In the game, and these, too:
- sink or get stuck into mud, soft ground or snow...
- get stuck between obstacles
- lose ground contact of wheels/tracks
Excluding the error on commands, they will come out on top.
Well, the player is the "biggest problem" for any realistic game, as he can command and do strange things without risk and never admits his mistakes, trying to blame the AI, during the human nature
.
Yes, those are in the game, but my point was that in reality getting stuck happens unpredictably. For example: a halftrack tries to cross a ford through a safe route. Everything should be safe, but then it happens to hit a few unseen bad stones and gets stuck. In the game the halftrack usually gets stuck because he doesn't cross the ford from the correct path and instead he drives directly to the river.
I think the AI -driver that controlling vehicle by handles or drive wheel, that moves by the laws of physics and who lost control in a tight spot in a realistic landscape still looks more "humanly" than as is common in other games - in this cell we get stuck with a 30% chance.
Or am I wrong?
P.S. But I agree it's strange and randomly stuck more understandable
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If losing of vehicle control (like drive wheel rotating strongly because of stones for example) is simulated in the game, then it's acceptable and correct. A pure random change - in my opinion - is not the best way of doing things. However, I do not know any other way to simulate unknown environmental factors that are not known by both AI driver or the player.
I think this discussion is about philosophy of what A.I should know about terrain and what he should do when given a stupid order by the player.
IMO, AI should evaluate it's chances of success and choose the most effective route depending also on the distance. I would divide drivable terrain cells in four categories (most probably you have already something similiar in the game for AI):
- Easily passable terrain (like roads): AI always uses these cells to travel when
by road modifier is on and vehicles approximately never get stuck.
- Passable cross-country terrain: vehicles can pass the terrain easily, but there are always some spots of bad terrain or obstacles and that sometimes lead to immobilization. If no roads are available, AI uses these cells to move when
by road modifier is on.
- Difficult terrain (like forests and marsh-like areas): terrain that still can be driven but has many spots of bad terrain or obstacles and that relatively often lead to immobilization.
- Impassable terrain (like rivers, cliffs, wet swamps, very dense forests): Impassible or high risk terrain, where you as a human would never drive unless totally drunk. AI driver never enter these areas, even if ordered by the player.
The most important thing might be that if some obstacles are clearly visible to player, AI should not drive over them. But it should be also possible for vehicles to get stuck on unseen and unpredictable obstacles (maybe generated randomly or simply simulated by random change?) like a hole covered with vegetation or soft snow (not known or seen by AI nor the player).
All right. We reflect on this "problem" for the holidays and in the March 13 patch to be updated an AI in arcade direction, even dull order for attack in line through the marsh and rivers in Krasnaya Polyana is not to result in loss of vehiclesin most cases (AI will correct players errors).
But it need to redownload DLCs and polygon updates from Gamersgate to get maximum effect
Thank you, I guess. I hope that immobilizations due to bad terrain can still happen and that roads will have their importance (IMO they aren't as important at the moment as they should be).
p.s. Could you also add a button that turns the vehicle back on it's wheels when pressed like on some car games?