak
RE: Bug with intercept movement due to rounding. In game 67726...Write Reply
if you look at my "bug" from 7 months ago, you can see it happening, the game is over .
1954 days, 20 hours, 29 minutes ago
View mjs68508's profile
mjs68508
RE: Bug with intercept movement due to rounding. In game 67726...Write Reply
I hate it when the unwashed masses learn of one of our secrets.

One alternative is to download the Evil Emperor's handy dandy spreadsheet to easily calculate any of the 48 Escape points you can move to from any spot in the Echo Cluster (not counting interference by warp wells, ion storms, star clusters, etc., of course.)

Just type in your location in the two blue squares in the middle, and, voila! You get (48 choices):

1. Where to set your waypoint (yellow squares)
2. Where you will end up (green squares)
3. Where your interceptor will end up (red squares)

Never change anything but the 2 middle squares. All other squares are dependent on those 2.

http://www.rainbownerd.com/vgap/VGAPEscapePoints.zip

Data idea from Stefan.

Chart renamed in honor of Big Beefer.
1954 days, 20 hours, 19 minutes ago
View juuso's profile
juuso
RE: Bug with intercept movement due to rounding. In game 67726...Write Reply
This is handy Mjs. I saved it right away. You truly are evil!
1954 days, 19 hours, 33 minutes ago
View figak's profile
figak
RE: Bug with intercept movement due to rounding. In game 67726...Write Reply
Haha, thanks for saving me the bother of doing this. Nice colours. Next I wait for someone to make it an add-on.