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Old 05-14-2019, 09:14 PM   #31
Anklebiter
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Step in the right direction at least.


All this is going to have to be worked out for a dynamic campaign to be functional.
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Old 05-15-2019, 04:13 PM   #32
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I see they updated the stable version of DCS today. Look forward to vehicles crawling under bridges like spiders. They need to fix this ASAP.
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Old 05-16-2019, 02:45 PM   #33
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Quote:
Originally Posted by gunterlund21 View Post
I see they updated the stable version of DCS today. Look forward to vehicles crawling under bridges like spiders. They need to fix this ASAP.
No changelog ?
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Old 05-16-2019, 05:17 PM   #34
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Have you guys looked at CA in VR lately?

I'm able to get in and drive some vehicles.
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Old 10-21-2019, 03:11 AM   #35
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Originally Posted by dimitriov View Post
Sincerely for me, destroyed bridges are secondary, they don't cross one every 2 km. But villages and cities . . .
Completely agree. As soon as your vehicles come near a house or two they somehow drive halfway through it and get stuck. It's like the building isn't modelled as a complete solid structure while other obstacles like fences the vehicles will not drive through these but follow them all way way....

I really wish CA would get some improvements with path finding around obstacles.
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Old 10-22-2019, 11:15 PM   #36
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I wish they'd be able to stop vehicles crossing destroyed bridges, and once the vehicles have been stopped for some set time, then and only then do a new route calc. This would prevent the possible do-loop.
Effectively, ground AI could do this:
1. Calc route
2. Proceed on route until hit unavoidable obstacle. Stop.
3. After stopped for x minutes, calc new route. If no new route possible, stop movement AI.
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Old 10-23-2019, 12:29 PM   #37
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Quote:
Originally Posted by Mr_sukebe View Post
Will they drive through the river if you’ve blown up the bridge?
That was fixed already >=5 years ago.

has any1 tested if all vehicles can swim? Hummers shouldnt be able to cross rivers.
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