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Old 05-10-2019, 02:00 PM   #21
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Originally Posted by Pikey View Post
That bridge would have been avoided IF the bridge had been down at the time the route was calculated. What you have is no route calc once they start. I'm not sure how ED might approach that. If you calculate a 100 mile route, there can be different available routes on Caucasus. I tested this a bit by pushing a route task mid way through the movement order and found that the route calc can suddenly revert to go a different way, meaning you can get cycles of never getting to the destination - especially around the Kobuleti and Kutaisi central region of Caucasus map (they pick one way round the hills or the other).

Im not a big fan of the CPU burst when calculating routes, it could cause frame stutter previously, so beware what you ask for, we've got limitations with ground movement.

tried this again, blew up bridge FIRST, then asked AI to route to other side, it had 2 choices
1. The blown up railway bridge (closest)
2. The standard road bridge (still intact but slightly further out)


They AI path finder picked the destroyed bridge and crossed it under water
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Old 05-10-2019, 03:58 PM   #22
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Sincerely for me, destroyed bridges are secondary, they don't cross one every 2 km. But villages and cities . . .
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Old 05-10-2019, 04:09 PM   #23
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Destroying bridges to disrupt logistics and movement of the enemy is a pretty significant strategy. With the vehicles crossing anyways, it makes that aspect useless and immersion breaking. Just another realistic aspect we just have to avoid like so many others until they get it fixed.
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Old 05-10-2019, 05:56 PM   #24
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Does blowing the highway bridge stop them?
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Old 05-10-2019, 06:36 PM   #25
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Does blowing the highway bridge stop them?

they didnt even try to use the highway (road bridge) they just went to the railway bridge and went swimming there
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Old 05-10-2019, 08:56 PM   #26
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The weird thing is that they don't actually drive over a destroyed bridge and happen to swim through that way. They perfectly recognise the bridge as impassable, drive around it and - well - just happen to survive travelling under water.
It isn't just bridges either, by the way. Today I've seen two infantrymen from separate groups near a pier get alerted by cannon fire, scatter and run straight into the ocean, where they felt safe to remain. Can't argue with success, I guess.
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Old 05-10-2019, 09:27 PM   #27
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Imagine how mad you'd be getting killed by a manpad flying over open water.
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Old 05-11-2019, 10:53 PM   #28
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Back on topic, I have found one slight issue:
The famous tunnel from Russia to South Ossetia has a bit of a building for the entrance. It's weird in that it's a bit of a 50/50 thing, but a convoy I tried to pass through there had some vehicles use the tunnel as they used to and some, well, evade the building and proceed driving over the mountain instead.

P.S.:
Never mind, I think it might have had to do with some of the vehicles moving too fast to catch up.

Last edited by Kang; 05-12-2019 at 03:52 PM.
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Old 05-13-2019, 02:37 AM   #29
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Imagine how mad you'd be getting killed by a manpad flying over open water.

Already tried this a while ago - used CTLD to spawn an SA-6 on an oil rig. Collision box actually forced it to spawn on the sea floor. I was able to order it to drive out into open water, set alarm state "Red" and waited for it to shoot down unsuspecting enemies. No joy - never saw any missiles come out of the water, despite multiple enemies overhead.
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Old 05-13-2019, 12:01 PM   #30
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Originally Posted by Dino Might View Post
Already tried this a while ago - used CTLD to spawn an SA-6 on an oil rig. Collision box actually forced it to spawn on the sea floor. I was able to order it to drive out into open water, set alarm state "Red" and waited for it to shoot down unsuspecting enemies. No joy - never saw any missiles come out of the water, despite multiple enemies overhead.

Completely understandable. No sonar.
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