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Posted

I think it came with the halloween update. The deck is now walking and taking all the time in the world. Can we make them run again (not necessarily all the time, but not 0% of the time either) 

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  • 2 weeks later...
Posted

They all move in 100% in step and synchronized motions,  which is immersion breaking,  too. The runs they were doing before had awkward transitions,  though.  Somewhere between the two with some random variations would be better. 

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  • 2 weeks later...
Posted

Hello,

 

It cames with the Haloween Update. Deck crew is now always walking instead of running, It's a waste of time, and it breaks immersion.

Has this bug been taken care of? I no longer play with this module until it is fixed.

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  • 2 weeks later...
Posted

Honestly, I didn't bother checking to see if others were having issues because I figured they would fix this promptly. It's almost February, and my guys still work the catapults like, "whatever, we'll launch you when we get to it." 

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Posted

Not a bug. True to RL.

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  • 2 weeks later...
Posted
On 1/31/2023 at 6:03 PM, draconus said:

Not a bug. True to RL.

Well, saying deck crew only walks casually is a bit "bluntly" as well 😉

6:08

 

I'm definitely not saying they should be running all the time (agreed, that certainly was unrealistic), but deck crew are, well, human 😋. So a bit more variety in deck crew behavior would be a nice touch. I know, we're just talking details here, but that's what DCS is all about.

 

(Though, not playing/using the SC module due to this, is next level exaggeration imo 😅)

 

 

 

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  • 7 months later...
  • 3 weeks later...
Posted

The raw speed is one thing but there should be more variation between individual members instead of perfect synchronization.  

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Posted
20 minutes ago, Uxi said:

there should be more variation between individual members

So there would be needed separate thread to manage path finding for each of them as they could potentially collide each to other. That means additional calculations power needed from the processor. To me it's not worth to trade framerates against such insignificant feature. It would be good enough if they'd return to the pace from before last Halloween.

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Posted
1 hour ago, Amarok_73 said:

So there would be needed separate thread to manage path finding for each of them as they could potentially collide each to other.

You're just guessing or did you actually see potential for collision? Afair they work as group and don't ever cross their ways. They don't even have collision model anyway. Myth busted.

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Posted (edited)
12 minutes ago, draconus said:

They don't even have collision model anyway. Myth busted.

No, nothing's busted. If we're picking on such trifles as whether the crew runs at different paces, we might as well go deeper into it and assume that the different speeds at which the figures move will cause situations in which they will run into each other, and since we're picking on SUCH details, I guess it is obvious that it would be appropriate to introduce collision deconfliction. At least as long as it's not Halloween, and the deck crew is not the ghosts. XD

Edited by Amarok_73

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  • 2 weeks later...
Posted

I have no frame rate issues so that's needed for immersion. For people with low end PC, maybe make it a check box or pull down menu setting. 

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