v2.1.2.7207 very wrong path...

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Neurobed
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v2.1.2.7207 very wrong path...

Post by Neurobed »

Hi
Deployment phase scenario 1, "Big Red One" campaign: simply look at this insane path :shock: :
Same behaviour with other APC recon sections or MBT platoons; SP section or HQ seems not affected...

US1-SN1 Fog of War @ 00_pc_1800_hrs_R.jpg
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CapnDarwin
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Re: v2.1.2.7207 very wrong path...

Post by CapnDarwin »

That looks odd for sure. Do you have a save game we can look at?
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
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cbelva
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Re: v2.1.2.7207 very wrong path...

Post by cbelva »

I believe that this has been fixed. There was a bug that snuck in where some units didn't want to cross a bridge over a river. They would snake all over the map to avoid the bridges.
Charles Belva
On Target Simulations LLC
Neurobed
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Re: v2.1.2.7207 very wrong path...

Post by Neurobed »

CapnDarwin wrote: Wed May 17, 2023 5:00 pm That looks odd for sure. Do you have a save game we can look at?
Yes, file is attached. Paths in Move Hasty are worse than in Deliberate.

Another problem that I don't think is connected to the previous one: opening Saved Campaign, clicking in the empty space of the file list, generates an error (bug report attached).
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WildCatNL
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Re: v2.1.2.7207 very wrong path...

Post by WildCatNL »

Neurobed wrote: Wed May 17, 2023 8:56 pm Another problem that I don't think is connected to the previous one: opening Saved Campaign, clicking in the empty space of the file list, generates an error
Thanks. Unlike the paths problem, we did not yet have a fix for this. Was able to reproduce, and fix it.
William
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Bullman
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Re: v2.1.2.7207 very wrong path...

Post by Bullman »

cbelva wrote: Wed May 17, 2023 8:46 pm I believe that this has been fixed. There was a bug that snuck in where some units didn't want to cross a bridge over a river. They would snake all over the map to avoid the bridges.
LMAO! I literally just started this same campaign/scenario and was confronted by this exact same perplexing pathfinding oddity related to the Bradley units, leading me to head to these forums and just now finding this post after searching the forum for keyword "path". :lol:

If this has been fixed, what is the outlook for when the players might actually see it fixed in an update? There seems to be no real workaround for this scenario resulting in all Bradly deployments across the river to be greatly delayed.
The only way to "force" the Bradleys to cross the river at the bridge hex (though it seem they don't actually use the bridge) is to make the first waypoint the first hex on the other side of the river adjacent to the bridge hex side then plat a second waypoint to the actual target destination hex.

note: If I have a Bradley unit and an Abrams unit start in the same road hex adjacent to the bridge (hex 1517) and use the method above to issue the Bradley and Abrams units the same move order/path with a final destination hex being hex 2315 for example, the final waypoint info tells me the Abrams will get there at 1821, while the Bradley will get there at 2001.

Any word on whether it was scenario specific bug or a more generic bug that potentially affects other scenarios?

Bull
Bullman
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Re: v2.1.2.7207 very wrong path...

Post by Bullman »

cbelva wrote: Wed May 17, 2023 8:46 pm I believe that this has been fixed. There was a bug that snuck in where some units didn't want to cross a bridge over a river. They would snake all over the map to avoid the bridges.
LMAO! I literally just started this same campaign/scenario and was confronted by this exact same perplexing pathfinding oddity related to the Bradley units, leading me to head to these forums and just now finding this post after searching the forum for keyword "path". :lol:

If this has been fixed, what is the outlook for when the players might actually see it fixed in an update?

There seems to be no real workaround for this scenario resulting in all Bradley/M106A2 deployments across the river to be greatly delayed. The only way to "force" the Bradleys/M106A2 to cross the river at the bridge hex (though it seems they don't actually use the bridge) is to make the first waypoint the first hex on the other side of the river adjacent to the bridge hex side then place a second waypoint at the final target destination hex on the other side of the river.

note: If I have a Bradley unit and an Abrams unit start in the same road hex adjacent to the bridge (hex 1517) and use the method above to issue the Bradley and Abrams units the same move order/path with a final destination hex being hex 2315 for example, the final waypoint info tells me the Abrams will get there at 1821, while the Bradley will get there at 2001: a 1hr 40min delay!

However, after executing the orders, the Bradley does not seem to actually suffer any delays in crossing the bridge and getting to the destination in about the same time the Abrams do.

Any word on whether it was scenario specific bug or a more generic bug that potentially affects other scenarios?

Bull

PS: SOP was set to Deliberate (not Hasty), to get Bradleys/M106A2 to cross at bridge)
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