try reducing the fire to 7.0 and increase move to 2.0
Way ahead of you man, though I'm using slightly different values. I'm also using a custom urgency curve generator for the tank Fire behavior, and it seems to help reduce the time tanks spend tracking extremely distant targets.
Nooo. Please dont reduce the firing range. Its one of the things I love in 2.3 :-(
I'm not changing the tank weapon AI templates, most of which do indeed have a max range of 500 meters. I'm only changing the
culldistance for all the vehicles. This value is the max range that a bot can "see" an object, though bot "visibility" can be further reduced with level specific AI settings.
There are two of these, though I am not sure which one takes priority over the other:
In init.con, we have
GameLogic.MaximumLevelViewDistance XAnd in \AI\ai.ai, we have
aiSettings.setViewDistance XOn a slightly more serious note: Underpass and rail crossing in one go without hesitation? Impressive...
Heh. cF, that clip was for you. What about the fence gate navigation, huh? The bot was so proud of itself that it went through that gap twice.
There is still a spot on Goodwood where tanks/halftracks/anything still always get stuck if they wander into it. It is a cluster of trees past the rail crossing surrounded by a partial stone wall.
I haven't looked in the editor yet, but I suspect that the trees didn't create a big enough hole in the vehicle navmesh to get bots to go around them. In AI debug mode I can see the bot pathfinding lines, and in this particular area the bots are trying to navigate
through the trees instead of going around.