Transport function "u" BUG

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Transport function "u" BUG

Postby Iszh » 14 Mar 2016, 22:47

Hey i found out that the function for loading/unloading does not work as intended. The normal function of it is unloading units. This works. I suggest to fix it :lol:

If you select a few units and take a transport in this group then you can press "u" as well. The expected reaction is loading a bunch of those selected units and unload where you press. What happens is very different always you do another try.

Expected features:
1.) unloading already loaded units at a spot - works
2.) loading units from selected group and unloading at the clicked spot - bugged

What happens with function 2.) :

-selecting 4 tanks and 1 t1 transport in one group then press "u" and click at target spot
->plane is loading 2 tanks and waiting and 2 tanks are simply driving to the target. after some time delay the transport starts and delivers 2 units
->transport is loading all 4 tanks and waiting after 10-15s delay starting and delivering the units
->target was to close and reachable transport simple is flying to the spot and tanks are driving

it differs everytime you try it. Sometimes 1 tanks is driving and 3 are loaded in the plane and so on. results are completely unexpected. If you take more than 1 transport in the group a real desaster starts. for example i tested 3 transports and 10 tanks. result was that 2 transports simply started flying to the target point beeing empty and 1 transport loaded 6 units. The loaded transport was waiting ethernal and the remaining 4 tanks simply started driving to the target point. This whole function is simply omfg bugged.

Would be really nice if somebody could fix this because thats a very useful function.
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Re: Transport function "u" BUG

Postby Lionhardt » 14 Mar 2016, 23:42

I could "reproduce" the undefined behavior. What happens appears to be very random. The only case that seems reliable is k transport with n slots and j units that take up n slots.

Edit: Nah , not even that is reliable.

Might have to do with some retarded pathfinding algorithms. At least that is what it looks lie at first glance, because the reliability seems to go down the more units are in the proximity of the load up place that are not involved in the order.

Edit: Actually, even if all units in the proximity are involved in the order the behavior is unreliable. But it seems to be more unreliable the more units are involved total.

Edit: Ok, apparently it is both:

reliability goes down with:

1) the number of units involved

2) the number of units in the proximity

Which actually can be reduced to (2)

Meaning: for example 1 transport with 6 units works well alone if there are no units in the proximity. But it works unreliably if there are units in the proximity.

Therefore it looks like the core of the problem is the age old nemesis of this game: pathinding
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