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Posted

What happened to the path finding on the ground forces ?? Is my imagination or do they simply fail to follow waypoints "offroad" now ?? They barely touch the simple paths I have made in my latest mission ?

 

Not seen a logged bug for it, so just asking.

 

My particular problems are moving vehicles around Incirlik Airbase in Turkey......I have no explored if the problem is just in this map yet either.

Posted
Thanks

 

Good news, it is improved when I test it internally, and changes coming in future patches will help.

 

 

I will strip back my mission and just leave the AI issue in place, post it up later. I have been using DCS for many many years now and not observed the problem as bad as this before tbh, unless you went out of your way to make it difficult of course. Road waypoints working with seemingly no issues in my testing on Syria at least.

Posted

New mission with the bare basics and I can't even get the AI to move at all......maybe another different bug, maybe it is associated with the airfield or something IDK.

 

Whilst I figure out stripping my mission back to upload check this out tho.......

 

I tried a simple waypoint path, minimum waypoints, and then when that failed a more detailed path, seemed to fail even more tbh.

 

Short vid here, and screenshot of the waypoints.

Waypoint.thumb.png.e5a4b63496fab379c955c21e0cb4f751.png

 

Posted

yeah, the vehicle AI is... special.

recorded last week

 

i can confirm its even more broken in syria because of all the extra objects everywhere. the vehicles try to avoid them, which they are utterly incapable of, and they get stuck in circles forever while driving through the objects or get stuck in 1km/h movement.

 

my favourite is when two vehicles in formation get too close together and while trying to avoid each other, they rotate towards and outwards each other (several times per second) while driving in straight line into a random direction. the rest of the formation meanwhile waits. once ive seen two locked vehicles like that drive off 60km away before they resolved it and then drive 60km back to the formation.

 

i will add some tracks tomorrow.

CPU: AMD Ryzen 5 1600X

GPU: AMD RX 580

Posted

I wouldn't say I expect it will fix the aforementioned issues as well, but I sure hope it will! :smilewink:

 

Now, Syria being a brand new map, it probably contains a LOT of pathfiding bugs. I wouldn't be surprised if your issue simply was an invisible wall in Syria map.

Let's wait for tomorrow's update.

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Posted
I wouldn't say I expect it will fix the aforementioned issues as well, but I sure hope it will! :smilewink:

 

Now, Syria being a brand new map, it probably contains a LOT of pathfiding bugs. I wouldn't be surprised if your issue simply was an invisible wall in Syria map.

Let's wait for tomorrow's update.

 

I work with AI , specifically in Racing Games, my observation of what is happening in my vid at least is the sweep ahead doesn't like the vehicle to go between objects, you can observe the same behaviour for example trying to send a tank down a road, but placing one of the "road outpost" buildings along the path, the moment he comes to that and has to drive between the barriers he goes crazy and is trying to go around the building or through it rather than following the designated path through the obstacle, there also seems to be some latency picking back up the waypoint path suggesting it needs to look a little further ahead maybe, but but also not forget the foreground lol.......hard to explain in text lol

Posted

Ok I was able to create a similar mission here on the same airbase, interestingly this time the AI are happy to drive through the gate, which suggests at least there is no hidden walls Flappie......purely the way the AI are seemingly scanning ahead and picking up the waypoints on occasion, as it all falls apart at the end of the route again, mission attached.

 

On of the vehicles complete refuses to move at all tho, a behaviour atm I cannot as yet find a pattern to.......

AI Testing.miz

Posted

Discoveries tonight.....having spent some time with this trying to break down where things go wrong......

 

Observations, in corners where the look ahead code gets confused and the vehicle starts to wander around randomly, it seems related to speed, the default movement is 11knots iirc.......I thought it would be worth trying to reduce the speed to see if the path following became more accurate, and indeed it did, I reduced the speed to 5knots in the areas the AI struggled the most and it seemed to mostly cure all of the problems.

 

Without seeing the code I can only presume the look ahead code is scaled against the speed as a factor, or possibly the code is deciding if it can make the next waypoint based on its current speed, grip, slip, and maybe other factors, subjectively I would think it is reasonable to expect the vehicle in my scenario to make the corners at the speed set, however knowing this limitation will make me craft the waypoints with this in mind now.

 

Again, without seeing how the AI is setup to deal with the above I can hardly make any observations deeper than this, but maybe a few tweaks would be in order here, or maybe the next patch will fix it as indicated.

 

As for understanding why a unit placed on that airfield has refused to move , no idea......no closer to working out a pattern to that behaviour yet, but once the vehicle is dormant even moving it to a location where other vehicles WILL work as expected yields no joy, once it is is "broken" by placing it in an area initially the editor doesn't like, it stays broken, placing a vehicle in the areas of parking space 55/56 seem particularly problematic, but not consistently problematic strangely, the HEMTT Fuel truck doesn't seem to like it at all over there, yet the ZSU23 Shilka seems to be quite happy starting a route from that location.

 

Haven't tested much beyond the above as my focus was on the AI paths so far.

Posted
Observations, in corners where the look ahead code gets confused and the vehicle starts to wander around randomly, it seems related to speed, the default movement is 11knots iirc.......I thought it would be worth trying to reduce the speed to see if the path following became more accurate, and indeed it did, I reduced the speed to 5knots in the areas the AI struggled the most and it seemed to mostly cure all of the problems.

Nice finding.

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Posted
We have added some improvements, we also have more to come.

thanks

 

I will retest this exact mission with the original parameters tonight actually, fingers crossed, having read the patch notes feeling hopeful it ticks this box tho. Will report back either way so we can hopefully wrap this one up.

Posted
We have added some improvements, we also have more to come.

thanks

 

Sadly the bug remains in latest. The work around I found still works thankfully.

 

I would suggest for a quick and cheap fix for the moment; hard coding a speed limit based on either the angle of the steering wheels of the vehicle, or the angle between waypoints, this will hard code my workaround until the route cause can be fixed. 5knots seems to be the happy space for fixing all of the problems observed above.

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