I see a topic referencing this (or something extremely similar from the authors description) back from August '23.
https://www.fsdreamteam.com/forum/index.php/topic,30355.msg195443.html#msg195443Want to know if the devs have any input on working around this.
I have noticed it on about 25% of the walker loops I create, if there is a substantial delta in the Z height between the final (WP9) and initial sets of waypoints (generally WP's 1 through 3).
Q: Is the walker loop also interpolated and resolved as a spline curve? (I already know the pushback paths are) I'm wondering if this disjointing is because of a failure to solve the vertical/Z component between the final WP and the initial WP(s).
What happens/Reproduction:
1) Create the initial Walker WP at ground level (For instance the bottom of a staircase, as depicted in attached ref image)
2) Place the ramping waypoint(s) as normal, along the stair path
3) place remainder of waypoints (3-9) along desired path, with final waypoint adjacent to starting waypoint, and at same Z level to complete the loop.
4) Initialize the walkers, the first set will follow the interpolated path "up the stairs" as normal, however after the first loop has completed, and the walkers complete the initial path
through waypoint 9, they will then translate/pop to the highest Z position on all subsequent loops and no longer interpolate up the stairs as normal.
Hopefully I'm conveying what I'm speaking about effectively,
let me know if you need further information.
See ref IMG's attached (FYI this is at FlyHigh KISP, Main Terminal, abeam Gate A1)
Image 1 Shows WP Placement
Image 2 Shows Walkers following path normally at initialization of loop
Image 3 Shows Walkers floating for all subsequent loopsIn any case if anyone knows of a workaround for this, let me know.
Thanks.