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Bugs in 2.42.8f

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EricL:

--- Quote from: Elite ---However I've just noticed .fixang isn't working properly.
--- End quote ---

The code is working correctly.  It is your bot that is incorrect.  It is recreating the tie every cycle, thus the tie never hardens, the bot never becomes a multibot and .fixang never works.  Try this:

cond
*.numties 0 =
start
1 .tie store
1 .tienum store
stop

cond
start
628 .fixang store
stop

Elite:
Oh yeah, whoops  

But the bug is still there though. Try 'rotate' and it does exactly the same thing. It ties to a veg, and then locks at 90 degrees either side of it's eye

When a 'rotate' ties to another 'rotate', .fixang works correctly, but when a veg is involved it goes weird.

I noticed it when trialing the bot attached below. It will grab a veg placed in front of it, unfix it, fix the tie angle to 180 degrees, and drain 80% of it's energy continually.

Other than that though, ties are working great. I was amazed at how well my batterybots were doing. Last time I tested them they limped along barely surviving to grab a veg, now they speed around wiping the floor with everything else in the sim (although with their vegs at funny angles)

Even Hexagonis does reasonably well (it can't make it's hexagon shape very well only because it's optimised for the different tie physics of 2.37.6)

EricL:
Okay, I think I found this.  It's a bug although I don't think it was introduced recently.  I still need to look into it some more.  I'm not happy with the whole area of forces due to tie operations including angular momentum but what I think is happening is that TieTorque() was not resetting the angle request flag used for bot .fixang requests and the result was that a harmonic was created for requests of exactly PI (and perhaps other angles) because of interaction between the endless angle requests and the code that adjusts the .aim vector to simulate the angular momentum caused by the tie angle change.  I have it working correctly now, but it's super complex and I need to experiment some more to make sure it's the right fix.

I really should walk through this whole area at some point but I will work on a fix and drop another buddy tonight or tomorrow for you to test.

Numsgil:
Alot of the problem is the sheer complexity of ties.  They're sort of springs, rods, and joints (where they connect to bots) all in one.

You get an idea of how complex they are when you try to describe what they are and how they work to someone who doesn't know about them.

All those different properties make ties a huge headache to maintain in code and very fragile to change.

EricL:
Wow.  Okay, I think I have found and fixed a huge bug having to do with hardened ties and transfer of angular momentum.  Bascially, there was no angular momentum being transferred to bots through ties from  operations including .fixang but also due to plain old movements, collisions, etc. because the changes to .aim made in TieTorque() were being overwritten by another routine later in the cycle.   This is a huge, huge bug and should result in much improved tie behaviour.  Very nice find Elite.  This is huge and it's been there a while.  It may be one of the reasons tie physics seem so different in 2.4 v. 2.37.  This still may need some work, but hopefully, things are much better now.

Try the buddy with your favorite tie bots and let me know what you think.

2.42.8h Buddy Drop Download

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