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Terrain bug post, please fix it!


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Posted (edited)

ED should fix this, but in case you're not aware, in the mean time you should be able to change the units to "off road" at waypoint 7 (maybe move it and 8 closer to the gap) and then change it back to road following at WP 8.  That should get them past the break.

EDIT TO ADD: and yes it would be great if ED could put some error checking into the pathfinding logic so it would be able to navigate through the break on it's own, but pathfinding is already pretty computationally intensive (having a lot of units following roads on a weak computer system will slow things down a lot) so that's probably a stretch goal at best.

Edited by rob10
  • Like 3
Posted (edited)
14 часов назад, rob10 сказал:

ED should fix this, but in case you're not aware, in the mean time you should be able to change the units to "off road" at waypoint 7 (maybe move it and 8 closer to the gap) and then change it back to road following at WP 8.  That should get them past the break.

EDIT TO ADD: and yes it would be great if ED could put some error checking into the pathfinding logic so it would be able to navigate through the break on it's own, but pathfinding is already pretty computationally intensive (having a lot of units following roads on a weak computer system will slow things down a lot) so that's probably a stretch goal at best.

I don't know how many years it will take before multi-trading support appears on the server clients. And here you are, dreaming about route calculations.

Edited by RobTX
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  • ED Team
Posted
14 hours ago, rob10 said:

ED should fix this, but in case you're not aware, in the mean time you should be able to change the units to "off road" at waypoint 7 (maybe move it and 8 closer to the gap) and then change it back to road following at WP 8.  That should get them past the break.

EDIT TO ADD: and yes it would be great if ED could put some error checking into the pathfinding logic so it would be able to navigate through the break on it's own, but pathfinding is already pretty computationally intensive (having a lot of units following roads on a weak computer system will slow things down a lot) so that's probably a stretch goal at best.

Hi, 

please attach a miz here with a unit at the location I will check with the team to see if it has already been reported or not. 

thank you 

  • Like 1

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