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Pathfinding long distances
Posted: Tue Dec 10, 2024 1:25 pm
by Nikel
Do not know whether it is a limitation of the engine or a bug, anyway here is a save.
I was trying to simulate the time from Severomorsk to Tartus using a Ropucha class russian ship.
RTB works perfectly for the nearby Severomorsk, however Tartus is too much for the pathfinder and tries the direct route until finding land.

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Re: Pathfinding long distances
Posted: Tue Dec 10, 2024 5:34 pm
by Nikel
Not uploaded this save, but added a 2nd Ropucha in the Baltic, near the base of Baltiysk, happens the same.
However moving it to the North Sea or near, it works.

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Re: Pathfinding long distances
Posted: Tue Dec 10, 2024 6:34 pm
by tylerblakebrandon
Could it be more than a factor of distance? Could it be the unit does not have the fuel range, so the pathfinding is trying to route a straight path within fuel range? I wonder how a nuclear powered unit would far?
Re: Pathfinding long distances
Posted: Tue Dec 10, 2024 6:49 pm
by Nikel
No, the sub Belgorod also fails the test.
But if that was the case, should there be a message indicating it?

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Re: Pathfinding long distances
Posted: Tue Dec 10, 2024 7:58 pm
by thewood1
It could be the canals and passages from the North Sea to the Baltic. I have seen similar issues in Hormuz scenarios. I usually have to put a couple waypoints in to avoid that.
Re: Pathfinding long distances
Posted: Tue Dec 10, 2024 8:06 pm
by Nikel
Yes, I thought that, but there are not from the Barents Sea to the North Sea.
Re: Pathfinding long distances
Posted: Tue Dec 10, 2024 8:59 pm
by thewood1
The last option I have is I have seen pathfinding on long distances take a very long time before getting set. But they eventually work.
edit: So I put in a CVN to eliminate refueling as any kind of issue.
If I created the path like in the first example straight to the Med, about 50% of the time it takes a few hours game time to resolve a path. The other 50% it had not returned a result wafter 24 hours. And you are getting a message that the ship is waiting for pathfinding to return a result.
If I add two rough waypoints for a path, within 5-10 minutes, the pathfinding returns the proper plot a segment at a time.
Re: Pathfinding long distances
Posted: Wed Dec 11, 2024 11:00 am
by Nikel
In the save I posted, I see the plotting increase in % to Severomorsk that is nearby (2 times is done in fact) and then the path is created correctly.
However, if you change the base to Tartus and order RTB, the plotting is much faster but wrong.
And another try, from Severomorsk to Baltiyskt, and was done correctly, strange.

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Re: Pathfinding long distances
Posted: Thu Jun 12, 2025 11:43 am
by Nikel
Bumping this, because still do not know whether it is a bug or a limitation of the CMO engine?
Still present in the last build.
Re: Pathfinding long distances
Posted: Fri Jun 13, 2025 8:56 pm
by Raptorx7_slith
When dealing with extremely long range movements like that its best to include as many waypoints as possible, especially around things like straits as the engine has problems creating paths around them. We're looking into improving this