Movement bug detected, unit bounced back and forth at the edge of the map

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Tcao
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Movement bug detected, unit bounced back and forth at the edge of the map

Post by Tcao »

I build a sandbox scenario to test the units movement speed and I noticed a bug.

I issued orders to a M113 plt to see how long distance it can travel in 30min at
1, move hasty, works fine.
2, move deliberate, works fine
3, Assault, now I experience the bug as the units move to 0213 , return back 0114, then move to 0213 and return back. it repeats this process for the rest of the game.
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CapnDarwin
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Re: Movement bug detected, unit bounced back and forth at the edge of the map

Post by CapnDarwin »

We will check it out. Thanks for the report and save.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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Tcao
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Re: Movement bug detected, unit bounced back and forth at the edge of the map

Post by Tcao »

you are welcome

issue the waypoints closer to the starting point should avoid the problem. In another try I put WP 1 on 1110, WP 2 on 3301, then it carry out the assault order without any issue.

Looks like the AI got confused by the time need on the route. Between the high way B272 and the southbound secondary road then to the rail track , it cannot decide which route takes shorter time.


Edit: WP1 and WP2, not WP2 & 3
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WildCatNL
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Re: Movement bug detected, unit bounced back and forth at the edge of the map

Post by WildCatNL »

Tcao wrote: Fri May 05, 2023 11:43 am Looks like the AI got confused by the time need on the route. Between the high way B272 and the southbound secondary road then to the rail track , it cannot decide which route takes shorter time.
This is a bug, triggered by the proximity of the end waypoint to the initial leg of the path, combined with SOP policy of disembarking dismounts 1 hex from the objective (= end waypoint). The unit takes the end waypoint into account in all legs of the path (i.e. can dismount prior to the final leg of the path, to account for large dismount ranges, and closely spaced waypoints).
That's the initial reason of the unit to go south, instead of taking the direct path to wp1. Once gone south, the unit changes its mind, possibly because the costs of the routes are now similar and it chooses the wrong tie-breaker.

For your experiments, just move the wp6 away from the initial leg.
But as a means to expose this bug, it's a great set-up. Very helpful. Thanks!
William
On Target Simulations LLC
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