mismatch between rotamer.GetCount and Tweak Ligand

Started by LociOiling

LociOiling Lv 1

I'm reporting this as a bug, since it seems like Foldit tools are inconsistent.

In some cases, the number of positions reported by rotamer.GetCount seems far too low, especially compared to what Tweak Ligand seems to allow.

For example, as surfaced by @alcor29, the initial ligand (weight 497.485) on puzzle 2455 reports only 9 rotamers via rotamer.GetCount.

For the same initial ligand, the Tweak Ligand tool shows something like 15 arrows, although it's a little hard to count. It seems like the number of rotamers should be much higher with this many rotatable bonds.

For ligand L2001 (weight 498.554), the count is 41 rotamers, which seems more reasonable. Even for L2001, there are 8 Tweak Ligand arrows, so it seems like not every position is considered a rotamer.

Is this just a configuration issue? Does the starting ligand have a sketchy config, where the real ligands are more complete? Or does Tweak Ligand allow positions that aren't realistic?

Using the right and left arrows on the starting ligand, only the three single-bonded oxygens at the ends of the ligand seem to move.

In contrast, for L2001, the arrows give much more rotation.

As a separate issue, it seems the Ligand Queue won't restore the starting ligand after it's been changed. Perhaps that's another way of indicating it's not a keeuper.