issue with the column of vehicles displacement
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<p>I don’t understand why the the column of vehicles stays immobile in 3D game whereas I checked his motion in the TE building window in changing the time of hour<br /><br />it seems to be the consequence of a low number of anchor points or a too far distance between the anchor points on the map ( example: in middle of the west side of Saudi Arabia for ITO theater )<br /><br />do we know the reasons of this issue?<br /></p>
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<p>This will take time to improve. <br /><br />Don’t get high hopes too soon since we will be changing terrain engine as well… </p>
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<p>Hard to juge from your comment and it would require more data to start investigating…<br />Though, I think you forget sometimes that 2D worlds is NOT equal to 3D world.<br /><br />If you really want to test, have 2 PCs in an MP session, one in 2D and the other in 3D close to the troops you’re monitoring… Check if that is still an issue.</p>
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<p>@MaxWaldorf I tested different cases and I confirmed one point: if the anchor point is too far , the column doesn’t move <br /><br />so obviously , a suite of anchor points allows to define a path otherwise all vehicles stay fixed</p>
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<p>@suhkoi69 In this case, the theater builder needs to tweak and play with falcon.aii file and see if this has any impact…</p>
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<p>My issue even with stock KTO campaigns is that ground forces seem to move much more quickly and don’t seem to follow any routing in 3d than 2d. <br /><br />I’ve seen several times formations seem to be going at least 45° of different directions seemingly not close to campaign 2d routing and at a high rate of speed for off road, let alone trying to negotiate the merging of traffic (I get the latter isn’t really a thing that you can probably ask the AI). Anybody have any idea how quickly they are moving off road? It may just be the soda straw effect of a TGP, but seems to be highway speeds.<br /><br /></p>
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<p>@Snake122 I agree with you: I noticed the same thing …the column speed is higher in 3D if I compare the position estimation given with TE builder</p>
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<p>This will take time to improve. <br /><br />Don’t get high hopes too soon since we will be changing terrain engine as well… </p>
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<p>@MaxWaldorf I get that with the routing and the AI “merging” but what about the speed? Again, it might be TGP view or my now more advanced age causing faulty memory since flying it from '98 off and on, but I feel like 3d ground units in KTO are the fastest I’ve ever seen them. </p>
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M MaxWaldorf has marked this topic as solved on