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Posted

I'm new to CA.. but not to DCS.. been flying blackshark since it came out and a-10 since beta.

 

I hopped in CA for my first missions the other day and I may be missing something but do the tanks I command not know how to fire back? i've yet to see it. I have no idea how to actually give targets to anything ( i've RTFM'd to death ) and to top it off... ( this is what really gets me..) is the enemy can magically shoot through trees and forests.

 

I tried to manually take control and flank some tanks on the other side of a forest, damn if there weren't AT-6 missles and HE tank rounds coming out of the trees to hit me. really??

 

....if anyone has any documentation on gameplay and how you play.. not just what keys do what i'd be interested to read it. but i'm very frustrated

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Posted

Remeber CA is still BETA software.

Dusty Rhodes

 

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Posted
Remeber CA is still BETA software.

 

The trees won't get fixed, I'm willing to bet the buildings won't too.

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Posted

I suggest to wait till EDGE (nevada terrain) is in use... I hope that those things will be fixed :)

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The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted

For me, the AI being able to fire through forest is a game breaker for me, so I reverted to just using CA to allow me to be able to position my units and move them around on the map, but even then you run into problems with some vehicles that don't seem to act like you expect them to.

Posted (edited)

Just wait until you see AI tanks fire at you through each other without any negative effect...

I´ve completely given up playing DCS at the moment partly because of some really annoying bugs like this one and partly due to the lack of time. There should be a fix for this at some point, though. Otherwise, what would be the point of controlling vehicles from 1st person if you can only fight against a cheating AI? Anyway, still love CA.

Edited by upupandaway

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Posted
For me, the AI being able to fire through forest is a game breaker for me, so I reverted to just using CA to allow me to be able to position my units and move them around on the map, but even then you run into problems with some vehicles that don't seem to act like you expect them to.

 

Yep, same for me, this is the one thing that frustrates me to no end. When manning vehicles, unless you hide behind terrain (if available) or buildings, you are dead within ~5-10 seconds as soon as you are in line of sight to the enemy AI vehicles and in range - through forest/trees or not.

 

It really affects play-ability, and mission set up. You have to constantly move out into the open, fire and then roll backwards to hide. If the AI-seeing-through-trees issue is not going to be resolved, can the AI have one more level called "stupid" so we have a chance in ground-to-ground combat? Because even at the lowest "average" skill I am usually dead within ~5-10 seconds from ace-cannon shots disguised as average AI :).

Posted
If the AI-seeing-through-trees issue is not going to be resolved

 

Unfortunately it's not so much an "issue" (in the "bug" sense of the word) as a limitation with the old terrain engine: it cannot solve this without breaking other aspects; for example, to make it happen, bodies of trees would have to be made impassable objects, meaning that suddenly infantry and vehicles would become unable to pass through and/or would end up on top of the forest.

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Posted

"or would end up on top of the forest"

 

LOL... 101st Mechanised Arborist Division

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Posted
Unfortunately it's not so much an "issue" (in the "bug" sense of the word) as a limitation with the old terrain engine: it cannot solve this without breaking other aspects; for example, to make it happen, bodies of trees would have to be made impassable objects, meaning that suddenly infantry and vehicles would become unable to pass through and/or would end up on top of the forest.

 

OK, sort of figured it was a limitation - what about my suggestion for one more level of skill for the AI vehicles below the current lowest of "average"? Just to give the CA ground unit drivers a fighting chance if we want to use that level in our mission building?

 

Thanks...

Posted
Unfortunately it's not so much an "issue" (in the "bug" sense of the word) as a limitation with the old terrain engine: it cannot solve this without breaking other aspects; for example, to make it happen, bodies of trees would have to be made impassable objects, meaning that suddenly infantry and vehicles would become unable to pass through and/or would end up on top of the forest.

 

well... since buildings work as they should, why not make the forest simply groups of small buildings that have a tree skin and are arranged in a brick pattern. So it would be impossible for line of site and missiles/ammo to pass strait through without hitting something, but still give infantry pathfinding ability. you could also play with the density by leaving enough room for various sizes of vehicles to pathfind through. vehicles should not be able to pass through forests.. small thin woods, maybe depending on the vehicle... but even tanks can't just dive into thick woods without getting stuck.

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Posted

HaHaHa !

Smiled when read "to of the forest", rolled on floor with "101st arborist division"

You(and I) are commonly comparing DCS to ArmA engine when talking about ground level. But remember i can drive tanks and APC inside forest too in ArmA!

I understand the limitation of DCS 3D engine. I think the solution to forests zones (at least) would be a temporary reduced AI level. (like line of sight = 100m or something.) Even for infantry.

But coding is not my passion so i won't argue more.

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Posted

okay.. I guess I didn't realize just how beta this thing is... i'll be patient and wait :) i'm happy to support DCS

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Posted

I only drive tanks in Steelbeasts pro PE.. it was a 'support buy' when I got CA, as it's mainly just good for human jtac and maybe moving the 'targets' around

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Posted
well... since buildings work as they should, why not make the forest simply groups of small buildings that have a tree skin and are arranged in a brick pattern. So it would be impossible for line of site and missiles/ammo to pass strait through without hitting something, but still give infantry pathfinding ability. you could also play with the density by leaving enough room for various sizes of vehicles to pathfind through. vehicles should not be able to pass through forests.. small thin woods, maybe depending on the vehicle... but even tanks can't just dive into thick woods without getting stuck.

 

If your pathfinding vehicles like to juggle their way through millions of obstacles that are not clearly delineated.

 

Seriously now though, when I say engine limitation, I really mean it. There's a reason there's a new terrain engine in development. ;) In software, being able to say it in a sentence does not mean being able to do it in code - especielly pre-existing code.

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Posted

didn't say it was pretty or efficient.. just a way around the limitation.. besides, vehicles should NOT be able to just happily jaunt through a forest. I understand about code..i'm a network engineer and used to write code myself, so I also understand about thinking outside the box. Obviously, the best answer is get a better engine that allows for these types of things, but that's not always possible or practical. Even if you ringed the forest area with tree shaded buildings just inside the perimeter and left the inside with the "not really there" trees, you would still fix the issue of line of site while allowing pathfinding of foot troops. to me it's a simple thing that you could do with existing tools while other options are being sought.

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Posted
Obviously, the best answer is get a better engine that allows for these types of things, but that's not always possible or practical.

 

As mentioned, already in development, known as "EDGE". :)

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Posted

But is it confirmed that the trees are actually trees and not something else that just look like trees in EDGE?

 

If this is true, ED should redirect every available resource to EDGE development! This is a total game changer. Everything else can wait until EDGE is released.

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Posted

I don't know for sure, I'm not part of EDGE atm, but I know I've seen devs mention this as a problem that would require a new engine. Hopefully it's one of the things being looked at with EDGE.

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Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер

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Posted

Hmm, but surely if you keep saying this is going to be solved with EDGE and then say that you're unsure if it's actually being done is a little misleading. :(

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Posted

Axe is included as functionality so you can cut down trees and make a house with wood cubes

 

so its minecraft re skinned? :music_whistling: :P

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