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Problem: sometimes railguns shoot visibly much away from aiming point, failing to hit the target. Sometimes it happens for several shots in a row.

This problem plagues me and other railgun users in ES2 EA ever since day 1. Ship class and features seem to be irrelevant: i get this with scout exactly as much as with a striker.

The following video demonstrates multiple happenings of this bug, including sequence of 24 (twenty four!) missed shots in a row, despite crosshairs being firmly on target for all those shots. Railgun's beams go visibly off the mark for all those shots. This sequence of missed shots happens between 1:22 and 1:40 in the video.

https://youtu.be/XUmKye48m2Q


Extra information.

There are also shots massively deviating from aiming point, but still hitting the carrier just because it's such a big target - like 4th shot in the video.

The sequence of 24 missed shots happened while player ship was stationary. Given astronomically low probability of such a coincedence - it's clear that ship's current position (coordinates) much defines if railgun shots would be properly aimed, or going this or that much "off the mark". Note how all the 24 missed shots deviate from the aiming point roughly the same angle.

This is one especially bad problem, because there is gear in the game which gives benefit when ship is not moving. Whenever a sniper ship happens to stop in such a "bad spot" - it won't be possible to hit anything as long as things don't get much closer. Note how shots after 24 misses in the video started to connect only because the carrier slowly moved closer, itself going into "cone of shots" and thus starting to be hit.

P.S. I am not entirely sure this is a bug, because theoretically it can also be a feature designed to reduce excessive railgun efficiency. But if it's a feature, then it's certtainly a bad, bad one. Sniping weapons gotta be always precise, that's the whole point of doing it. Reflecting this sentiment - is the title of this report: "F" stands for possibility it's a feature, and "Fu" hints at certain F-word reflecting my opinion about a feature of this sort. Har har. ;·{
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Fins_FinsT: Problem: sometimes railguns shoot visibly much away from aiming point, failing to hit the target. Sometimes it happens for several shots in a row.

This problem plagues me and other railgun users in ES2 EA ever since day 1. Ship class and features seem to be irrelevant: i get this with scout exactly as much as with a striker.

The following video demonstrates multiple happenings of this bug, including sequence of 24 (twenty four!) missed shots in a row, despite crosshairs being firmly on target for all those shots. Railgun's beams go visibly off the mark for all those shots. This sequence of missed shots happens between 1:22 and 1:40 in the video.

https://youtu.be/XUmKye48m2Q

Extra information.

There are also shots massively deviating from aiming point, but still hitting the carrier just because it's such a big target - like 4th shot in the video.

The sequence of 24 missed shots happened while player ship was stationary. Given astronomically low probability of such a coincedence - it's clear that ship's current position (coordinates) much defines if railgun shots would be properly aimed, or going this or that much "off the mark". Note how all the 24 missed shots deviate from the aiming point roughly the same angle.

This is one especially bad problem, because there is gear in the game which gives benefit when ship is not moving. Whenever a sniper ship happens to stop in such a "bad spot" - it won't be possible to hit anything as long as things don't get much closer. Note how shots after 24 misses in the video started to connect only because the carrier slowly moved closer, itself going into "cone of shots" and thus starting to be hit.

P.S. I am not entirely sure this is a bug, because theoretically it can also be a feature designed to reduce excessive railgun efficiency. But if it's a feature, then it's certtainly a bad, bad one. Sniping weapons gotta be always precise, that's the whole point of doing it. Reflecting this sentiment - is the title of this report: "F" stands for possibility it's a feature, and "Fu" hints at certain F-word reflecting my opinion about a feature of this sort. Har har. ;·{
Hey Fins,

I assume this is due to the floating point issue we were talking about in the other thread. I'll attach this thread to our internal conversation.
Just to inform that I tried the Rail too, and with the ship stationary, on a direct line to an enemy, or even when targeting a large enemy, the Rail misses A LOT. I can hit about 10% of my shots, with aim perfectly aligned. It was MUCH easier to hit with it in Everspace 1. Back to the Flak gun XD.
Post edited May 14, 2021 by Johnny_Hazzard
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Fins_FinsT: Problem: sometimes railguns shoot visibly much away from aiming point, failing to hit the target. Sometimes it happens for several shots in a row.

This problem plagues me and other railgun users in ES2 EA ever since day 1. Ship class and features seem to be irrelevant: i get this with scout exactly as much as with a striker.

The following video demonstrates multiple happenings of this bug, including sequence of 24 (twenty four!) missed shots in a row, despite crosshairs being firmly on target for all those shots. Railgun's beams go visibly off the mark for all those shots. This sequence of missed shots happens between 1:22 and 1:40 in the video.

https://youtu.be/XUmKye48m2Q

Extra information.

There are also shots massively deviating from aiming point, but still hitting the carrier just because it's such a big target - like 4th shot in the video.

The sequence of 24 missed shots happened while player ship was stationary. Given astronomically low probability of such a coincedence - it's clear that ship's current position (coordinates) much defines if railgun shots would be properly aimed, or going this or that much "off the mark". Note how all the 24 missed shots deviate from the aiming point roughly the same angle.

This is one especially bad problem, because there is gear in the game which gives benefit when ship is not moving. Whenever a sniper ship happens to stop in such a "bad spot" - it won't be possible to hit anything as long as things don't get much closer. Note how shots after 24 misses in the video started to connect only because the carrier slowly moved closer, itself going into "cone of shots" and thus starting to be hit.

P.S. I am not entirely sure this is a bug, because theoretically it can also be a feature designed to reduce excessive railgun efficiency. But if it's a feature, then it's certtainly a bad, bad one. Sniping weapons gotta be always precise, that's the whole point of doing it. Reflecting this sentiment - is the title of this report: "F" stands for possibility it's a feature, and "Fu" hints at certain F-word reflecting my opinion about a feature of this sort. Har har. ;·{
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RFG_Ingmar: Hey Fins,

I assume this is due to the floating point issue we were talking about in the other thread. I'll attach this thread to our internal conversation.
I'm assuming your (amazing) coders have already considered using doubles instead of floats if im understanding the problem correctly? While im here, just want to send my respects to you guys for coming out with this game. I'm utterly blown away by what I've seen so far. For me this is the kind of space game I've always dreamed of.