Forums » Bugs
Ship's health reported inconsistently
The ship's health is reported very inconsistently, which is particularly problematic when dealing with capital ships.
It is not uncommon to see the same ship reported as having:
1) 100% on the ship's HUD
2) 99.7% in the Nearby Ships overview screen
3) 93.7% from another player's perspective
These are the exact numbers I observed and recorded recently in Verasi O-7.
Additionally, it often occurs that when I am repairing a capital ship, I continue until it reaches 100%. However, once I dock (with the capship) and check the Nearby Ships screen, it shows something like 93.7%. I can't recall the exact figure, but it is frequently below 100% and often appears as a common value (I mean usually the same one).
Then, I have to repeat the process, which might involve flying to a different ship, reconfiguring a ship, etc. Repairing the ship to 100% again or firing some extra repair projectiles always fixes the problem, but it is an annoyance.
It is not uncommon to see the same ship reported as having:
1) 100% on the ship's HUD
2) 99.7% in the Nearby Ships overview screen
3) 93.7% from another player's perspective
These are the exact numbers I observed and recorded recently in Verasi O-7.
Additionally, it often occurs that when I am repairing a capital ship, I continue until it reaches 100%. However, once I dock (with the capship) and check the Nearby Ships screen, it shows something like 93.7%. I can't recall the exact figure, but it is frequently below 100% and often appears as a common value (I mean usually the same one).
Then, I have to repeat the process, which might involve flying to a different ship, reconfiguring a ship, etc. Repairing the ship to 100% again or firing some extra repair projectiles always fixes the problem, but it is an annoyance.
I think this is related to the systems being used to display ship health. After all, in lua, you can view the specific integer of health for YOUR ship, but only get a rough %% from the function to view other people's health. This is probably some kind of network efficiency saving measure? At least, that covers the difference between 2 and 3...
There is a quantization of displayed ship-health, that is built into the network protocol (for efficiency reasons). It used to be even more quantized, but when capships were introduced we increased the precision so the "jumps" in damage were not quite as apparent.
Still, I'm not sure why three different displays have three different values for the same ship at the same time. That's a bit strange. We'll take a look.
Still, I'm not sure why three different displays have three different values for the same ship at the same time. That's a bit strange. We'll take a look.
Thank you. It would be helpful to see the actual (server?) value when repairing. Repairing to 100% only to find later it's, e.g. 97% is suboptimal.
This will be fixed in tonight's update. The health will be universally quantized to the nearest whole percentage point, on all interfaces and displays.
Pelatus
GMT is: Sat Nov 2 05:48:38 2024
I see 99% in the Nearby Ships tab as well as on my HUD.
Another player can see 93% in his Nearby Ships tab and also on his HUD.
I don't think it's a rounding issue because the differences are too significant.
GMT is: Sat Nov 2 05:48:38 2024
I see 99% in the Nearby Ships tab as well as on my HUD.
Another player can see 93% in his Nearby Ships tab and also on his HUD.
I don't think it's a rounding issue because the differences are too significant.
What you are describing sounds like it is probably functioning as-expected?
If your ship is under 100%, you will see that rounded to the nearest whole percentage, for your own local vessel, viewed from your own client.
A remote user (someone else's client) will see that rounded to the nearest whole percentage of the quantization of the health system, based on what is transmitted over the network. At a guess, there might be 16 transmitted health stages, effectively intervals of 6.25% (although I'm not sure, I'm not looking it up in the code right now).
The values are corresponding across all HUD and interface types, for each given client. That's the bug that was fixed earlier in this thread, so that seems to be functioning correctly, per your report.
If your ship is under 100%, you will see that rounded to the nearest whole percentage, for your own local vessel, viewed from your own client.
A remote user (someone else's client) will see that rounded to the nearest whole percentage of the quantization of the health system, based on what is transmitted over the network. At a guess, there might be 16 transmitted health stages, effectively intervals of 6.25% (although I'm not sure, I'm not looking it up in the code right now).
The values are corresponding across all HUD and interface types, for each given client. That's the bug that was fixed earlier in this thread, so that seems to be functioning correctly, per your report.
If it functions as described, then the outcome is likely as expected.
Odia O-7
GMT is: Mon Nov 11 07:26:43 2024
Repairing my Trident from about 80%. Shields down.
- I repaired my Trident to 100% as seen from my small-class ship.
- I docked and checked the Nearby Ship tab, which reported 99%.
- I undocked to complete the repair, and from space, I observed it was at 93%.
Whether intended or not, this is far from ideal.
I have heard about the same kind of issues from other players.
GMT is: Mon Nov 11 07:26:43 2024
Repairing my Trident from about 80%. Shields down.
- I repaired my Trident to 100% as seen from my small-class ship.
- I docked and checked the Nearby Ship tab, which reported 99%.
- I undocked to complete the repair, and from space, I observed it was at 93%.
Whether intended or not, this is far from ideal.
I have heard about the same kind of issues from other players.
Humm, okay, thanks for the specifics. There must be some case we missed. We'll check it out.