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The Man Without Qualities

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Everything posted by The Man Without Qualities

  1. The Man Without Qualities

    Tanks DLC Feedback

    @lex__1: right, something that never worked. It was much better in the early A3 beta because the pussy-anti-rollover-feature was not implemented at that time. Driving tracked or wheeled vehicles at that time over a obstacle with height > suspension capabilities resulted in an flipover. And there was no magic force that slowly turned you back to the wheeles. But in general: whatever BIS implemented by the use of sw-modules carrying "physics" in it, the result is far far away from real live physics. @KizzouUl: wtf you want to suggest by posting pics of crappy tanks or non-existing mock-ups here?
  2. The Man Without Qualities

    AI Driving - Feedback topic

    Indeed I missed "forceFollowRoad" and I knew your WA as ONLY solution so far :-) But as I said, to get a more realistic behavior, more complex scripting is necessary to combine the parameters. Like "stick to the road except this, this or this happens....". In the end one mission maker wants to get a convoy pushing through regardless the losses while another wants to script a patrol that returns after 1st contact. And all that with proper path selection. At the moment it does not work at all while I consider this as very possible in 2017.
  3. The Man Without Qualities

    AI Discussion (dev branch)

    it is over
  4. The Man Without Qualities

    AI Driving - Feedback topic

    Gentlemen, you thinking to much inside the "BIS" boundaries. When I drive a column of vehicles and you want to simulate somehow realistic behavior, the current set of parameter do not really match. "CARELESS" to make vehicles to use road? Totally wrong. Extra parameter set required to enforce something like "stick to the road" or "drive crazy ivan" or "full speed". I want to have formation setting working independant from alert/behavior level. If to many conditions are required to compute the final resulting behavior BIS should help with a kind of rule base editor where you can visualize and hence predict the result of your settings. If a mission maker requires for his convoy "drive like crazy to the target by using roads" (e.g. a convoy of escaping troops) it should be doable regardles if they are at CARELESS or COMBAT. Everything else is just...BIS.
  5. The Man Without Qualities

    General Discussion (dev branch)

    I pray this for years: I do not like the action menu at all, it must be killed/terminated/removed. It is the cause for so many unwanted accidents. Just play&copy from other games. BI style having almost all actions in one flat scroll-list is so...so....1985 :-) Context related GUI design is the key.
  6. The Man Without Qualities

    Tanks DLC Feedback

    Well, IMHO all tracked or wheeled vehicles of any era should be in A3, but only a few made by BIS. What I do expect is a few fully modeled vehic of each kind as game engine demonstrators, thats it, plus excellent documentation. In addition a kind of "high court" of parametrization should be established at BIS where BIS emplyoees decide about the parameters of any addon brought to that level. Here you can get a BIS certification that the addon in question is compliant with engine feature set xyz and fits into the overall balancing of parameters between shell/armour; radiation/sensors and that it is compliant with referenced real life (historic) parameters as long as available. That way it is more likely to get all world wide available toys into A3 or A4, it makes no sense to wait for BIS to do that. And RHS or CUP do always their own thing in terms of balancing, there will be NEVER a proper way to make addons of different sources working together in an acceptable way except of having an authority on top of that does the final decision.
  7. The Man Without Qualities

    HEAT powerful than APFDS? what does HEAT mean?

    So let's hope that we soon have mega-power generators + mega-capacitors + rail guns at tracks, then we can shoot through a tank column at 12km in RL :-)
  8. The Man Without Qualities

    HEAT powerful than APFDS? what does HEAT mean?

    OK Reality: APFSDS: - accuracy high at long distance - penetration power decrease with distance HEAT: - accuracy decreasing at long distance drastically - penetration power is the same at any distance - due to the need of large diameters the barrel diameter is most limiting factor MISSILE with HEAT warhead - accuracy high depending on tracking capabilities - penetration power is the same at any distance - due to the need of large diameters the barrel diameter is most limiting factor (only valid for barrel fired rockets common in russian tanks) - risk of working countermeasures since the missile tracking can be disturbed on irelatively slow flight NOW.. How is the decreasing penetration power simulated in A3? Did not found a suitable parameter in ammo paras.
  9. The Man Without Qualities

    AI Discussion (dev branch)

    So what I can summarize until now is that there is a gap between the reliability of already existing AI routines since they cannot work on all map(areas) under all circumstances. Most of the issues are caused by simple bugs or even design issues. Fixing the bugs would help a lot, but would still leave the AI unreliable due to the design issues. Question is if BIS would ever mind to design the game so that AI can work in all areas, all buildings with predictable results? If not, it is clear that all mission developers consider AIs rather a burden then an interesting mission item.
  10. The Man Without Qualities

    Oh the humanity ! Please save our AI soldiers !

    They created DayZ because that is the best you can do with Ai as is - zombies :-) Ok, that's not nice, was a joke.
  11. The Man Without Qualities

    [CTI-COOP] Dissension

    Ah, I see. Can we alter this soft cap in mission para or do we have to alter the .pbo?
  12. The Man Without Qualities

    [CTI-COOP] Dissension

    Ummm means in total human + AI or which units are meant?
  13. The Man Without Qualities

    Oh the humanity ! Please save our AI soldiers !

    Oh, this time I totally disagree with you. You trapped into a chicken-egg misinterpretation. The reason WHY so few utilization of AI is BECAUSE they behave crazy and suck performance like hell. IF BIS would solve that from the generic design, even when it comes in A4, the take up rate of CTI might look different.
  14. The Man Without Qualities

    Oh the humanity ! Please save our AI soldiers !

    It is more complicated: 1st the vehicle must be somehow aware about a possible conflict on its valid path. I dunno if BIS is able to test on a narrow "beam" in the direction of movement or along valid path xxx metres ahead. In addition the direction and speed of possible interfering units should be known. The repetition time of the conflict test should depend on distance+direction+speed+type of the objects (I guess air and naval can be ignored since they move in different layers). I do not expect a CPU killer by this because if a vehicle AI is detecting pedestrians AT the street AND it has line of sight (well, it would be unreal to break for a unit which is hidden) then the vehicle AI should trigger actions like slowing down/emergency stop/changing direction. To avoid that pedestrians hindering vehicle movement there should be a routine for pedestrians to leave the road outside towns when vehicles are in visual/accustic detection range. That would hopefully make actions by vehicle AI obsolete in many cases. In cities or areas where roads are used by pedestrians and vehicles the vehicles should move very slow in general. The idea of a crude "communication" between vehicles and pedestrian is cool. Using as human a horn should drive AI pedestrians ahead out of the way. AI driver itself could detect that path is blocked and signal that to blocking friendly AI, hostile AI can be killed :-) AI driver could also use horn in this case to generate some RL feeling.
  15. The Man Without Qualities

    [SP/MP] BeCTI

    https://github.com/BennyBoy-/BECTI/commit/d188958f589ae1d893ad66161132e3a884ed8e19 Base: Safe Respawn + Code Optimization .... seems Benny is solving this issue, try by starting with max amount of cash for all and build many vehicles within a short time. Order all AI squads by mapclick-moveto to stay in base an check what happens when vehics spawn.
  16. The Man Without Qualities

    Oh the humanity ! Please save our AI soldiers !

    Both. vehicles should slow down to give themselves more reaction time in case of sudden direction changes plus pedestrians should leave the road if possible until vehicle passed. That could be done even without crowd management.
  17. The Man Without Qualities

    Oh the humanity ! Please save our AI soldiers !

    We have already maximum attention of the devs.
  18. The Man Without Qualities

    Oh the humanity ! Please save our AI soldiers !

    Ha! you are a motorist! Right of way for vehics! German way: slow down to 7 km/h and pass with maximum distance to the pedestrian!
  19. The Man Without Qualities

    Oh the humanity ! Please save our AI soldiers !

    So it became worst with 1.70 or is it just a sudden eruption about the as is since ever? I played few hours CTI since 1.70 and the kill rate is high as usual. No town trespassing of vehicles in an friendly but active town without killing a few town defense troops if at street.
  20. The Man Without Qualities

    Titan flightpath/minimum distance altered with 1.70

    @sama, did you made a report in bugtracker?
  21. The Man Without Qualities

    AI Discussion (dev branch)

    That becomes worst in my beloved CTIs. Not only that AI driver sometimes hammer their wheeled vehicle xxxxx times against the same obstacle until its broken, also crowd management is totally absent like I mentioned in many replies. Many spawning vehicles in a CTI base blocked by other vehics and obstacles resulting often in spawning finally one vehicle clipping into each other or into an obstacle - which causes an explosion that ignites most assets of a base. Of course each human player can manually support, but AI controlled squads can't. A "simple" function that detects if an vehicle with a certain destination but still far away with no progress for (a configurable) time would be temporarily dragged under the control of "crowd management" with specific routines to gain a new valid and working path. That would include that several vehicles are controlled under this "crowd manager" if in certain range or if detected that they block each other and then proper routines applied (e.g. only 1 moves at a time, outer move before inner in a crowd; waiting in queues vs. calculating alternative but longer path...) . Currently, if a few vehicles qeue up in front of a bridge, the next one is immediately trying to bypass into river/valley or using a much longer road. That is not always welcome. @BIS: transfer 100k$ and I write the whitebook for the functionality AI driving is dealt here :
  22. The Man Without Qualities

    AI Discussion (dev branch)

    Yepp, like I wrote, some AI misbehavior is not caused by AI logic itself, it is caused by wrong input. If AI is considering bushes as "no obstacle" but it is like a hedgehog, Ai must fail. So it is not an issue of the AI routine dev, it is an issue of the map maker and object maker. If that is hyperbole then - Yes, I am! BIS spend a lot of time into AI, I am sure they had and have skilled staff there. The problem is that they do not finish and polish and constantly maintain. Usually the last 5% of effort making 95% of the overall impression :-) If you see the example when AI routines were implemented where AI search obstacles for cover when in battle. Unfortunately they sneaked to close to objects when firing ATs or AAs, resulting into tons of suicide cus AI fired AT right into the obstacle they used for cover. So all the work was wasted for the moment because it was not properly tested and it went public like that. It is meanwhile fixed. No, I prefer to leave that to guys which should have the knowledge. I also drink wine without knowing exactly how to make it. And I complain instead of doing sugar or whatever into it if I do not like. That is personal preference and tolerance. Good for you that you can deal with it, I cannot, maybe others too. Please accept that some individuals stick to the method that one should only add things which work. When I play CTIs, I am 20-60% of the time busy to look after my AI driven vehicles if they stuck somewhere, if they lay flipped over, cracked their wheels... If so, I have to drive there, flip back/repair/jump to driver position to clear situation. Fine for you, not for me. But that is part of an more specific AI related thread already.
  23. The Man Without Qualities

    AI Discussion (dev branch)

    Sure, it is normal that the customer is fixing the product. Ever heard in a garage "if you know that the engine is broken why you don't fix it yourself?"
  24. The Man Without Qualities

    Titans in 1.7. Forwards or backwards?

    I am disappointed to by AT performance. Since it is not 100% clear which technology should be simulated I refer to: http://armedassault.wikia.com/wiki/Titan_MPRL_Compact ...that is suggesting having a "Javelin" but with SACLOS fallback. To me, Titan is loosing thermal-imaging-tracking to easy and SACLOS does not work at all.
  25. The Man Without Qualities

    AI Discussion (dev branch)

    Thank you, haven't had so much fun since weeks. Years of research - youtube videos...okeeeey. You are right, some tiny changes to the user might require in the end dumping parts or the entire engine or the game design or whatever. And it might take time. Man, we talking about some bugs which are purely config! (undestructible bushes). Pathfinding in 3D, especially several layers might require a total different concept. But 15+ years are gone, and if you never start - changes never come. BTT: Within the boundaries of current engine as is it would be interesting if BIS could now replace the bloody HCs by a more advanced server side software which is able to utilize (wet dream!) 192GB RAM, 8 cores of CPU and maybe things like NVIDIA TESLA if it would be from any use for AI calcs at server side. If even player side AI would be moved to server which is capable and far more predictable in performance, I assume the overall MP performance involving AI should be much better. Nuff resources for AI would at least prevent the big difference in capabilities depending on client side performance.
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