I gotta say though, the work on 4.1 was almost entirely about one thing, improving and solidifying the underlying simulation quality. This would be the common theme, if I were to summarize the last three years. I'll be illustrating this in the coming weeks with more examples. One area that largely eludes effective presentation is, sadly, AI that simply works. That is entirely unspectacular, but of course it's highly amusing to observe the failures (like that helicopter swarm flyby in the DCS thread). We aren't short of examples where the old pathfinding resulted in a number of silly behaviors (and no doubt the new version will still show a fair bit of silliness all around if you go looking for it). And of course, if you would contrast the two it would be obvious what progress has been made.
It still goes against the basic principle in marketing not to intentionally make your product look bad.
In the past you'd often enough have crashes between oncoming traffic lanes if there was the slightest obstacle on one lane, making the computer blindly veer into the other lane. Like, parked cars next to a road. or a dead vehicle blocking a bridge. Now they simply bypass the cars that aren't even on the road, or drive around the dead tank on the bridge. They no longer slide into wadis for driving too close to the edge. They don't necessarily get stuck in large areas with rock clusters, as long as there is a path through the maze, somehow (actually, they're too good at it now).
In short, a lot of things "just work".
Edited by Ssnake, 23 May 2019 - 1019 AM.