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[1.96?] Torpedo-related NRE
2017-01-10, 01:03 PM (This post was last modified: 2017-01-10 01:03 PM by Richard Dastardly.)
Post: #1
[1.96?] Torpedo-related NRE
Have no idea if this is repeatable, just noticed a horrid slowdown fighting a LH sub & checked the log to find endless spam of this ( did a search & found nothing, so I have no idea how old a bug it is )

Code:
NullReferenceException: Object reference not set to an instance of an object
  at MissilePropeller.Run () [0x00000] in <filename unknown>:0
  at CustomMissile.ServerFixedUpdate () [0x00000] in <filename unknown>:0
  at CustomMissile.FixedUpdate () [0x00000] in <filename unknown>:0

Kinda hard to know what the matter is from that tiny stack trace, but well, better than nothing.

Poke my boat! help me improve & learn from my mistakes. Update - Badger rebuild, Wolverine II, T-class, Camel II, P4, Mink - 20/5/17
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2017-01-10, 02:25 PM (This post was last modified: 2017-01-10 02:26 PM by ARCAGNELL0.)
Post: #2
RE: [1.96?] Torpedo-related NRE
I've also noticed it. I think it's not the torpedo's fault but the vehicle you're fighting against.

I've had this issue with the Hydrovolt or as I like to call it, the Sploitvolt 9000.

It jitters so hard in combat due to the rudder stacks that torpedoes with guidances (TPG) start lagging a lot due to continuous course changes.

I do not apply murder to the vehicle, the murder has the vehicle built around it! -ARCAGNELL0

"If there is no struggle, there is no progress" -Frederick Douglass

(2017-01-23 04:32 PM)Shade Wrote:  I think you can basically stack infinite shields in an arc
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2017-01-12, 04:49 PM
Post: #3
RE: [1.96?] Torpedo-related NRE
Yeah it's definitely initiated by the Hydrovolt - but it's still something that shouldn't happen.

Poke my boat! help me improve & learn from my mistakes. Update - Badger rebuild, Wolverine II, T-class, Camel II, P4, Mink - 20/5/17
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