In today's episode of "Where has my gyrocopter been teleported to when I start the game?"
Madmole explained a couple years back that vehicle tracking is separate from player tracking. Depending on various variables it can take a few seconds and up to a minutes for it to 'catch up'. This can be a big deal if you backup/copy game files outside of the game without exiting. (Especially after just traveling with one.) If you didn't travel far, you can try as Guppycur noted above and use LE in console. If you traveled a 'great' distance you can try going back to where you last were with the vehicle. (or last couple of places...)
FWIW, I haven't experienced any such issue while playing SP. There's evidently a lot of people with this issue, though. I've also seen people report vehicles _drifting_ by themselves and vehicles being dragged away by moving zombies or animals. The one issue I do have with vehicles is when they allegedly dip into the terrain and have to be pushed back, which stops them and makes them lose momentum.I was able to retrieve it no problem, is was inside the POI. It's just a recurring issue with A20 with I think every vehicle at this stage? It was the first time it teleported to somewhere indoors
Here are the 3 screenshots I uploaded earlier.
The first 2 are showing the popping in and out of different PIO's.
The 3rd shows a part of a PIO that stays in the same place.
In both cases you can walk trough the wrong parts.
I'm enjoying A20 quite a bit, but one thing is really bugging me (even more than distant meshes not removing placed items as they get removed).
Stealth.
Virtually all the new POIs have danger close spawns. Some are so bad they don't spawn till you are in the room and then do it right in front of you.
All are willing to spawn even though you have already made sure the area was clear (which is bulldung IMHO).
This makes it so one has to cheese to use stealth. By cheese, I mean doing things like where the player is supposed to drop into a room, instead build a set of stairs down far enough you can descend in stealthily triggering the spawn without them spawning right next to you and instant waking. It is weak sauce that break immersion but not as weak sauce as dropping into a room with a closed door and nothing in the room then getting jacked by 2 zombies that spawned in as you were falling into the room. This is with full points in stealth and all stealth gear.
It is annoying to use a cheese built stairway, go down 2 blocks and WATCH zombies magically appear. 7 Days To Magic?
Stealth has no value on horde night and the only way to use it effectively outside horde night is to use cheese tactics (build stairs, break walls). Honestly feel it could be removed as a skill and just everyone the same basic level since it wasting points on it is not worthwhile.
Whaaaaatttt....Sneaking is probably going to get even worse with the clothing/character overhaul they have/had planned for A21 before they address how the changes/additions in A20 affected it.
I think that part could be addressed by the POI designer (at least partially).It is annoying to use a cheese built stairway, go down 2 blocks and WATCH zombies magically appear. 7 Days To Magic?
"Surprise spawns" right nearby the player only inside closets or above the ceiling, therefore those spawns don't magically appear in front of the player's eyes but are rather hidden and one would not know whether the zombies have been waiting there forever or just spawned.But if you could decide a change, how would you handle "surprise spawns"? Any ideas?
In A19 it was possible to clear an entire room with a sneaky approach. You could have killed a zombie with a bow / crossbow and another zombie standing right next to it would not wake up. Now the first bow / crossbow kill always wakes up the remaining zombies of that same group.Sneaking is probably going to get even worse with the clothing/character overhaul they have/had planned for A21 before they address how the changes/additions in A20 affected it.
Ok, that would cover small number spawns in rooms."Surprise spawns" right nearby the player only inside closets or above the ceiling, therefore those spawns don't magically appear in front of the player's eyes but are rather hidden and one would not know whether the zombies have been waiting there forever or just spawned.
If it's the desire by the designers to have "ambush rooms" then those rooms need to be designed in a way where zombie spawns are hidden. That can be done by cleverly-placed objects or a wall/ceiling that breaks. If zombies are popping out of thin air, it kinda breaks the immersion.Ok, that would cover small number spawns in rooms.
But what about those areas in POIs where the designer wants you to be, basically, ambushed?
Those are often bigger areas (like a warehouse or a big room) where you can't really hide the spawns from view.