Jump to content

Recommended Posts

Posted

Well, just try to have a car follow the road under a railway bridge...

This utterly breaks one of my favorite missions, where "follow road" is crucial for carefully timed patrol patterns. :cry:

 

When a vehicle reaches the opposite end of the crossing bridge it "warps" on top of it... end of patrol!

 

This is the result:

attachment.php?attachmentid=98048&stc=1&d=1399892133

 

Start the mission, enter observer slot select HMMVV on F10 Map, press F7 and enjoy the show.

 

AI_route.miz

Screen_140512_124901.thumb.jpg.711c2ec1a0526ee5bd80d1f02562003c.jpg

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

Bridges are a major problem in DCSW. Really funny stuff happens there regularly, regardless of whether the AI just wants to cross the bridge or is driving through underneath it.

Especially if something irregular happens, like combat for example. Tanks driving over a bridge, getting attacked and dodging is hilarious. And also sad.

Posted (edited)

I prepared 2 missions + tracks this morning to open a bug on rail-road bridges before I saw the numerous posts about issues with them... doh.gif

 

 

 

You can reproduce easily...

 

Screen_140512_120040.jpg

Screen_140512_115949.jpg

 

But no issue with over types of bridges (I mean road over rail is OK) as I did in Gori:

 

Screen_140512_120549.jpg

Only the last bridge got into trouble...

Edited by galevsky06
Posted (edited)

Would there be any way to remove the rail over road bridges from the map and if so would that be a temporary fix for the problem? I wonder what would happen if you bombed the bridge prior to the arrival of the oncoming vehicle? Galevsky why don't you try that on your test mission to see what happens and post your results.

Edited by Blooze
Posted

Thanks SiTH, this one has been driving me crazy and I ended up giving up on my Su-25T campaign after months of work because this bug is so silly, bad.

PC:

 

6600K @ 4.5 GHz, 12GB RAM, GTX 970, 32" 2K monitor.

 

Posted (edited)

The rail bridges are the worst, but vehicles will fall through other bridges and do funny things like drive on water as well. And with the mission with the bus that is invincible until it reaches its destination we tried destroying the bridge to get it moving again. No such luck. It continued to sit there. Once this happens the mission is doomed.

 

attachment.php?attachmentid=98122&stc=1&d=1399987467

1636059353_dcs2014-04-1800-18-55-50.thumb.jpg.36b5a089c2ee50a200aac428c548c09c.jpg

Edited by xaoslaad
Posted

Thanks SithSpawn. Much appreciated!

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

  • ED Team
Posted
I hope that while they're fixing this one they stumble into some fixes for a few other path finding issues.

 

I really believe a number of them are just a limitation of the map and the fact that we are pushing it beyond its design limits now... :unsure:

64Sig.png
Forum RulesMy YouTube • My Discord - NineLine#0440• **How to Report a Bug**

1146563203_makefg(6).png.82dab0a01be3a361522f3fff75916ba4.png  80141746_makefg(1).png.6fa028f2fe35222644e87c786da1fabb.png  28661714_makefg(2).png.b3816386a8f83b0cceab6cb43ae2477e.png  389390805_makefg(3).png.bca83a238dd2aaf235ea3ce2873b55bc.png  216757889_makefg(4).png.35cb826069cdae5c1a164a94deaff377.png  1359338181_makefg(5).png.e6135dea01fa097e5d841ee5fb3c2dc5.png

Posted

I tested what happens when driving the vehicle in CA. Manually driven it follows the road no impact. Even if I drive the Vehicle "over" the edge of the bridge after it got stuck, it falls down erects and drives on... so it definitely is something in the route finding AI. :(

Edit: tested with today's openbeta, so it is not fixed yet.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

Convoys Brutal (beating dead horse)

 

33jsgnp.jpg

 

I know its been mentioned a million times but its plagued DCS for so long now that I just want reinforce how badly this needs addressing -- we can't make missions and keep the community alive and healthy with more and more complex missions via scripting if something as simple as going across a bridge is so utterly broken - I would trade EDGE for convoys working properly! :doh:

Posted

this is a very important issue, its not just DCS that has a hard time with bridges I dunno if i have ever seen AI path find across bridges properly in any game, should just remove the damn things. and make it consider it a road...

Posted

I am sure this issue has been addressed many times in many threads related to this same problem. I have been assured that the problem with ground units and bridges has had special attention paid to it with EDGE.

 

Also new ground models that are in the works is also a reason that road\bridge issues are being resolved.

 

As frustrating at it may be, rest assured that the problem will be resolved in the "near" future.

Posted

I'm also jumping on the bandwagon and begging to get new formations with more separation between vehicles. Something like "on road" and "on road - sparse" with at least three times the separation that they currently have. Off-road formation should also have at least 50 meters of separation, sometimes more than that.

 

Heck, it might even solve some collision problems :smilewink:

Posted

+1 Make them non collidable objects for vehicles and let them drive through bridges... problem solved!

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted (edited)

yea well I'm gonna be a cynic and say that EDGE and pathfinding will continue to be a problem for years to come -- tried some scripting in Arma 3 awhile back and that engine has same degree of crap with bridges... felt like playing some yakitty sacks watching AI try to path... if it was easy it would have been fixed long ago.. but thats why I am brining it up so much and how many bridges are there in NEVADA? isn't it like all desert... lots of streams to cross i suppose.

 

I say this with love in my heart, to have AI pathfinding work great with or without EDGE would be very nice.

Edited by =LFC=Chameleon_Silk
Posted
I am sure this issue has been addressed many times in many threads related to this same problem. I have been assured that the problem with ground units and bridges has had special attention paid to it with EDGE.

 

Also new ground models that are in the works is also a reason that road\bridge issues are being resolved.

 

As frustrating at it may be, rest assured that the problem will be resolved in the "near" future.

 

Who has assured you? Where did you get your info from?

Posted
Who has assured you? Where did you get your info from?

 

Perhaps he is talking about these posts. If that is the case, I think he is reading too much into them. (Eno's post included for context).

 

AI on road ends up on top of railway bridges!!!

 

Hey guys, this has been reported, I have asked to escalate it as it pretty much is a block right now.

 

I hope that while they're fixing this one they stumble into some fixes for a few other path finding issues.

 

I really believe a number of them are just a limitation of the map and the fact that we are pushing it beyond its design limits now... :unsure:

ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:

Posted

The back half goes over the bridge... front half goes around it. Turns the convoy inside out. Yahoo.

 

Screen_140515_174515.jpg

 

 

Screen_140515_174517.jpg

 

 

 

 

Half the convoy gets stuck on the first bridge in the distance... next half has to go around an obstacle and warps down to the bottom of a cliff... ends up path finding itself under a bridge where it promptly warps onto the bridge and gets stuck

 

Screen_140515_174829.jpg

 

Military spacing. By now, the lead vehicle is in the middle and the whole convoy is f'd. Suffice to say this was the result of the issue on photo 1.

 

Screen_140515_174635.jpg

 

This is actually not related to any incident at all- the vehicles are in the correct order- this is more prevalent on the narrow roads. How that matters- only the devs know. IthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcan

 

Screen_140515_173952.jpg

 

 

Just adding emphasis... this is really, really, really killing it.

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...