EvEmu-Project / evemu_Crucible

Emulator for EvE Online's Crucible expansion
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Belt Rats and Spawned NPCs disappear during combat if orbiting? #275

Open d10sfan opened 1 year ago

d10sfan commented 1 year ago

Describe the bug

If I go to a asteroid belt and wait for rats to spawn, or I spawn a NPC manually, most of the time, a short while after starting combat, they will disappear. This happens as well with large ships where it shouldn't have been because of destroying it (and there's no bounty).

To Reproduce Steps to reproduce the behavior:

  1. Spawn npc
  2. Shoot it (not sure if combat is required for this bug or if it happens regardless)
  3. NPC disappears
  4. See error logs

Expected behavior NPC to not disappear, I have seen some NPCs do what appears to be a warp-off animation before, and this does not seem to be that.

Screenshots N/A

System Details (please complete the following information):

Additional context Around when this happens, these logs on the server appear:

17:15:09 W Destiny::MoveObject(): decel = true, but psf = 0.

17:15:10 W Destiny::MoveObject(): decel = true, but psf = 0.

17:15:11 W Destiny::MoveObject(): decel = true, but psf = 0.

17:15:12 W Destiny::MoveObject(): decel = true, but psf = 0.

17:15:13 W Destiny::MoveObject(): decel = true, but psf = 0.

17:15:14 W Destiny::MoveObject(): decel = true, but psf = 0.

17:15:15 W Destiny::MoveObject(): decel = true, but psf = 0.

17:15:29 [DestinyError] Destiny::Turn() - turnTic:8, degRemain:6.290, turnPercent:1.86

17:15:31 [DestinyError] Destiny::Turn() - turnTic:8, degRemain:6.310, turnPercent:1.85

17:15:33 E Destiny::MoveObject(): Guristas Terrorist(750000005) - move checks are not set right. Acc:False, Dec:False, Turn:False, Tic:0, Tractored:False, TractorPause:False

17:15:34 E Destiny::MoveObject(): Guristas Terrorist(750000005) - move checks are not set right. Acc:False, Dec:False, Turn:True, Tic:1, Tractored:False, TractorPause:False
d10sfan commented 1 year ago

Testing this some more, it seems to happen more often if I'm orbiting. If i use keep at range, it works pretty well.