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Old 03-29-10, 09:49 PM   #1
THE_MASK
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Default [TEC] Ships heading into land etc .

Ok so the ai collision model needs fixing then .

Last edited by Webster; 03-30-10 at 06:45 PM.
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Old 03-29-10, 09:51 PM   #2
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edited . the ai collision model needsfixing .

Last edited by THE_MASK; 03-30-10 at 03:29 AM.
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Old 03-29-10, 10:25 PM   #3
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I did check this just today, and yes, it is same old story. The AI paths at the locks in Kiel are even worse! However, fixing all of this will be a chore!
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Old 03-29-10, 11:41 PM   #4
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People wonder why there are burning ships everywhere .
Kiel .
the ai collision model needs fixing .

Last edited by THE_MASK; 03-30-10 at 03:30 AM.
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Old 03-30-10, 02:07 AM   #5
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No that's not it, at least in most cases.
Turn on accurate shore rendering option in the Mission Editor.

The ships running ashore is mostly the AI avoidance routine, that's too conservative and will go crazy in tight spots.
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Old 03-30-10, 05:50 AM   #6
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I posted some example pics in another thread about this
A lot of it is the amount of units sets as random groups starting in port and looping back on itself
There isnt enough room inside many ports for the AI units to turn safely with the avoidance routine
Better to have units start in port and exit to another area and other ones starting outside port then entering
You can contol the paths that way and avoid all the burning ships

every port I leave has at least one or 2 sunk shp icons
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Old 03-30-10, 06:22 AM   #7
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So what we need after a major patch is a major campagn rewrite by a team of modders .
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Old 03-30-10, 06:43 AM   #8
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Quote:
Originally Posted by bigboywooly View Post
I posted some example pics in another thread about this
A lot of it is the amount of units sets as random groups starting in port and looping back on itself
There isnt enough room inside many ports for the AI units to turn safely with the avoidance routine
Better to have units start in port and exit to another area and other ones starting outside port then entering
You can contol the paths that way and avoid all the burning ships

every port I leave has at least one or 2 sunk shp icons
This happens all the time. At first i thought German harbours were being bombed. What a racket it makes too, all that metal bashing...

But its interesting about the turn rates because ive almost crashed my sub coming out of harbours when having set way points on the map (which appear to offer plenty of room for a turn, and then a reasonable path to next waypoint) but on any speed below standard that turn gets pulled all out of whack.

So maybe this is same thing happening. The waypoints are way too tight for slow ships.

PS: It would be interesting if one could tweak the turn rate for ships and then see if this problem still occurs. Could be an easy fix though realism is questionable.
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Old 03-30-10, 07:10 AM   #9
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It's a bit of both. The AI avoidance routine has always been whacky since SH3. There is some improvement in SH5, but sometimes still not good enough for narrow areas like ports, some areas in Kiel Canal, and with other traffic getting in the way, etc. I've done this in SH3. Careful WP placement will solve some of the problems and can work around the others. That's why it works in SH3 now (within certain limits). But it's very time consuming. And elements like the circling DD in Kiel should be eliminated or considerably changed to avoid problems with other traffic.

Oh and don't hold your breath that the AI avoidance will be improved. It's like that for 5 years now!
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Old 03-30-10, 03:52 PM   #10
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It's in the fix list for the upcoming patch, so we'll see

There's another thing, you guys must have noticed: ships spawning on top of each other in ports. They stay locked for some time trying to get free and go..

Might be a bug with the spawn node, not checking if there is a ship spawned a moment ago before going ahead with the next one in the list..
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Old 03-30-10, 04:39 PM   #11
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Quote:
Originally Posted by piri_reis View Post
It's in the fix list for the upcoming patch, so we'll see

There's another thing, you guys must have noticed: ships spawning on top of each other in ports. They stay locked for some time trying to get free and go..

Might be a bug with the spawn node, not checking if there is a ship spawned a moment ago before going ahead with the next one in the list..

As I have already said in a different thread, these are the very same bugs that SH3 had! Different instances of units spawn at the same time and sloppy WP placement (these ships will never make it through the Holtenau locks!)
. In SH3 it wasn't as apparent because there was initially no port traffic, and when it got added later on by the modders, it was all done much more carefully, so even with all the traffic it still isn't as obvious as in SH5. And that's why so many people think that this is a new bug introduced by SH5. But the bug was very severe in SH3, as all scripted units crashed and sunk upon spawing, renderning the seas quite empty of any scripted traffic - including ASW groups and historical events! I wouldn't be surprised if this happens again here. Technically, it's easy to fix, though. But repetitive and tedious
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