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Waypoint Drag issue #83

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ual002 opened this issue May 22, 2023 · 8 comments
Closed

Waypoint Drag issue #83

ual002 opened this issue May 22, 2023 · 8 comments
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@ual002
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ual002 commented May 22, 2023

I've made a video as its hard to explain.

https://youtu.be/oAJxf-BFbgE

@MikeG621
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MikeG621 commented May 22, 2023 via email

@ual002
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ual002 commented May 23, 2023

I believe so

@MikeG621
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MikeG621 commented Jun 4, 2023

Can you send me or attach the particular mission you're seeing this on? I'm having trouble replicating it. I'm betting it has to do with hypering, since there's "virtual" waypoints that are calculated for the exit and aim points

@ual002
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ual002 commented Jun 6, 2023

Optional_Combat_Missions.zip
Its one of the first couple missions in here.

@MikeG621
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Okay, so it's definitely related to the hyper, and I think the big thing right now is that the issues are occurring in the Home region, where you don't have a separate FROM hyper buoy since you're dual-purposing them. It knows that the affected FGs have orders to hyper to that region, but it can't locate the primary buoy to determine the exit point (which uses WP1) so it's acting screwy.

There's also the issue of the waypoints for orders 2 and 3 not being enabled, so that's causing calculation failures with exit and aim points.

If dual-purpose buoys work fine in-game, I'll definitely add the ability to detect them.

@MikeG621 MikeG621 added the bug label Jun 11, 2023
MikeG621 added a commit that referenced this issue Jun 17, 2023
MikeG621 added a commit that referenced this issue Jun 18, 2023
@MikeG621
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MikeG621 commented Jun 18, 2023 via email

MikeG621 added a commit that referenced this issue Jun 23, 2023
@MikeG621
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Give this a shot. Still not happy with it, as I found additional ways to select hidden virtual WPs, but I also want to have someone else poke at it for a "good enough for now" release. I'm thinking I'll need to completely rewrite how it's handled to better deal with the corner cases.
YOGEME_v1.14.rc1.zip

@MikeG621
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MikeG621 commented Aug 4, 2023

Closing for now, as most of the issues I was seeing are for player-controlled FGs that don't have orders, WPs, etc, but it's certainly better than it was. Still thinking I may want to rewrite the whole thing some day since the hyper handling was scabbed on after the fact.

@MikeG621 MikeG621 closed this as completed Aug 4, 2023
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