[#1059][6.0 RC 2-3] Autopilot breaks after crossing a gate - Improved in RC3 but not all cases.

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FatalKeks
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[#1059][6.0 RC 2-3] Autopilot breaks after crossing a gate - Improved in RC3 but not all cases.

Post by FatalKeks » Wed, 5. Apr 23, 23:35

When traveling with autopilot enabled, it breaks after crossing a gate.

Same as this:
USNxMonstrosity wrote:
Wed, 5. Apr 23, 21:38
On top of this, when using autopilot through the jumpgate it just slows to a stop after going through the gate, still in the travel mode and on autopilot - just not moving. This happens regardless of jumpgate, but does not happen with super highways.
I tested this with S and M Ships. Problem occured in RC 2.

FatalKeks
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Re: [6.0 RC 2] Autopilot breaks after crossing a gate

Post by FatalKeks » Thu, 6. Apr 23, 00:00

Savegame:

https://easyupload.io/uzkw4o

Watch the ship I'm in crossing the gate and doing nonsense on the other side.


Efendi_
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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate

Post by Efendi_ » Thu, 6. Apr 23, 06:12

AI controlled ships also randomly stop traveling to their target destinations. I have to say it is rather rare as i have 30+ traders and 10+ miners and i have experienced it three times so far since the deployment of yesterday's patch. These two may be related.

On the other hand, small and medium ships after using the gate hits the brakes. Disabling and re-enamling autopilot solves the issue.

Equolizer
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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate

Post by Equolizer » Thu, 6. Apr 23, 16:20

I have this problem too, although sometimes (but not always) it seems to work on superhighway jumps.

Equolizer
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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate

Post by Equolizer » Thu, 6. Apr 23, 16:29

I just updated KudaAITweaks to the newest version 6.0.0007 and now it works again, so if you guys were using that mod as well try updating and see if it helps.

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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate

Post by Equolizer » Thu, 6. Apr 23, 16:39

Oh nevermind the new update to RC3 fixed it lol. By the way how do you edit a post? I can't find it.

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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate

Post by CBJ » Thu, 6. Apr 23, 16:42

I suggest you read the forum rules. They are in a thread that says "PLEASE READ THIS BEFORE YOU POST" right at the top of the forum.
The forum rules wrote:
Thu, 6. Dec 18, 17:48
Note: In order to prevent problems with the timeline of discussions being lost, the ability to edit or delete your own posts has been disabled in this forum.
The forum rules also wrote:
Thu, 6. Dec 18, 17:48
Reports involving modified games will be ignored
If your game is modified, make sure you state this in every post you make, and prepare for the fact that your report may well be ignored. Please do not waste developer time chasing issues caused by other people's work.

HBK
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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate - Fixed in RC3.

Post by HBK » Thu, 6. Apr 23, 20:23

Just had it happen again. It’s not systematic anymore but it can still happen, if rarely.

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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate - Fixed in RC3.

Post by HBK » Thu, 6. Apr 23, 20:32

Saving when the autopilot is stuck then reloading unlocks it, so I doubt providing a save could help.

FatalKeks
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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate - Fixed in RC3.

Post by FatalKeks » Thu, 6. Apr 23, 20:52

Same here. It still occasionally happens in RC3, but way harder to reproduce.

Alan Phipps
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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate - Fixed in RC3.

Post by Alan Phipps » Thu, 6. Apr 23, 21:02

For the devs to have any chance of tracking down the remaining issue situations without any chance of a useful save for its replication once it happens, they would need very detailed descriptions of the steps and actions you were taking when the issue did still happen. Please also give the usual basic info such as game mod state etc. A save made before it reliably happens when using certain steps after loading it would be ideal.

Unsupported 'Me too' or 'Still happens' posts really don't help the devs much with the investigation.
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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate - Improved in RC3.

Post by HBK » Thu, 6. Apr 23, 21:36

The ship was stuck when I saved. After loading it works. I have no idea how to trigger it. Playing around with Antigone/Segaris guild missions was how it happened to me when crossing gates, but that’s probably not the actual trigger.

If I didn’t mixup my saves:
https://www.dropbox.com/s/20jqm97smonrd ... ml.gz?dl=0

You’ll see the Jian has some upgrades installed (travel drive etc). Maybe it’s related?

USNxMonstrosity
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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate - Improved in RC3.

Post by USNxMonstrosity » Fri, 7. Apr 23, 00:28

I attached a save, fresh Terran Cadet start, went straight to asteroid belt, Chose to auopilot a random spot back into Mars, activated autopilot and issue still occurs. Slighlty slower than before..as in it does the same but takes much more time to get to 0m/s.

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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate - Fixed in RC3.

Post by USNxMonstrosity » Fri, 7. Apr 23, 00:31

Alan Phipps wrote:
Thu, 6. Apr 23, 21:02
For the devs to have any chance of tracking down the remaining issue situations without any chance of a useful save for its replication once it happens, they would need very detailed descriptions of the steps and actions you were taking when the issue did still happen. Please also give the usual basic info such as game mod state etc. A save made before it reliably happens when using certain steps after loading it would be ideal.

Unsupported 'Me too' or 'Still happens' posts really don't help the devs much with the investigation.
It appears my above post didnt actually attach the file? Anywho here is dropbox for it. https://www.dropbox.com/s/gx4pi7dmskarg ... ml.gz?dl=0

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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate - Improved in RC3.

Post by USNxMonstrosity » Fri, 7. Apr 23, 00:35

If I autopilot from Mars to Asteroid belt in the same save as above, it works. Strange. Also sorry for triple post, tested after.

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Xkuka
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Re: [#1059][6.0 RC 2] Autopilot breaks after crossing a gate - Improved in RC3.

Post by Xkuka » Fri, 7. Apr 23, 12:49

Possible this affects some NPC piloted ships in RC3? Bought an Atlas E (supply ship) and it got stuck after each gate, have to add another waypoint (and delete it again) to its path otherwise it will stay forever at the gate it passed...
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[RC 3] Fixed autopilot breaking after going through gate - fix does not work

Post by alessandrofavero » Sat, 8. Apr 23, 23:53

Gioco Vanilla

6.0 RC3

the problem still arises.

Screenshot

Save

Video

Probably the problem is that the car driver does not know where to go not having discovered the necessary gate yet;

The autopilot remains activated while I believe that the correct behavior is that you disable...
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GameBurrow
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Re: [RC 3] Fixed autopilot breaking after going through gate - fix does not work

Post by GameBurrow » Tue, 11. Apr 23, 21:17

alessandrofavero wrote:
Sat, 8. Apr 23, 23:53
Probably the problem is that the car driver does not know where to go not having discovered the necessary gate yet;

The autopilot remains activated while I believe that the correct behavior is that you disable...
Nah, for me the autopilot likes to do the same even when it knows where to go. It just likes to stop or go very slow.

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Re: [#1059][6.0 RC 2-3] Autopilot breaks after crossing a gate - Improved in RC3 but not all cases.

Post by HBK » Wed, 12. Apr 23, 23:35

So far it seems RC4/final 6.00 fixed it.

Good job devs.

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