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Patch - 1.3.2.6.8.16.15.12 Goldencrest Island is now live!

New Map Goldencrest Island


[h2]Historical Roots in the California Gold Rush[/h2]
Goldencrest Island, located off the coast of San Francisco, has a rich history that dates back to the mid-19th century. Discovered during the height of the California Gold Rush, the island quickly became a bustling hub for prospectors. Early settlers named it Goldencrest due to the island’s hilly terrain, which was believed to contain rich veins of gold, due to the fact the hills seemed to sparkle when the sun fell. While large deposits were never found, the name stuck, symbolizing hope and prosperity.

The island was taken over by the US Navy and served as a checkpoint for ships coming and leaving San Francisco during the California Gold Rush and the American Civil War, as the state's population boomed.

[h2]World War II Military Outpost[/h2]
Fast forward to the early 1940s, Goldencrest Island took on a new, strategic significance. During World War II, the United States military established a significant outpost on the island to defend the West Coast against potential Japanese attacks. The island was fortified with bunkers, anti-aircraft guns, and a small naval base. Soldiers and their families lived on the island, creating a tight-knit community amidst the ongoing war.

[h2]Post-War Abandonment[/h2]
Following the end of World War II, Goldencrest Island's military significance dwindled, and it was eventually abandoned. For over fifty years, the island remained largely untouched, a forgotten relic of a bygone era. Nature began to reclaim the land, with the once-bustling outpost transforming into a ghostly, overgrown reminder of its past.

[h2]Modern Renovation and Revival[/h2]
In the early 2000s, interest in Goldencrest Island was rekindled by investors and developers who saw potential in its prime location and historical charm. A massive renovation project was launched, aimed at modernizing the island while preserving its historical elements. Over the next two decades, Goldencrest underwent a dramatic transformation.

Today, the island boasts high-rises and luxury apartments that offer stunning views of the Pacific Ocean and the San Francisco skyline. It has become a hotspot for beachgoers and tourists, with pristine beaches, upscale resorts, and vibrant nightlife. Offshore gambling facilities have turned Goldencrest into a mini Las Vegas on the sea, attracting visitors from around the world.

Despite its modern amenities, Goldencrest Island has not forgotten its roots. Historical tours and museums dedicated to the Gold Rush and World War II periods offer visitors a glimpse into the island's storied past. The blend of historical preservation and contemporary luxury makes Goldencrest Island a unique destination, celebrating its rich heritage while embracing a vibrant, modern future.




Upcoming Content and Performance Enhancements
  • Preloading New Content: This patch includes significant changes that lay the groundwork for exciting upcoming features. We've preloaded assets and systems to support new vehicles and Operator content, which will be rolled out in future updates. This ensures that when the new content is released, it will integrate seamlessly with the existing game environment. It is 4.9 GB in size.

  • Performance Improvements: We've begun leveraging the latest performance enhancements offered by Unreal Engine 5.4. By optimizing various systems, converting more assets to Nanite, and tweaking materials for better LODs and HLOD utilization, we're already seeing improvements in the game's performance, making it smoother and more efficient. While we're still exploring the full potential of these tools, the progress we've made so far is already enhancing the current content and laying the groundwork for the new features we have planned. You should expect a solid 40-60% performance boast depending on hardware!

Patch Notes
(Click Show details for a full breakdown of the changes)

[expand]
    New Features
  • Minigun added to the Heavy.

    General Fixes & Improvements
  • Fixed translucent glass materials not interacting with fog properly.
  • Fixed various LODs and enabled Nanite on several meshes.
  • Enabled Nanite on OpenWorld landscapes.
  • Slightly optimized post-process effects.
  • Updated HLOD setup.
  • Fixed various invisible objects.
  • Added translucent glass LOD materials to world vehicles.
  • Adjusted scalability.ini settings.
  • Various optimizations throughout the game.
  • Added performance cost graphs to the options menu.

    Building & World Adjustments
  • Lerp adjustments to re-imported building BPs.
  • Fixed traffic light orientation.
  • Fixed buildings that were offset by re-import.
  • Fixed dual Lerp positions that were offset on re-import.
  • More adjustments to world-building BPs.
  • Adjusted Lerp positions for the Police Station in Grid 7.
  • Fixed overturned fences on the TI Power Plant, renamed them, and adjusted collision/nav blocking.
  • Rebuilt navmesh after these changes.
  • Rebuilt collisions for road bridges in Grids 1, 7, and 8.
  • Rebuilt navmesh for the large mansion in Grid 7 (Chelsea's House).
  • Fixed more spline mesh alignment issues caused by the UE 5.4 update.
  • Progress on landscape detail pass, adding cliff meshes to elevations and nav modifiers for better navigation around verticality.
  • Expanded water to reach further into the backdrop.
  • Adjusted size of nav mesh bounds to envelope the entire island, including the path spline for the Carrier.
  • Further refined the beach landscape for smoother transition points (LCAC still erratic during transitions and random instances over open water).
  • Lowered the continental shelf to create more room for the Carrier to 'float'.
  • Rebuilt open-world landscape Nanite data.
  • Added Calypso landscape to be Nanite-enabled.

    Calypso/Goldencrest Island Updates
  • Nav fix for Calypso.
  • Fixed up the Carrier to have a proxy movement volume and base, then rebuilt navmesh.
  • Fixed errors in the level graph.
  • Fixed several duplicate world-building names.
  • Fixed FOW volume size.
  • Fixed collision complexity settings on some build location meshes (with one mesh still having errors).
  • Fixed issue with a Location Volume's collisions not registering in Unreal.
  • Fixed ambient splines not having world buildings assigned to them.
  • Made adjustments to all ACS in Calypso.
  • Tested location volumes for errors.
  • Set up city lighting for the metro area of Calypso.
  • Fixed Calypso G7+G8 not being part of the Calypso Landmass (impacting evac and infection spreading systems).
  • Updated Calypso's user-visible name to Goldencrest Island.
  • Updated the description in the Main Menu for Goldencrest Island.
  • Old saves will still show 'Calypso' in the Load Game menu but will function correctly.
  • Speculative fix for shared vision dependent crash.
  • Fixed autosaves not working in Goldencrest Island.
  • Added a large water plane underneath the water tiles.
  • Fixed collision issues with removable fence assets.
  • Updated the minimap for Calypso ~Derek.
  • Updated Calypso City lighting and tree placement progress.
  • Commit of build machine stuff ~Derek.
  • Fixed navigation being missing for proxy movement for LHA6 (allowing movement and landing on the Carrier again).
Please note the following going forward: Restart your game/steam to get the update if needed
[/expand]

General Development Updates


[expand]
https://www.youtube.com/watch?v=6zz49hElQa8
https://www.youtube.com/watch?v=zZA_1INK--I

[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190

[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule.
View the Roadmap
[/expand]

Ways to Support Our Development


[expand]
Your support helps us grow the team and create a better game for everyone!

[h3]Support Us on Patreon[/h3]
Join our Patreon community to gain exclusive access to behind-the-scenes content, early builds, and other perks.

[h3]Check Out Our Merch Store[/h3]
Show your love for Cepheus Protocol with our official merchandise! Every purchase directly supports the development of the game.



[h3]Cepheus Protocol Anthology[/h3]
Immerse yourself in the gripping narrative of the Pangu Virus outbreak through multiple perspectives. Follow the dedicated heroes of the Center for Epidemic Research and Control as they battle to contain a devastating alien virus that transforms innocents into terrifying creatures of unimaginable power.

https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/

[h3]Watch the First 40 Minutes of Cepheus Protocol Anthology Season 1[/h3]
Get a sneak peek at the intense and dramatic opening of Season 1.

https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

If you're experiencing crashes/instability, please try a Steam Verify/Display Drivers update before contacting us.

This week on Cepheus Protocol August 2nd

What is Cepheus Protocol?


Where other zombie games in the genre have asked "How will you die" (Project Zomboid), Cepheus Protocol dares to ask "How will you survive". Giving you the tools of a recently created new branch called CERC its now your job to tackle how to handle the spreading Pangu Virus. We are dedicated to continuing to work with our community to keep refining Cepheus Protocol till its a true gem.

It should be noted that while we embrace critical feedback it should be given in a manner that is respectful and conductive of actually having a conversation. I.E Don't say X is Bad fix it. Say X is bad because of X,Y,Z . Then we can start to have a meaningful conversation. It should be noted naturally all suggestions cannot be implemented but we will keep them in mind for a possible addition in the future depending on scope budget etc.

Roadmap


The Development update video linked above will have further details. After all of this is implemented we will convert all current vehicles to this system and implement the Abrams, MLRS and Bradley to officially start the CERC/Doctrines card outlined here.

Development Update from Jun 13, 2024
https://youtu.be/6zz49hElQa8?t=1032

Note: we will not be allowing full destruction but like mentioned in the last update on Youtube partial destruction in the terms of street lights, fences, walls etc. Preplaced assets in the world to make areas like the center park in Treasure Island far more dynamic so vehicles and explosions can affect the world.

[h2]What is Chaos Vehicles?[/h2]

https://youtu.be/-lkEOEEKYD0?t=63

[h2]What is Chaos Destruction?[/h2]

https://youtu.be/u3ktiewcLpo?t=32
If your getting crashes/out out of memory issues check out this post
https://steamcommunity.com/games/979640/announcements/detail/4365760665713106999

Airborne Doctrine Backlog assets


We will be allowing users to customize what weapons appear in what "slots" for each helicopter allowing for in-depth customization on the vast amount of gameplay situations that can occur. A few examples would be mix/matching different weapon combinations based on need.

I.E Missile pods for saturation of an area without a need for accuracy vs say Hellfire missiles which would lock on and track their targets and be fired much slower 1-2 every few seconds. Then you toss in gatling guns/MGS for constant suppression/saturation and you have a party

[h2]VTOL [/h2]
it wil feature an unarmed version and armed version. It will allow you to cycle between hover/flight mode and will not feature any transport capacity for lifting vehicles.


https://youtu.be/E5M-VsOi9o8


[h2]Little Bird[/h2]



[h2]Blackhawk[/h2]



Calypso Valley V2 (Pending Rename)


Originally intended to be a "demo" map only it was repurposed as additional content and for lower spec machines. When we feel the game is more feature complete we will revisit the demo.

I have earmarked some issues/corrections that need to occur on Calypso including renaming the map, some level design changes and bug fixing. I estimate at least till Wednesday to the point we are completely done.



[h2]Pass 2 8.2.24[/h2]



Vehicle AI


Vehicle AI is an extremely slow process of updating references to a new "Shared" Interface/Actor Components. Which meant thousands of lines of code that had to be refactored and reconfigured. We finished the C++ aspect of it earlier this week but now we are working through the Blueprint components and improving/updating logic as we go to better practices. In some cases we are down converting BP logic to C++ for refinement purposes/streamlining the workflow.



Currently the list in the picture shown below is what remains till we can even play in our editor and do the vehicle porting aspect. It's a big step and has taken us weeks to accomplish based on on its sheer size. The Abrams and co will come shorter after all current vehicles are ported over.

[h2]So Order of Operations.[/h2]
Vehicle AI Interface stuff -> Port all Current Vehicles -> Experimental -> Abrams, Bradley, MLRS & C5 Galaxy -> Resume CERC/Doctrines roadmap.

I don't have an estimate yet for this. But we believe it to be quite soon for the porting aspect. We will know more once we fix the remaining compile errors and start testing in our SDK

Last Vehicle AI Video update

https://youtu.be/YMNZ6juA3e0

Coop


Part of the work is also making it easier for me to switch over to ⁠road-to-coop which will be a channel that after we "push" all the current vehicles over to Chaos Vehicles i will be shifting over to.

I will effectively be working on systems that are mundanely simple that wouldn't change like Shooting, Health etc. I.E the "Core" components and learning GAS. (Gameplay Ability System) It would effectively make a lot of "abilities" replicated natively and streamline the creation of new ones.

if you want to consider supporting us check out our patreon or Discord pledge system everything helps!

Public Notice on Newer Intel CPU's Crashing/Out of Memory issues

There seems to be a widespread issue with newer Intel CPU's and Unreal Engine games.


We've had several users noticing that they were able to fix the issue by manually adjusting some settings that by default motherboards do that are dangerous to the stability of the engine. As far as we can tell this is a screw-up on Intel's side which is why a lot of gamers are RMA/Returning their Gear for AMD CPU's. I personally had to follow a guide (Post #5) for Unreal Engine developers just to stabilizes our development SDK from crashing for myself.

Excerpt from various sources:

The issues have been reported by users with a variety of processors, including the Core i9-13900K, Core i9-14900K, Core i7-14700K, and Core i7-13700K. The severity of the crashes can also vary by game, with some titles simply exiting to the desktop while others can completely lock up the machine.
[h3]Some possible causes of the issues include: [/h3]

  • Aggressive settings used by default by motherboard vendors
  • High default power and current limits
  • Default loadline calibration for voltages
  • Motherboard's default "Auto" power and current limits

[h3] Some possible solutions include: [/h3]

  • Updating your BIOS to include an "Intel Baseline Profile" option, which reverts to Intel's factory default settings for basic functionality, lowers power limits, and improves stability
  • Manually downclocking or undervolting the Intel processors
  • Power/current limiting the CPU
  • Manually setting the power limit to 275–300 watts and the amperage limit to 350A
  • Tweaking the Load Line Calibration (LLC) to increase voltages


Epic Games, the developer of Fortnite and the Unreal Engine, has also published a support notice advising affected users to adjust their BIOS settings.

Citations on the Internet about it:


Intel's CPUs Are Failing, ft. Wendell of Level1 Techs (Gamers Nexus covering it)
https://youtu.be/oAE4NWoyMZk

Official Epic Games Response blaming Intel
https://www.radgametools.com/oodleintel.htm

Article on new ASUS Motherboard settings to help:
https://www.techradar.com/computing/cpu/been-tearing-out-your-hair-due-to-pc-games-crashing-with-your-intel-cpu-asus-has-a-fix-for-that

Is your Intel Core i9 CPU crashing when playing games? You’re not alone – and Intel’s investigating worrying reports of instability
https://www.techradar.com/computing/cpu/is-your-intel-core-i9-cpu-crashing-when-playing-games-youre-not-alone-and-intels-investigating-worrying-reports-of-instability

Ashes of Creation Issues(Another game dev having the issue)
https://forums.ashesofcreation.com/discussion/59699/ysk-intel-13th-and-14th-gen-cpus-have-a-lot-of-crashing-problems-especially-with-unreal-engine

Your Intel CPU could be unstable in Unreal Engine games
https://www.pcgamesn.com/intel/cpu-instability-games-unreal-engine

There are increased reports of crashing in Unreal Engine games, etc. and Epic is blaming Intel chips
https://www.pcgamer.com/there-are-increased-reports-of-crashing-in-unreal-engine-games-etc-and-epic-is-blaming-intel-chips/

Copied from a recent post:
https://steamcommunity.com/app/979640/discussions/1/4523386479582238022/

Letter from the Producer #10 Vehicle AI & Map Update Progress Week 3

What is Cepheus Protocol?


Where other zombie games in the genre have asked "How will you die" (Project Zomboid), Cepheus Protocol dares to ask "How will you survive". Giving you the tools of a recently created new branch called CERC its now your job to tackle how to handle the spreading Pangu Virus. We are dedicated to continuing to work with our community to keep refining Cepheus Protocol till its a true gem.

It should be noted that while we embrace critical feedback it should be given in a manner that is respectful and conductive of actually having a conversation. I.E Don't say X is Bad fix it. Say X is bad because of X,Y,Z . Then we can start to have a meaningful conversation. It should be noted naturally all suggestions cannot be implemented but we will keep them in mind for a possible addition in the future depending on scope budget etc.

Roadmap


The Development update video linked above will have further details. After all of this is implemented we will convert all current vehicles to this system and implement the Abrams, MLRS and Bradley to officially start the CERC/Doctrines card outlined here.

Development Update from Jun 13, 2024
https://youtu.be/6zz49hElQa8?t=1032

[h2]What is Chaos Vehicles?[/h2]

https://youtu.be/-lkEOEEKYD0?t=63

[h2]What is Chaos Destruction?[/h2]

https://youtu.be/u3ktiewcLpo?t=32

Note: we will not be allowing full destruction but like mentioned in the last update on Youtube partial destruction in the terms of street lights, fences, walls etc. Preplaced assets in the world to make areas like the center park in Treasure Island far more dynamic so vehicles and explosions can affect the world.

Map Changes coming soon...


[h2]Calypso Update (W.I.P) [/h2]
Is being updated to support the Carrier and newer gameplay mechanics. We expect the new map on experimental sometime next week. Around July 17th


[h2]Open World Update [/h2]

It should be noted that within the next 2 weeks after we release the newly revamped Calypso i will be tasking my level designers/modelers with the complicated task of expanding the map and adjusting/removing some of the fictional islands we invented earlier in development because we had a "design" limit of how large the maps could be. More details here!

The plan will be that while the programmers are working on the CERC/Doctrines/DNA Research card(New vehicles etc) they are getting the map ready for our 1.0 release and coop at the end of 2024 - going into early 2025. Treasure Island, Angel and CO will be "play" islands while the main meal is San Fran North. A new landmass that is 5x the size of all current content in the game that we've been slowly building in secret.

At this time we will explore and R&D underground "subway tunnels" but i cannot give any further news on this. We need to see how doable it is.

The first picture is a crude example of the new layout ->
The second is the total planned map size for when we deem the map "done". More details to follow around Halloween on that aspect for unmentioned areas.




Vehicle AI Progress


This week we converted the system over to the Cerberus to see where the system would fail understanding larger vehicles of mass. We identified several points where our logic needed to be even more dynamic to take into consideration values that change between wheels like Friction & overall Vehicle Mass.

[h2]Day 15[/h2]

Been porting variables in prep for getting other vehicles onto Chaos Physics - the goal, to reveal weaknesses in the current pathfinding AI so that it can be improved to handle other vehicle setups.

The Cerberus here has extra mass that the system's not used to handling, so it tends to overshoot turns due to assuming the brakes would function like with the Ajax.
Still, progress! Take a look!

https://youtu.be/v336INWMThM

[h2]Day 18[/h2]

Vehicle AI Update: Basically it allows quicker/easier roll out of new vehicles so we don't have to hand test each vehicle as much!

Bit of progress - some of it behind the scenes. Figured out some math for dynamic brake calculation, and started (though not done yet) on 'earlier turning' logic.

Differences are minor at first, but good enough so far that the 'getting frazzled by the bench' from the last round didn't occur here.

Step by step!

https://youtu.be/4jEp6iepIgg

Conclusion


We will continue to convert the most complicated /varied vehicles over to the system and further refine the math/calculations as we go to ensure each vehicle handles optimally. We believe that the Ajax, Cerberus, Evacuation Busses and the Abrams will provide us enough varied data to then focus on porting over the RTS elements to this new class/system and get an experimental out with all current vehicles then get the new ones in. We thank everyone for their continued support and patience.

if you want to consider supporting us check out our patreon or Discord pledge system everything helps!

Letter from the Producer #9 Vehicle AI Progress Week 2

What is Cepheus Protocol?


Where other zombie games in the genre have asked "How will you die" (Project Zomboid), Cepheus Protocol dares to ask "How will you survive". Giving you the tools of a recently created new branch called CERC its now your job to tackle how to handle the spreading Pangu Virus. We are dedicated to continuing to work with our community to keep refining Cepheus Protocol till its a true gem.

It should be noted that while we embrace critical feedback it should be given in a manner that is respectful and conductive of actually having a conversation. I.E Don't say X is Bad fix it. Say X is bad because of X,Y,Z . Then we can start to have a meaningful conversation. It should be noted naturally all suggestions cannot be implemented but we will keep them in mind for a possible addition in the future depending on scope budget etc.


Vehicle AI Progress


Development Update from Jun 13, 2024
https://youtu.be/6zz49hElQa8?t=1032

In the past we have gotten feedback about how our vehicles were lackluster or for a better word "Crappy". Last Thursday we transitioned the engine to 5.4.2 to take advantage of the latest Chaos Destruction(Production Ready now) and Chaos Vehicle changes.

Today i will be presenting the progress we've had in the last week R&Ding the new vehicle physics and adjusting as needed. A lot of time went into learning how Chaos vehicles operate and how to write an AI that understands things like steering, throttle and a break to accurately navigate our growingly complex world.

[h2]What is Chaos Vehicles?[/h2]

https://youtu.be/-lkEOEEKYD0?t=63

[h2]What is Chaos Destruction?[/h2]

https://youtu.be/u3ktiewcLpo?t=32

Note: we will not be allowing full destruction but like mentioned in the last update on Youtube partial destruction in the terms of street lights, fences, walls etc. Preplaced assets in the world to make areas like the center park in Treasure Island far more dynamic so vehicles and explosions can affect the world.


[h2]Day 10[/h2]

Been testing the vehicle in the more tighter-turning environments of the Calypso map!

This really exposes some issues with how Unreal's default navigation points sometimes end up in the 'wrong' locations for a vehicle - something we need to investigate and see about improving so vehicles not only can accurately move where we want them to, but also pick good places to move to begin with!
On the bright side, it also demonstrates our 'reverse and get back on course' logic. Not perfect, but enough to stop a lot of weird situations from becoming permanent losses!

Got some more obstacle improvements in from these tests, and some improvements to 'recovery' in some situations should collision occur. Take a look!
https://youtu.be/VtyLsPxkf1Q

[h2]Day 11[/h2]

Gather round CERC recruits a massive improvement to Path Generation in relation to A* was pushed in today that will effectively better take into consideration of said vehicles handling to not create "human" like paths where the next points would require the vehicle to do unreasonable things just to hit all of them upon a move order. Check out the results and extra details below! :LelouchMug:

-Updated with a new 'path smoothing' check that cleans out a lot of excess or redundant move waypoints, so the vehicle has less turning and 'fidgeting' to do to hit every point (by having fewer points!)
-Not really demonstrated in the vid, but also added improved 'roll safety' so the vehicle will be very likely to remain upright even if you tell the driver to do some wacky stuff

Sorry about the low quality (Low Framerate) of the GIF, but wanted to show the full move so had to trim some frames out to make it a reasonable size.
That said, take a look!

https://youtu.be/O5AgUtCCQ0g

[h2]Day 12[/h2]

Some turns are still suffering but we are still working the problem to wrap them up. We will be entering the next phase soon after we iron out the remaining impact/crash issues.

Since we wrote a brand new class next phase is taking this new class and properly integrating with the RTS elements we have already. I.E health bars, selection logic etc.

Then we will scale up testing with multiple vehicles and then finally infantry then all of them together.

TLDR:
Some 'predictive turning' logic has been added, to help smooth out movement between points and make turning a little bit more natural!

However, small obstacles and 'small corridors' are currently issues still for the vehicle, as seen in the GIF. They're gonna be next on the list, most likely!

https://youtu.be/LVYhn82HWyE

[h2]Day 13[/h2]

Testing in more environments revealed some flaws with the pathfinding, including sometimes where the vehicle would 'see a clear line' to a target and start moving there, without recognizing the ground.

Short GIF, but the 'orange line' you see near the beginning indicates the vehicle recognizing that there's no straight line across, so he goes a longer way.
A lot of this comes down to a bunch of little things that add up, but it's working!

Also been working on improved reverse logic so it's more responsive when recovering from an impact (though not demonstrated in this GIF).

https://youtu.be/UCwNgfzVgac

[h2]Day 14[/h2]

[h3]The Story so Far[/h3]

So we brainstormed some solutions and did some R&D last night since as many of you saw in the last GIF's our vehicles have HUGE issues going through narrow/tighter corridors. Apologies about the time its taking to build this but we want to do it right the first time and ensure these vehicles are ready for just about anything. That means hundreds of hours testing and adjusting when they fail the vast amount of "courses" we have identified that will push the Vehicle AI to its limits. This is a huge improvement but i still feel it need a bit more refinement to make it look a bit more natural. Possibly add some Post Processing to the Navigation calculation to add more "dynamic curving" based on the "degree" of the next calculated turn to "soften" it up.

[h3]Why are we concerned about this? [/h3]

Vehicles need to understand their limits dynamically based on a VAST criteria of variables so they understand how to make turns accurately and minimize slow "periods". I've personally studied a lot of player bases and you guys like to build "Realistic" checkpoints and gates like the attached pictures so making it so the vehicles understand ramping down speeds and generating "curved" paths instead of crazy 90* degrees is all but required.



New pathfinding 'turn smooth' logic: the pink sphere here indicates a spot where the pathfinding detected a sharp turn with short space to do it, so it 'scooted' the point out to widen the turn so the vehicle can fit.

Take a look!

https://youtu.be/we__KsK0V6Q

Conclusion:


This concludes the last week of progress we've had on the vehicle. We will continue to tweak and R&D the vehicles as they stand till they are perfect. As seen in the last video(Day 13) turning needs some adjustment and some corrections are still needed before we scale up the tests with multiple vehicles and start implementing a custom "avoidance" system to stop vehicles of differing move orders from crashing into each other when possible.

The Development update video linked above will have further details. After all of this is implemented we will convert all current vehicles to this system and implement the Abrams, MLRS and Bradley to officially start the CERC/Doctrines card outlined here.

https://cepheusprotocol.notion.site/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08?p=633fd2afddcd45df9fcf351b62e73647&pm=c