chief Posted June 4, 2021 Share Posted June 4, 2021 Please get rid of this simulated marsh thing. Tanks driving through towns, cities are manually driving at max 8 mph. I am pretty sure cities arent built on marshland. Some of these ideas that are created to simulate things turn out to be bad ideas. 1 Link to comment Share on other sites More sharing options...
Shadow KT Posted June 5, 2021 Share Posted June 5, 2021 Track ? 'Shadow' Everybody gotta be offended and take it personally now-a-days Link to comment Share on other sites More sharing options...
chief Posted June 5, 2021 Author Share Posted June 5, 2021 You need a track? You are unaware of this? Link to comment Share on other sites More sharing options...
Sh4rk Posted June 15, 2021 Share Posted June 15, 2021 That's a pathfinding issue most likely. Units are trying to find their path so they get slowed down as pathfinding gets stuck in a recalculation loop, usually bringing a server's FPS down with it. Link to comment Share on other sites More sharing options...
JRMBigBird Posted June 15, 2021 Share Posted June 15, 2021 Its definitely not a pathfinding issue. There are areas of land that are a dark green in colour on caucuses. When a vic moves through these areas their speed is greatly reduced, it happens when you are driving the unit as well. 1 Link to comment Share on other sites More sharing options...
ED Team NineLine Posted June 17, 2021 ED Team Share Posted June 17, 2021 Please include a track so I can see exactly what you are seeing, then I will report. I do feel vehicles overall are slower than they need to be, but best to have a track of your issue to confirm. Thanks. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
Alireza.kh Posted July 13, 2021 Share Posted July 13, 2021 On 6/18/2021 at 2:32 AM, NineLine said: Please include a track so I can see exactly what you are seeing, then I will report. I do feel vehicles overall are slower than they need to be, but best to have a track of your issue to confirm. Thanks. this usually happen when vehicle enter forest area of a map while there may not be trees or clutters in that area. but it will slow down that vehicle in those green boundaries. this is track file. note that i was pressing "w" button from start to end of track. track file.trk Link to comment Share on other sites More sharing options...
ED Team NineLine Posted July 13, 2021 ED Team Share Posted July 13, 2021 So it is based on what the terrain is considered, and in this case it is because that green section is forest, I am asking though if this needs to be in place for player driven vehicles. 1 Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
Shadow KT Posted July 14, 2021 Share Posted July 14, 2021 (edited) AI and Human controlled vehicles should have the same limitation. Can't have AI be driving at 5mph, because of a hill/forest, but a player zipping at 40mph at the same place. Same with damage... if vehicle is damaged to an extent where the AI can no longer use the weapons or move at a rate faster than 7mph, the same penalty should be applied to that unit if a player jumps in it. Currently, if you get damaged, while operating a vehicle, no speed penalty is implied, until you exit and re-enter the vehicle. There is no weapon penalties to player controlled vehicles. You can always operate your weapons in armored vehicle. (Radar can be disabled) Edited July 14, 2021 by Shadow KT 'Shadow' Everybody gotta be offended and take it personally now-a-days Link to comment Share on other sites More sharing options...
ED Team NineLine Posted July 14, 2021 ED Team Share Posted July 14, 2021 2 hours ago, Shadow KT said: Currently, if you get damaged, while operating a vehicle, no speed penalty is implied Yes I just noted that the other day, will be reporting that. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
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