Mr.Killer wrote: ↑Wed, 15. May 24, 09:45
Good Wizard wrote: ↑Sat, 11. May 24, 20:35
For me one of the most frustrating things are the pilots performances in IS.
Did pause a few months, started a new game (creative, but with fairly low value, V6.2), have a Katana as my only ship. Flew around a bit, fought several Xenon at gates and near stations, played several hours, and at this point my pilot had 2 1/2 stars.
Asked him to fly to a certain point several sectors distant, while parked in a station (I visited the Split to receive my +10 rank). He flew out very nicely, and then as soon as he left the hangar he tried to go into the direction of the gate. Through the station, bumped around for minutes, until he manged by pure luck to find out...
I have no HQ yet, hence no teleport, or I would have teleported away in disgust...
This becomes worse every version since 4.2! Now in 6.2 I have in nearly EVERY auto pilot flight an 'epically fail'. And my pilots cannot leave a station without bumping into it several time. And it is not a too big hit box, they really try to fly through parts of it. There is something seriously wrong with the game. This is extremely annoying, a basic function growing worse and worse. Is it really so hard to make the NPC pilot flying out of the hangar in a fairly straight line until he has several kilometers distance from the station, and then changing course to the target?
I still find it amazing though that a pilot can fly through stations, asteroids, ships with no problem and If I would try this? I fail all the time... So it is mechanics I guess... But yes, it is annoying.
(I did not mention some flight paths that the pilot takes through an asteroidfield, stopping, make weird moves, start travel drive, stop again, weird move, start traveldrive again.... and so on, while simple move a bit to the left, right , upwards or downwards would steer simply clear of them asteroids. )
Oh yes, drilling through station modules/asteroids/side of gates when approached from 90 degrees .. The Auto-Pillock has been a constant in all X series games, but I find it to be worse in X4 than any previous game.
Stations designed with Paranid egg shaped modules seem to give a high occurrence of snaring a landing/taking off ship.
Stations with Terran enclosed wharfs (the dome shaped one with M ships docked on the outside, and S ships have to go through that narrow tunnel), S ships with an NPC pilot jiggle about a lot trying to land, and occasionally instead of landing at the pad they will fly out the other side of the wharf before turning back in to eventually land at the S dock inside.
Recently in the 7 Betas I am noticing a new behaviour, a ship you are in which is being piloted by an NPC, when it comes into dock (any dock, even the Luxury flat ones with no sides) it will sometimes approach the dock
from underneath the dock, so the ship then drills through the whole of the dock to get to the landing pad on the other side.
Tried producing a save prior to docking in various scenarios to offer to egosoft as a reproducer .. but as usual with these things I cant even reload those saves myself and reliably reproduce the issue, so its just pointless trying.
I tried also making a bug report topic documenting with many saves and many videos all of the occurrences throughout the X 'verse, I was at it for about two years. I think it helped them to focus on S/M enclosed wharfs and refine the approach to them and take off, which is these days a lot better than it used to be. However there is still a bit more work on them to be desired, and especially on Terran S/M Wharfs. The intro video to Cradle of Humanity shows a Terran Fighter landing at one of these Wharfs
https://youtu.be/iSWzoGOscQc?t=89 ..
.. I view that video and think "False advertising", Wish the in game experience was really that smooth.