daid / daid/EmptyEpsilon

[Bug] Combat maneuver boost/strafe has uncapped velocity if ImpulseEngine component is removed

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Dominant language
Lua
Stars
869
Forks
222
Avg merge
18h 33m
Merged PRs (30d)
1

Description

Steps to reproduce

  1. Launch EE with a player ship that has combat maneuvering
  2. In the Lua console on the server, getPlayerShip(-1).components.impulse_engine = nil
  3. Engage the combat maneuver controls

Expected behavior

Unclear. Probably lateral strafe is available at the same effectiveness as without an ImpulseEngine.

Observed behavior

Ship goes from 0 to the ~1400u/min velocity cap before the combat maneuver charge is fully drained, and stays there when combat maneuver is disengaged.

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Reproduce the issue with a player ship that has combat maneuvering, then remove getPlayerShip(-1).components.impulse_engine through the server Lua console and engage the combat maneuver controls. Trace the combat maneuver velocity handling and define behavior for a missing ImpulseEngine; done means the ship no longer reaches uncapped velocity and disengaging combat maneuver behaves consistently.

Written by the indexing model from the issue text.

Assessment

Tech stack
lua
Domain
game-dev
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Quiet
Clarity
Needs clarification
Newbie friendliness
45/100

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