In an ideal world the units would do this automatically, I agree, but we have to work with how it is right now. It is an individual consumer version of Steel Beasts Professional which is used for real military training. The player can command other units or play as gunner or tank commander. So, one way to avoid trouble is to have a waypoint some 50m in front of a sharp turn, then make the turn with a slow route and narrow spacing, and resume normal speed and distances a while later. Steel Beasts Pro Personal Edition is a simulation of modern company-level armoured combat. Software developer eSim Games, LLC announced today that the first (free) update for the Personal Edition of Steel Beasts Professional is now available for. We've been working on a number of improvements in the 4.3 branch, so coming June a scenario that might not work too well right now for this reason alone might actually behave better (but hard to say without looking at the specific case). They won't slow down if moving at high speed before it's too late and are therefore alsmot guaranteed to overshoot a turn. In version 4.1/4.2 units still don't have a way to anticipate sharp turns on a road.
The prerequisite is that the unit is in column formation (duh). So it is quite possible to use both Navmesh intelligence in combination with road-bound movement, but unfortunately you'd have to forego the convenience of holding the Shift key for long distance routes between waypoints (a practice that I have never recommended to begin with). Generally, whenever a platoon is in column formation and the direction to the next route vertex does not deviate more than +/-30° from the direction of the road, the platoon will stay on the road anyway. Quote from: Ssnake No - but to be honest, I don't think this would be necessary or make a difference to begin with.