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Posted

If you set up an ai ground unit with the "go to waypoint" advanced waypoint setting the ai unit is not moving like expected. 

I was hoping that you can set up units to patrol a street with this instead of using dozens of waypoints but the ai unit ignores the setting "road" and is using the shortes path back.

 

ground_unit_go_to_waypoint.jpg

ai_ground_unit_go_to_waypoint.trk

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Modules: KA-50, A-10C, FC3, UH-1H, MI-8MTV2, CA, MIG-21bis, FW-190D9, Bf-109K4, F-86F, MIG-15bis, M-2000C, SA342 Gazelle, AJS-37 Viggen, F/A-18C, F-14, C-101, FW-190A8, F-16C, F-5E, JF-17, SC, Mi-24P Hind, AH-64D Apache, Mirage F1, F-4E Phantom II

System: Win 11 Pro 64bit, Ryzen 3800X, 32gb RAM DDR4-3200, PowerColor Radeon RX 6900XT Red Devil ,1 x Samsung SSD 970 EVO Plus 2TB NVMe, 2 x Samsung SSD 2TB + 1TB SATA, MFG Crosswind Rudder Pedals - VIRPIL T-50CM and VIRPIL MongoosT-50 Throttle - HP Reverg G2, using only the latest Open Beta, DCS settings

 

Posted

This bug is 100% repoducible.

I added waypoints and changed cycling waypoints but to no avail: the unit keeps going offroad when going to assigned waypoint.

  • Like 1

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Posted (edited)

Try to reproduce this one.

 

I chose this very (in)convenient moment to start a project for a new server, and in my very first open-to-the-public mission most of the tanks/trucks/arty either don´t move when given a path, don´t follow the streets and highways, use the bridges as parking lots or make a single jolt forwards, fart once and move no more.

 

Either they got the digital version of Poliomielitis or somebody replaced their universal carburetor with that of a Hyundai Elantra and poured marihuana in their fuel tanks.

 

I´ve got even my toes crossed for a quick fix.

Edited by Saurophaganax
  • ED Team
  • Solution
Posted

Hi all, 

 

this is working as intended, the unit will take the shortest route to the waypoint you have told it to go to. 

 

If you want it to patrol set the sp and dp waypoint close to each other then use goto waypoint. 

example below

 

thanks

 

 

ai_ground_unit_go_to_waypoint.miz

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smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

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Posted
On 5/4/2021 at 11:12 AM, BIGNEWY said:

Hi all, 

 

this is working as intended, the unit will take the shortest route to the waypoint you have told it to go to. 

 

If you want it to patrol set the sp and dp waypoint close to each other then use goto waypoint. 

example below

 

thanks

 

 

ai_ground_unit_go_to_waypoint.miz 18.99 kB · 3 downloads

Yes that works perfectly fine and makes setting up patrols very convenient! 👍 🍻

Modules: KA-50, A-10C, FC3, UH-1H, MI-8MTV2, CA, MIG-21bis, FW-190D9, Bf-109K4, F-86F, MIG-15bis, M-2000C, SA342 Gazelle, AJS-37 Viggen, F/A-18C, F-14, C-101, FW-190A8, F-16C, F-5E, JF-17, SC, Mi-24P Hind, AH-64D Apache, Mirage F1, F-4E Phantom II

System: Win 11 Pro 64bit, Ryzen 3800X, 32gb RAM DDR4-3200, PowerColor Radeon RX 6900XT Red Devil ,1 x Samsung SSD 970 EVO Plus 2TB NVMe, 2 x Samsung SSD 2TB + 1TB SATA, MFG Crosswind Rudder Pedals - VIRPIL T-50CM and VIRPIL MongoosT-50 Throttle - HP Reverg G2, using only the latest Open Beta, DCS settings

 

  • 1 year later...
Posted
On 5/4/2021 at 4:12 AM, BIGNEWY said:

Hi all, 

 

this is working as intended, the unit will take the shortest route to the waypoint you have told it to go to. 

 

If you want it to patrol set the sp and dp waypoint close to each other then use goto waypoint. 

example below

 

thanks

 

 

ai_ground_unit_go_to_waypoint.miz 18.99 kB · 31 downloads

Seems to be broken in 2.8. When the unit hits the final waypoint (DP) and is told to "go to waypoint SP", it stops once it reaches SP. It does not loop.

ai_ground_unit_go_to_waypoint.miz

Posted

Yes, it IS currently broken, but:

  1. The issue has already been reported in a dozen of different threads these last few days.
  2. When you want an issue fixed, you don't want to report it in a thread which is tagged "fixed", because there is no better place to hide a bug report from the testers' eyes.
  • Like 1

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Posted
On 11/12/2022 at 10:59 AM, Flappie said:

Yes, it IS currently broken, but:

  1. The issue has already been reported in a dozen of different threads these last few days.
  2. When you want an issue fixed, you don't want to report it in a thread which is tagged "fixed", because there is no better place to hide a bug report from the testers' eyes.

Thanks, but since it is broken, shouldn't this thread have the "fixed" tag removed?

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