EasyEB Posted November 12, 2020 Share Posted November 12, 2020 Whenever AI ground vehicles run into the plantations (or whatever they are) they start pathfinding in a maze like pattern, the same weird pattern they use when in a city, but much tighter since they pathfind past every single plant, or at least that's what it looks like. They can stay in a patch of plants/trees for multiple minutes before they find their way out, and if it's a big enough plantation they might never find their way out. The vehicles in the video is set on a straight path to a single waypoint, but they run into this behavior whenever they are in the types of plantations that are in the video. All three vehicles are in the same group and were driving in formation until... well... this. Link to post Share on other sites
EasyEB Posted November 18, 2020 Author Share Posted November 18, 2020 Here's another video displaying the same problem. It would be comical if it weren't so sad. It really breaks missions depending on ground units as they can get stuck in this state forever. 1 Link to post Share on other sites
Flappie Posted November 18, 2020 Share Posted November 18, 2020 Hi. This bug looks rather important. I've never seen this before. Can you please attach a track so I can try to reproduce it? Accurate DCS 2.5 Caucasus map - v1.0 Link to post Share on other sites
EasyEB Posted November 18, 2020 Author Share Posted November 18, 2020 Sure, here Syria_Pathfinding.trk Link to post Share on other sites
Flappie Posted November 18, 2020 Share Posted November 18, 2020 (edited) This is 100% reproducible, even in today's open beta. It seems to be caused by the density of the bushes. A forest up north is no issue for the same vehicles: they go through it almost in a straight line. Probably because trees have more space around them. Maybe vehicles should consider these "wall of bushes" uncrossable? Or, on the contrary, crossable like tall grass is? Edited November 18, 2020 by Flappie Accurate DCS 2.5 Caucasus map - v1.0 Link to post Share on other sites
EasyEB Posted November 19, 2020 Author Share Posted November 19, 2020 Crossable I think would be easiest, in case one of them spawns in one of those god forsaken fields. But if there was some way of them preferring to go around, that would be awesome. 1 Link to post Share on other sites
shagrat Posted December 1, 2020 Share Posted December 1, 2020 Agree, these Orchards/Plantation shouldn't block tanks or vehicles. It breaks most missions relying on ground forces advancing or moving into zones. The best way would be of course to have perfect pathfinding, but until we get there just making the orchards "passable" would solve this issue. Shagrat - Flying Sims since 1984 -:pilotfly: Win 10 | i5 10600K@4.1GHz | 32GB | GeForce RTX 2080S - Acer XB280HK 28" 4k | TrackIR5 | Simshaker & Jetseat | VIRPIL CM 50 Stick & Throttle | MFG Crosswind Rudder Pedals | TM Cougar MFDs | a hand made UFC | AHCP | 2x Elgato StreamDeck (Buttons galore) Link to post Share on other sites
EasyEB Posted January 6 Author Share Posted January 6 I’d say it breaks all missions in syria with units moving on the ground, unless the mission maker takes specific precautions to avoid them. i’m making a mission with randomly spawned enemies that relies heavily on ground units maneuvering in specific directions, but that is most of the time unplayable and the vehicles must move by road to not get stuck forever. Link to post Share on other sites
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