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More on the North-South Minefield Bug Thu, 03 March 2005 19:11 Go to next message
Crawford is currently offline Crawford

 
Civilian

Messages: 3
Registered: September 2004
It is known that ships traveling a due north-south course did not trip standard minefields.

The JRC4 patch partially fixed the problem. Ships starting INSIDE the field will detonate mines, even traveling due n-s. However, if the ship starts OUTSIDE the minefield and travels due north-south, it escapes the mines.

But what if the ship isn't going *exactly* north-south, but awfully close to it? After observing a few ships doing just that but not hitting any mines, I did some testbedding.

What I found was that if the ship starts outside the minefield and its final destination is just *slightly* west of due north, it also escapes mine hits. "Slightly" here means one gridpoint, i.e. (1300,1300) to (1299,1400) at warp 10 with perfect safety. It does *not* appear to work if the offset is slightly east.

Has anyone else made the same observation? Or can anyone duplicate these findings in a testbed?

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Re: More on the North-South Minefield Bug Fri, 04 March 2005 04:59 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
Could be due to the fact that the movement of the single l.y. West is done before you enter the minefield.
Whereas if you are going East the lateral movement is after you enter the field.
No, I haven't checked it, yet.
In your "example" where and how big was the minefield ?


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Re: More on the North-South Minefield Bug Fri, 04 March 2005 13:18 Go to previous messageGo to next message
Crawford is currently offline Crawford

 
Civilian

Messages: 3
Registered: September 2004
That's possible. Fleets did start just a few ly outside the minefield (whose size was restrained by minesweepers of a third race).

But even if that's so, it's still exploitable in the sense that ship path doesn't show as "true" north-south and still the ship is immune. (In this case, we'd need to alter slightly the definition of what constitutes an exploit of this bug.)

Minefield was 107 ly in radius, centered at (1313,1190). Ships traveled from several different starting points around (1300, 1080) - i.e., sometimes (1299,--) or (1305,--) or some such. They were going thru the thick part of the field though not dead center.

Hmm... I'm sending them through on the west side of the field and they're safe if the trajectory is slightly west of due n-s. If they're on the east side of the field are they safe east of due n-s? I need to do some more checking ...

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Re: More on the North-South Minefield Bug Fri, 04 March 2005 14:23 Go to previous messageGo to next message
MarioHebert is currently offline MarioHebert

 
Crewman 3rd Class

Messages: 8
Registered: March 2004
Location: Armpit of the Universe/Re...
I decided to take a glimpse into this dillema and noticed that I can do up to two gridpoints to the left of a true Northern route without detonating a mine (minefield was about 95ly in diameter) Going right by one is not immune to hitting a mine. This is just going north and then left (by one or two gridpoints, more and I hit a mine). Did this with 10 ships per turn going at warp 10 (and nine) with a non-ram scoop engine (Trans Star 10). This is starting outside the minefield, not in it. Didn't lose a ship (they were unarmed).




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Re: More on the North-South Minefield Bug Fri, 04 March 2005 15:52 Go to previous messageGo to next message
Crawford is currently offline Crawford

 
Civilian

Messages: 3
Registered: September 2004
OK, I've done a bit more testbedding.

In all of the following I'm using stacks of 100 DD's with Trans-Star 10 engines and a single red laser. Ships travel 100 ly at Warp 10. (Stacks are split into 100 separate fleets of 1 ship each, of course.) Minefield is centered at (1313,1190) with radius 107 ly (214 ly diameter).

1) STARTING AT (1300,1080):
This is just outside the minefield, west of due south of center.

1a) To (1299,1180) - one gridpoint west of due northbound
No mine hits out of 100 ships.
1b) To (1298,1180) - two gridpoints west of due northbound
did this twice, with 36 and 41 hits on 100 ships each.
1c) To (1301,1180) - one gridpoint east of due northbound
82 mine hits out of 100 ships.

2) STARTING AT (1313,1080):
This is just outside the minefield, due south of center.

2a) To (1312,1180) - one gridpoint west of due northbound
No mine hits out of 100 ships.
2b) To (1311,1180) - two gridpoints west of due northbound
41 mine hits out of 100 ships.
2c) To (1314,1180) - one gridpoint east of due northbound
80 mine hits out of 100 ships.

3) STARTING AT (1326,1080):
This is just outside the minefield, east of due south of center.

3a) To (1325,1180) - one gridpoint west of due northbound
No mine hits out of 100 ships.
3b) To (1324,1180) - two gridpoints west of due northbound
34 mine hits out of 100 ships.
3c) To (1327,1180) - one gridpoint east of due northbound
75 mine hits out of 100 ships.

ALSO: I *did* check to see whether perhaps the east-west motion happened while the fleet was still outside the minefield. Did so by sending a 101st DD along the same trajectory but at Warp 1 rather than Warp 10, and checking its location every year. Not in every case, and certainly didn't check for 100 years. But in each case the ship was still due north of the starting point even several years into the minefield.

In sum: It appears that (for fleets starting outside the minefield) trajectories slightly to the west of true north can greatly reduce if not eliminate the chance of being struck by a mine.

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Re: More on the North-South Minefield Bug Fri, 04 March 2005 20:10 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
So this more than doubles the odds of escaping a minehit. You can now go one or two points West as well as straight N or S.
A lot harder for players to avoid this deliberately (or easier to use it deliberately).

Very odd behaviour isn't it ?
Has anyone ever come up for an explanation as to how this bug exists ? What sort of code algorithm causes it ?

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Re: More on the North-South Minefield Bug Mon, 07 March 2005 05:44 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Hi,

mazda wrote on Sat, 05 March 2005 02:10

Has anyone ever come up for an explanation as to how this bug exists ? What sort of code algorithm causes it ?


I'd dare to suggest it has something to do with trajectory calculations involving angles. It would not be the first time integer math (such as most of Stars! engine uses) gives odd results like this.

Sadly, this explanation would imply poor testing by the coders, or at the very least relying too much on not-quite-trustworthy libraries Sad

Testing for angle round-off errors would need a slightly modified setup: the ships would need to travel the smallest possible distance at the lowest of the risky warps so as to make the angle between warp*warp North/South and 1ly East/West be the biggest possible.

C U @ the Board!


[Updated on: Mon, 07 March 2005 11:32]




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Re: More on the North-South Minefield Bug Thu, 17 March 2005 17:10 Go to previous message
Marduk is currently offline Marduk

 
Ensign

Messages: 345
Registered: January 2003
Location: Dayton, OH
From the looks of it, westward movement is done after northward movement but evenly spaced throughout the path. So travel just one point to the west means all the northerly movement occurs, then the fleet moves a single ly to the west - producing a probably non-zero but extremely low chance of a mine hit.

When you move two to the west, you go half the distance to the north, then one to the west, and then the remainder of your northerly travel doesn't register as due north-south. Hence the chance of a minefield hit is roughly half normal... half of your travel is immune and half is not.

I would suspect that (with repeated testing - sample size is important for this sort of thing) moving three to the west gives you a two-thirds normal chance of a mine hit, four to the west gives a three-quarter normal chance of a mine hit, and so on.

My guess is that the code calculates the chance of a hit at each light year you travel east-west, based on the total distance you traveled to get there. So if you are traveling due east through a minefield you get many checks at a very small chance, while movement closer to north-south produces fewer checks at a higher chance each. Aside from the due north-south travel bug, this produces a very similar overall chance of a mine hit for the same speed over the same distance. If this guess is true, I presume the code randomly assigns a location along the hit-test path for the mine hit to occur. That gives you an even-looking distribution of salvage when you chaff-sweep.

I frequently saw this sort of method used for LOS calculations in the early 90s, as I recall it was commonly used in freely available code libraries of the time. The north-south minefield bug may be a consequence of adapting such code from a central origin coordinate system to an 'off-screen' origin. Code intended to deal with the special case of moving across the positive-negative boundary could easily produce weird results when you make 1000,1000 equivalent to what used to be negative coordinates.

Try a similar test going south into a minefield - you may find that eastward motion safer and westward motion provides no benefit.


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