Maturin,
You haven't demonstrated that there is unfair knowledge about prior movement of targets hidden by bushes.
That is not the bug I am reporting. In fact I specifically state that the test file AITest-TeamSpotting shows that the issue is NOT the foliage ViewLOD.
Have you ever killed an enemy by blind firing through a bush at a moving target you spotted for fewer than 0.5s at more than 100m range, after a stance change (which unquestionably disrupts your exact reference to the enemy's position), in 2-3 shots? In my reproduction scenarios, I show these results with extreme consistency on only Regular difficulty. One can increase the AI skill to see more extreme cases.
I encourage you to try it by taking control of the AI yourself. As soon as you see the enemy and he disappears behind the bush in front of you, go prone and try to shoot him. You get 3 shots. Best of luck.
Furthermore, AI NEED to be able to shoot through bushes and trees at perceived positions and area suppression targets.
The issue is not about the AI firing through bushes. It has to do with them retaining a full '4' knowsAbout value for targets they cannot see, and using that information to make precision shots. They are not 'remembering' where their target is. They know exactly where it is even after losing line of sight to the target.
Furthermore, the AI knowing that an unseen enemy has died is an issue that deserves its own ticket.
No, it does not, because the cause is exactly the same and it is the same bug. Because the AI has knowsAbout = 4 for the target even after proning behind the bush, they know that it is dead. knowsAbout = 4 means that they have total information about the target -- position, movement, life state, class, weapons.
And also, does anyone remember that 'AI should not fire on units observed only b group members' ticket? Maybe this isn't actually fixed.
Reproduction case AITest-TeamSpotting shows that it is not fixed when linked with this issue.
I recommend that you try the reproduction cases rather than the video, which simply shows the issue, not the cause. In the missions I have included a tracker that shows the knowsAbout value of each AI regarding the other. While firing through the bush it remains at 4, the maximum, which means that the AI has perfect knowledge of the position of the target -- even if it is moving. They are not using predictive tracking because there's no need for it.
Increasing enemy inaccuracy is not a solution. Dispersion increases amount to a hack. It is far better for the AI to properly assess where they think the enemy might be and engage that location with aimed fire. The problem occurs when, as I clearly show, they do not 'assess' where the enemy might be. They know, at maximum value.
Lastly, error is introduced in your videos by the bushes and grass. We don't know exactly what the viewblock models look like. We need to find ourselves someone who can put a LoS script in the mission.
I could easily add such a check to my repro cases but there is no reason, because the issue has nothing to do with the viewblock models of the bushes, as I stated clearly in my report's reproduction case notes. I have also repeated this test with the grass turned off -- you can see me turn it off in video -- and it persists. If you put the AI behind the bush from the start, they will never spot the enemy. The issue occurs only when the AI spots a target, goes prone to engage it, and THEN the target is obscured by the bush's viewlod as result of the proning. The AI then ignores the bush and engages through it for a few seconds before the engine reassess whether or not the AI has knowledge of its target. (Or that's my guess about the engine behavior.) If they don't kill the target in the first few shots, they'll stop firing and just lay there.