Optimal PoF harvesting

trupoet

Active Member
What values do you use for how far away you can vary from the path and then how far from that you can get? I've been trying to Havest in PoF with the given navpath and I end up getting stuck a lot with the default setting of 80 and 15.

I tried turning this down to 50 and 15 and still had the same problem.

Just curious what other people have done for PoF or even zones like Ferrott where the zone has many places where its wide open but certain areas have narrow passage ways or even big huge rock pillars in the middle of the pathway (like in PoF).
 

SuperNoob

Active Member
Personally I would never use a posted navpath but that is my own special kind of paranoid. Making your own path means that you are familiar with the area and can adjust it to suit your needs.

with that said, there is no magic set of numbers that work with every path and zone. On several of the paths I have in Feerrott I have them set up with a pretty high wander range, while a couple of the paths I have setup are very tight and only have the range set to a very low number. Experiment and find ones that work for your situation.

-SN
 

Cr4zyb4rd

Active Member
Mulling it over a bit...it wouldn't be TOO terribly hard to add something to the notes for a given navpoint to signal the bot to change the roaming ranges when it hits that point, so that you could tell it in effect "i'm entering an area where it's easy to get stuck" and signal again when you're in a more open area. The new pathing UI would make it pretty easy to add, really...

thoughts?
 

trupoet

Active Member
that would be pretty cool yah.

Not sure how hard on the coding end.

right now I have my own path going around certain areas and it goes off and on in enclosed spaces so I end up having to do a 10 roaming range and then 1 max range outside that. So I have potential to miss nodes when the path takes me out in the open (depending on how the path goes exactly).
 

benrangel

Active Member
Mmm yeah, I used another bot a long time ago.
Their path coding looked something like this, with the third
value being roaming distance for that waypoint. Worked
really good, actually.

waypoint1 = 906, -562, 35
waypoint2 = 952, -562, 35
waypoint3 = 996, -575, 45
waypoint4 = 1014, -622, 5
waypoint5 = 1033, -607, 5
waypoint6 = 1055, -594, 30

//b
 

Cr4zyb4rd

Active Member
Alright, that's enough of a vote-of-confidence for me. I've got a few other changes I'm making to harvest that should be up on experimental in the next week or so, and then I'll revisit the pathing. I also wanted to add some more features for editing path nodes and multiple-connections and whatnot...TBH it's pretty trivial to write the code at this point, my big hangup is trying to figure out how to fit it all into a UI window so that it looks halfway good and works intuitively. I've always hated coding UI :(
 
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