Fat Otaku Posted April 3 Share Posted April 3 For the first problem: A T-80U can spot a stationary HMMWV in forest camo in woods from 3km away. (Camp_hornfelt AAR, at 8:22) A T-90 can spot a concealed Javelin unit hiding fully behind grasses from many kilometers away. (Apocalypse AAR, at the start) Does grass and forest help with concealment at all? As for the driving issue, I've consistently observed that AI crashes or getting stucked significantly more when I use x10 time. It ruins a lot of mission and thus extremely annoying. Is it a fixable glitch? Camp_Hornfelt(2)-Destroy_Inferior_Force_169820_040324RYZEN_9_79001018.aar Apocalypse_COOP_OPBehemoth_v4_127824_040124RYZEN_9_79000046.aar 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted April 3 Share Posted April 3 1. Dare I say the AI's spotting ability is well known. Where possible use terrain (hills, etc.) rather than vegetation as detecting one pixel can result in target acquisition by the AI. 2. Yes, don't use time acceleration. 0 Quote Link to comment Share on other sites More sharing options...
Lumituisku Posted April 3 Share Posted April 3 Lowering Difficulty level possibly helps on spotting problem but then things might get bit too easy. 1 Quote Link to comment Share on other sites More sharing options...
Members Solution Ssnake Posted April 3 Members Solution Share Posted April 3 Time acceleration can indeed cause trouble if the frame rate isn't high enough - which depends on the computer, and the scenario, of course. While forests do help with reducing the likelihood of getting spotted (by a lot), once that a unit is spotted, it will get immediately identified and from that moment on has very little chance of escaping observation again. This is less than ideal, but to change this mechanism we need a new software architecture (which is in development). The good news, version 4.4+ will do something about infantry getting spotted at longer ranges. 2 Quote Link to comment Share on other sites More sharing options...
BlackDeath Posted April 3 Share Posted April 3 3 hours ago, Ssnake said: Time acceleration can indeed cause trouble if the frame rate isn't high enough - which depends on the computer, and the scenario, of course. While forests do help with reducing the likelihood of getting spotted (by a lot), once that a unit is spotted, it will get immediately identified and from that moment on has very little chance of escaping observation again. This is less than ideal, but to change this mechanism we need a new software architecture (which is in development). The good news, version 4.4+ will do something about infantry getting spotted at longer ranges. It's been 2 years since 4.3, 4 years since 4.1, will we see this 4.4 version this year? 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted April 3 Members Share Posted April 3 No. There will be a final 4.3 update this year (summer...autumn-ish), and, probably, a major upgrade next year. Whether that will bear the number 4.4 or something else, I don't know yet. We try to maintain the established three-year cycle 2013 (3.0) 2016 (4.0) 2019 (4.1) 2022 (4.3) 3 Quote Link to comment Share on other sites More sharing options...
Captain_Colossus Posted April 3 Share Posted April 3 is there a path to change the AI instantaneously detecting anything shooting at it, that is, computer units know instantaneously that something is firing at it in the same instant the trigger is pulled- in the past when there were only two user tanks in steel beasts- the M1 and Leopard 2, this was not as apparent since the flight time of main gun rounds could close the distance fast enough to barely notice (users might understand this when in the gunner's position the TC always knew a rocket or missile projectile was on the way and would button the hatch and the sound cue was played). this really became apparent when the bradley became playable as well as the TOW missile complex in version 2.0 (i do not recall when the first russian or european ATGMs became available), because once the player pulled the trigger on an ATGM, you could visibly see the AI sense it immediately and begin searching for the source of the shot as if there were a direct link from the player to the enemy crew. if the enemy unit was not already preoccupied or engaged with something else, it has a decent chance to spot the missile source and return fire with enough distance, putting any kind of missile operator at a disadvantage and ambushes difficult to execute) 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted April 3 Members Share Posted April 3 I think we addressed that one, but I'll have to look up the details. 0 Quote Link to comment Share on other sites More sharing options...
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