auda wrote: ↑Mon Feb 14, 2022 9:43 pm
Oh, and another thing: if there are visible obstacles in the path, say, when there is a visible enemy plane in the path, the pathfinder will logically find a way to bypass it. In ground units, this is where Zone of Control check is used (as a component of the pathfinder algorithm), but since the planes have no Zone of Control it only bypasses the hex where the enemy plane is located.
thanks for your input. well, i finally just spent some time in scenario editor, modelling various situations and taking notes on results.
i would try to put it here in terms, which look more understandable to me.
since the game is hex-based, there are obviously 3 axis or 6 directions for each starting hex. i will name directions from 1 being vertical from plane to north and 2 being from plane to north east and so on clock-wise. the sectors between these directions lets name 1-2, 2-3, 3-4 and so on.
generally, as described above before me, the plane moves in broken 2-leg line (unless the destination doesnt need deviation from the original directional line or if there is an obstacle), in most cases first leg is as far as possible by one of the directions (1-6) from initial hex (hereinafter - IH), and second leg would be the shortest way by one of the directions from the turning hex (TH) to the final hex (FH). the change of angle between 1 leg and 2nd leg is always only 60 degree.
However not all situations are the same and oddly enough in some cases the pattern of movement isnt uniform.
i have considered three type of situations:
1. no visible obstacle.
for this situation, as said, the plane would first go in one of the IH directions as far as possible, to be able to go the direct way from TH to FH. for FH in sector 1-2 the plane goes first direction 1 to TH, then direction 2 to FH. for FH in sector 2-3 first direction 2, second direction 3 from TH to FH. same pattern 60 degree
left hand side swing for sectors 3-4, 4-5 and 6-1. however for FH in sector 5-6 the swing direction is opposite - first direction for IH - TH is 6 , second direction for TH - FH is direction 5. that makes me think that moving in direction 5 (for example approach target in direction 3, return to airfield in sectors 5-6 or 6-1; or attacking target in sectors 5-6 or 6-1) is more predictable, because for two sectors it is known that plane will first go direction 5. same time direction 4 from IH seems never being used in situation 1 conditions.
2. visible obstacle on one of the directions from IH.
for FH in sector 1-2 the plane approaches the obstacle in initial direction , passes in
on right hand side, continues flight the initial direction till TH and FH same as no obstacle situation. same patterns for FH in sectors 2-3, 3-4, 4-5 and 6-1. for TH on initial direction behind the obstacle the plane would go 1 hex left from initial direction, pass the obstacle in direct line
on left hand side and then turn right to the FH when its adjacent. same pattern for TH on initial directions 1, 2, 3, 4.
for FH in sector 5-6 the plane approaches the obstacle and passes it on
left hand side.
for FH on direction 5 behind the obstacle the plane turns
right from IH, passes the obstacle on right hand side, turns to ini direction just after the obstacle and continues straight till the FH. for FH on direction 6 behind the obstacle the plane approaches it, passes on
right hand side, continues straight parallelly to ini direction, and turns left whenever FH is adjacent.
3. visible obstacle one hex to the left from ini direction line.
FH's in all sectors approached same way as for situation 1. FH's behind the obstacle (from the original situation 1 pattern point of view) are reached via passing the obstacle on
right hand side, i.e. in that case first direction for FH in sector 1-2 will be 2 (and not 1 as original), then turn left after obstacle, then continue straight in direction 2 till the FH. same pattern for sectors 1-2, 2-3, 3-4, 4-5, 6-1. for sector 5-6 again it gets weird, and obstacle is being passed on
left hand side.
if you have read to this point i would suggest you to make your own experiments and make the simple schemes for above 3 situations on paper.
so far i can only make out that sector 5-6 and its adjacent directions are not uniform with other and must be treated with more care. i wonder what programming issue forced such a weird pattern for these directions.
the air ambushes are really more predictable to me now. I can even imagine that knowing the patterns you can trick the enemy in a very complex trap. but that would have to be state of the art trap, next level stuff for me.
the other issue is that in some cases, when the known FH for enemy is more then 1 turn flight away, the intermediate hex can be decided by the human in a special way (that is also a topic for discussion - how it must be decided to get to FH faster and to avoid possible traps). for AI 1+ turn path i also havent experimented yet.
also, seems the same patterns apply to warships' movement. my idea is to use the default swing pattern with fast long range detecting warships (SB in original game) to scout and get back to safety (for example in and out of bunker/radar FOW within one turn)
lastly it all depends on FOW you and the enemy have. over well guarded/patrolled enemy territory i would not suggest try playing such games and instead try to get back to home field asap and safely.