Forum › Forums › Discussion › Gathering under water
This topic contains 5 replies, has 5 voices, and was last updated by kujah 7 years, 6 months ago.
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June 24, 2017 at 3:55 pm #3716June 24, 2017 at 3:58 pm #3717
Yes, swimming navigation is not officially supported yet.
It will take some time for us to research and adjust the navigation math. As we already mentioned, it is planned for Stormblood Upgrade Stage 2.Thank you for your patience and understanding!
June 24, 2017 at 11:34 pm #3733June 25, 2017 at 5:38 pm #3751Even if it is not supported yet, I’m curious how you did it neoseeker.
I made myself some underwater grids, I had no problem making a path from an outside Aetheryte then diving underwater, it works fine. But as soon as it reaches the first Beacon, Miqobot unmount and stop. She found nothing close, she tried to figure how to reach the next Beacon, but failed going there and just unmount and stopped moving.
All my nodes underwater are Fly ones, plus Beacons. I didn’t bothered testing more, the grid is done and ready for next release of Miqobot, even if it might need some adjustments.
But maybe neoseeker you can share how you made yours, just to see if I can modify mine to make it work.
June 26, 2017 at 1:38 am #3765I use this one
Btn65 – Ruby Cotton Boll / Ama Nori / Gem Algae
Test for about 2 hours everything looks fineJune 26, 2017 at 6:50 am #3774I also posted a similar question in main SB topic:
Navigation under water for gathering nodes seems somewhat flaky once you reach the node,
For 90% of nodes i have no issue, however some of them close to the sea bed i have issues with when making grids, i found that the bot can easily get stuck “2 more steps to go” even if i only 1 step or when my PC is on top of the target branch.
The solution i found was to make the bot approach with camera facing the node as it approaches on its last branch, it does not seem to turn and face most of the time with the nodes i had issues on.
You can make a grid as normal but its flaky if you dont approach the node correctly. I found that I had to force character to aproach directly at the problem nodes as oposed to just slaping a node in from an odd angle, even then it would flake out at times because it only navigated “above” the node instead of next to it like you would on land. I found all my problem nodes were on the sea floor i assume it was because i couldn’t always aproach from the same level or below.
If you put the work in it will definately work but you wont get anything that looks as natural as it could on land from my experience.
Further to the grid the poster above posted you will notice the ones along the sea floor run in an almost flat line along the sea bed. I used that one for 2 hrs and it only flaked out once its a decent grid.
- This reply was modified 7 years, 6 months ago by kujah.
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