Sandman1330 Posted August 23, 2022 Posted August 23, 2022 So, we all know the pathing for taxi is.... challenging. One of the greatest causes of AI collisions while taxiing seems to be that your AI wingmen will follow you when you start taxiing, without hesitation, without regard for other traffic. Normally, this can be avoided by only starting your taxi when the deck is relatively clear. However, today I ran into one where my 4 ship was sited in such a way that, any other aircraft notwithstanding, as soon as I start taxiing my loyal wingmen start moving, and run directly into each other. This seems caused specifically by the fact that as soon as I move, they start moving. If I wait, AI traffic flow seems to be reasonably deconflicted. As soon as I move, the rest of my flight starts moving, with no regard whatsoever for other traffic, including the rest of my flight. liberation_nextturn-20220823-151710.trk Track attached. 1 Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
ED Team Lord Vader Posted September 8, 2022 ED Team Posted September 8, 2022 Hello @Sandman1330 Unfortunately, I am unable to replay your track, it's not working properly, probably because of how it was recorded in a MP server. Trying to replicate the situation like you mentioned it, however, I was unable to reproduce the issue. I added several groups of AI in a simple mission. If I wait for two other groups to taxi to the cats and take off and then taxi with my own group, I get no conflicts whatsoever. And if I try to take off at the same time as the other two groups, then yeah, there will be a conflict in pathfinding. But, in my tests the units always stopped short from colliding. What I suggest is that you try to recreate this possible bug with a simple mission (preferably in Caucasus), without scripts or too many modules. If the problem emerges, please save that track and send it to us. Thank you for understanding. We appreciate your help pinpointing it. Esquadra 701 - DCS Portugal - Discord
Sandman1330 Posted September 8, 2022 Author Posted September 8, 2022 4 hours ago, 701 - Vader said: Hello @Sandman1330 Unfortunately, I am unable to replay your track, it's not working properly, probably because of how it was recorded in a MP server. Trying to replicate the situation like you mentioned it, however, I was unable to reproduce the issue. I added several groups of AI in a simple mission. If I wait for two other groups to taxi to the cats and take off and then taxi with my own group, I get no conflicts whatsoever. And if I try to take off at the same time as the other two groups, then yeah, there will be a conflict in pathfinding. But, in my tests the units always stopped short from colliding. What I suggest is that you try to recreate this possible bug with a simple mission (preferably in Caucasus), without scripts or too many modules. If the problem emerges, please save that track and send it to us. Thank you for understanding. We appreciate your help pinpointing it. Thanks, I'll see what I can do. That track should work, there were no mods involved, so that's strange. However, I think it's vital you try to replicate this on a multiplayer server. It seems the pathfinding / spawn points are different in multiplayer servers than in single player. I find when I do an SP mission, the aircraft spawn in different locations than if it's on a multiplayer server. It does seem to work better in SP. I'll see if I can replicate it again on a lighter mission. Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
ED Team Lord Vader Posted September 13, 2022 ED Team Posted September 13, 2022 Hello again @Sandman1330 I did try it out in an MP server, adding two or more groups in the carrier will make you spawn near the island or even aft deck. I tried to populate the deck as best as I could and then run either a SP mission or an MP session with the same mission. As for your track, remember some multiplayer servers have scripted spawning. I'm not sure that's the case of the server you were in but it could be the case. Esquadra 701 - DCS Portugal - Discord
Sandman1330 Posted September 15, 2022 Author Posted September 15, 2022 (edited) It was almost exactly the scenario you describe. The rest of my flight of 4 spawned into spots 14, 15 and 16, while I spawned further forward. As soon as I started moving, the other 3 started moving forward as well. Because of the way spots 15 and 16 are angled into each other, when they all started moving forward at the same time as I did, they collided. I haven't had a chance to try and replicate it again, but I tried that same mission several times and it happened every time. Edited September 15, 2022 by Sandman1330 Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
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