Has anyone had this or its just me?
If its just me, then maybe I should go in game testing ...

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That's not what happens, nor is it the reason.Aven Valkyr wrote: ↑Mon, 8. Apr 19, 06:37 This has happened to me as well. And the reason this happens is simple. The AI is programmed to fly as if it were out of sector at all times. The AI is blind to obstacles being loaded up by the player being in-sector. So the AI thinks it's still out of sector where it can fly through objects without any problems and just get to the dock point. What Egosoft needs to do is do a layer of programming where the AI takes curved vector pathing in order to go around objects. I don't know how hard it would be to program this, but the AI is blind to objects in space. This is and always has been a problem in the X series
That is 100% why it happens. The AI thinks it's out of sector at all times and doesn't realise there's obstacles loaded, and tries to fly through them just as if they were out of sector. Sometimes the AI remembers that it's in sector. But the pathing is all messed up while in sector, and takes this weird segmented pathing algorithm where the pilot will fly a short distance, stop, then recalculate the route, fly a short distance, stop, recalculate, rinse, repeat. Or it doesn't realise you are in sector and objects are loaded up, and just tries to fly straight through them. I've been playing X since 2011 and this has been the main issue with AI pathfinding, this isn't the first time I've brought this up in the forums. It's also something Egosoft has never grabbed by the horns and really dialed down. While in-sector the AI needs to use different pathfinding algorithms. Other games have done it, such as Freespace 1 & 2, freelancer, Starpoint Gemini, and many other flight/space sim games. They are all able to do it, but then again none of those games had "out of sector" algorithms where the AI were able to just fly through objects when they aren't loaded. This is 100% why it's happening.
I see. I didn't realize you provided evidence. I thought you had provided "guesses." In that case, can you share the source code? I have some modifications I'd like to make...Aven Valkyr wrote: ↑Mon, 8. Apr 19, 06:59 I would like to see your evidence based on your response, since you have provided none, and I have provided plenty to prove my point.
I think what's happening here is the AI is bouncing between 2 math formulas. Hence sometimes it works, sometimes it doesn't. Or it finds some sort of balance because it knows it needs to move the ship, and what happens is what I call segmented vectoring. I'm not saying there's zero math for in sector flight. What I'm saying is the math isn't working and the formula needs to be scrapped. The AI is capable of planning a route, but the devs need to approach the math for in sector flight a little differently than they have been. Right now what it seems like to me is the formula has been carried forward from all of their previous games, and at one point it was utterly broken, and then "sorta fixed" with a bandaid fix. Then in X3 with the complexity of the engine the formula was sub-par, but instead of writing a whole new block of code for it and approaching the way AI handles in sector flight, they just added more bandaids to this fix. Now we have X4 and the bandaids still apply, and the flight model is getting more and more broken.MakerLinux wrote: ↑Mon, 8. Apr 19, 16:13 I also tend to think that this explanation of Out-of-Sector pathing for In-Sector AI doesn't make much sense, e.g. how can an AI "sometimes remember" to do differently? In my case, I have been watching both autopilot and commanded pilots trying to deviate from obstacles, but reacting too slowly and failing.
I don't know if that helps, but I've noticed that if you get stuck inside a structure, if you relinquish command to the NPC he/she gets unstuck, it also works if you teleport to another sector then back again.
You know there are people in the world that swear the earth is flat, citing the same evidence. After all, they can clearly observe the horizon over years of experience.Aven Valkyr wrote: ↑Tue, 9. Apr 19, 04:28 My evidence is hard playtime and observation of how the AI works.
This is not even true. X3's AI/autopilot is suboptimal, but it is nowhere near as bad as X4. Ships can actually dock and undock, navigation works as expected, and ships almost never run into static objects when pathing outside SETA.
Well actually it's less the flat earth argument and more, like this argument:brekehan wrote: ↑Tue, 9. Apr 19, 04:36 You know there are people in the world that swear the earth is flat, citing the same evidence. After all, they can clearly observe the horizon over years of experience.
Irregardless, how about instead of making assumptions about how the code, that you've never seen, works, and pointlessly arguing about it, we just leave it at:
"There is a problem with collision detection and avoidance that has existed since the beginnings of the X series?"
Why are you arguing this?Aven Valkyr wrote: ↑Tue, 9. Apr 19, 05:07 Nonsense about his own observations, interpretations, and opinions, being hard evidence
This -repatomonor wrote: ↑Mon, 8. Apr 19, 15:05 Yes, it happens to all of us. I'm sure what's happening is we all try to put a blind eye on this, because it's got to be the most reported bug ever that eventually never gets fixed - concluding that it cannot be fixed.
concluding that collisions cannot be fixed.
I discussed the issue some time ago, since X:R has the same issue. With a fast moving ship it can be possible to miss the plane between "inner" and "outer" of a structure. Once you're "in" you often can't accelerate fast enough to get "out" again.
Effectively quoting the wrong person, feels right thoughbrekehan wrote: ↑Mon, 8. Apr 19, 06:45That's not what happens, nor is it the reason.Aven Valkyr wrote: ↑Mon, 8. Apr 19, 06:37 This has happened to me as well. And the reason this happens is simple. The AI is programmed to fly as if it were out of sector at all times. The AI is blind to obstacles being loaded up by the player being in-sector. So the AI thinks it's still out of sector where it can fly through objects without any problems and just get to the dock point. What Egosoft needs to do is do a layer of programming where the AI takes curved vector pathing in order to go around objects. I don't know how hard it would be to program this, but the AI is blind to objects in space. This is and always has been a problem in the X series