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Crappy pathing
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jardail





Joined: 11 Apr 2009



PostPosted: Thu, 20. Apr 17, 22:36    Post subject: Crappy pathing Reply with quote Print

What is the problem with the pathing?

I can go, in the skunk, from point A to point B with zero issues.

however, if I am standing on the bridge of one of my cap ships and give it the order to go from point A to point B it will (usually through a huge storm of asteroids that bounce you around all over the place) go from Point A to point C>D>E>F>G>H>I>J etc.. ect.. but will flat NOT take the shortest route?

FURTHERMORE it seems to seek out asteroid fields to drive through. WTH?

Was this coded this way on purpose?

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Santi
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PostPosted: Thu, 20. Apr 17, 23:26    Post subject: Reply with quote Print

It should have been improved with the 4.1 patch that has been released recently.


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jardail





Joined: 11 Apr 2009



PostPosted: Fri, 21. Apr 17, 02:28    Post subject: Reply with quote Print

Well I'm on the latest version. I use Steam, so I get the auto-updates. If there's something that the steam users did not get, then that could explain it.

But I'm here to tell you that if this is an improvement, then what was before was a disaster.

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jardail





Joined: 11 Apr 2009



PostPosted: Fri, 21. Apr 17, 03:39    Post subject: Reply with quote Print

Santi wrote:
It should have been improved with the 4.1 patch that has been released recently.


Just went and checked my version, I am on the latest.

Seems that it's a 50% issue now, one is improved, the other is not.

• Improved movement from explicit player-given movement order. (if this is an improvement, I'd personally like to know where the improvement is. If there's an asteroid field within ANYWHERE close to your cap ship, it WILL find it and drive right straight into it. I have tested the following approx 5 times and found the following happens every single time without fail.

Tell the ship to go to a spot that is outside of the asteroid field, confirm the order and the ship will start, slow down, turn, go into the asteroid field, go to a point adjacent to where you marked on the map and THEN go to it. It is not using a straight line at all. It will, without fail, go around it's tail to get to it's own thumb. Every single time.

• Improved capital ship movement in areas with many asteroids (asteroids now break when rammed by a capital ship!).

Answer: I am correcting this. yes they do explode. At least they are doing so now. Earlier this evening they were still causing the ship to bounce around so either the patch was not active when I was playing or what I'm not sure but this part is far better.

The other issue tho is still a bit irritating.

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Alan Phipps
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PostPosted: Fri, 21. Apr 17, 13:10    Post subject: Reply with quote Print

Moving to XR Universe (gameplay) forum for ongoing discussions.


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spankahontis





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PostPosted: Fri, 21. Apr 17, 13:22    Post subject: Reply with quote Print

I saw a Gigarum in Ascendency bouncing off a PMC Station like a rubber ball when I was escorting it so Pathing is still crap.

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jardail





Joined: 11 Apr 2009



PostPosted: Fri, 21. Apr 17, 16:10    Post subject: Reply with quote Print

The shortest distance between 2 points is a straight line.

Can we not code a straight line in XRebirth?

I'm failing to understand the thought process here I guess.

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UniTrader
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PostPosted: Fri, 21. Apr 17, 17:03    Post subject: Reply with quote Print

here the very short version once more for you:

Quote:
didnt reply yet because i am tired giving the same explaination over and over. in short someone from ego thought it was a good idea to place a route ships would stick to right through the asteroid fields. these routes are preffered over the shortest route. if not for that silly path magnets it should work pretty good.



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jardail





Joined: 11 Apr 2009



PostPosted: Fri, 21. Apr 17, 17:06    Post subject: Reply with quote Print

UniTrader wrote:
here the very short version once more for you:

Quote:
didnt reply yet because i am tired giving the same explaination over and over. in short someone from ego thought it was a good idea to place a route ships would stick to right through the asteroid fields. these routes are preffered over the shortest route. if not for that silly path magnets it should work pretty good.


Yeah I know, that doesn't make it anymore palatable.

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travitar



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PostPosted: Sun, 4. Jun 17, 07:32    Post subject: Reply with quote Print

*SPOILERS!!*


The pathing is seriously bad... when fighting some Xenon Matrix stations especially. "Withdraw from battle" doesn't really work, when I give orders to attack, my cap ships fly above or below the station and just kinda spin. If I tell them to GO somewhere, then they fly right into the station and get destroyed.... I love the game but this is just bad bad bad. Been fighting the AI of my own ships for 3 hours now and had to post.

Bonus: My fleet is here destroying Xenon stations (or trying), because the Xenon S I found out here will ONLY fly right through the asteroid fields, xenon stations, pirate stations, etc... it won't go around like I try telling it to.

edit: for spelling/grammar

edit 2: It also seems like my cap ships' turrets prefer attacking the central core part of the station which is harmless instead of the outer "shell" parts which are activley destroying them. (as w ell as shooing already dead platforms)

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