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-   -   Oleg, very curious on the AI in Battle of Britain. (http://forum.fulqrumpublishing.com/showthread.php?t=3015)

LEXX 04-01-2008 09:50 PM

120km. Not bad. Thanks.

Depends on aircraft performance. For something with the performance of B-70s and MiG-25s, maybe 1000km, considering the tracking of ground control which I think Oleg is making for BoB And Beyond should have, although for much lower performing aircraft.

Bloblast 04-05-2008 07:32 PM

Must say that I just installed 4.08m, AI is better in this version.
More close to human flown aircraft.

Bloblast 08-15-2010 03:23 PM

We see a lot of pictures of the development, but nothing said about AI development in the game. Has there been any news the last 2 years? Really curious about this development.

brando 08-15-2010 05:05 PM

Diving out and running for home if damaged or in a tight position like being outnumbered was commonplace for both sides. As senior officers were fond of saying: aircraft are easy to replace but trained aircrew are not! So a fuel leak or a glycol leak, or damage to control surfaces, called for as rapid an exit as possible. This is written in most of the many books that I've read about the Battle of Britain. Fire or dense engine smoke was the signal for flipping the plane over and getting out, before the explosion or the steep dive to oblivion.

It's only in gaming situations that people continue to fly about shooting when the plane is crippled. In real life they hit the silk as soon as possible, or aimed their plane for the nearest dry land.

B

Bloblast 08-15-2010 06:17 PM

Quote:

Originally Posted by brando (Post 175277)
Diving out and running for home if damaged or in a tight position like being outnumbered was commonplace for both sides. As senior officers were fond of saying: aircraft are easy to replace but trained aircrew are not! So a fuel leak or a glycol leak, or damage to control surfaces, called for as rapid an exit as possible. This is written in most of the many books that I've read about the Battle of Britain. Fire or dense engine smoke was the signal for flipping the plane over and getting out, before the explosion or the steep dive to oblivion.

It's only in gaming situations that people continue to fly about shooting when the plane is crippled. In real life they hit the silk as soon as possible, or aimed their plane for the nearest dry land.

B

Yes, correct I hope that AI wil do this in Battle of Britain. Running for home when aircraft is damaged or when clearly outnumbered. That will make sim more realistic.
Fighting continuing till all aircraft from one side are all annihilated is definitely not realistic.

KG26_Alpha 08-15-2010 09:48 PM

Nothing worse than an AI plane smoking and leaking coolant getting on your 6 and hammering you 5-6 mins after you had given him a taste of your lead, flying like theres no problem for him:(

Some of the Ki's can be on fire and then turn to attack you belching thick smoke..............

Ah then the flak............. thats another story :)

Blackdog_kt 08-16-2010 03:47 PM

Quote:

Originally Posted by Bloblast (Post 175296)
Yes, correct I hope that AI wil do this in Battle of Britain. Running for home when aircraft is damaged or when clearly outnumbered. That will make sim more realistic.
Fighting continuing till all aircraft from one side are all annihilated is definitely not realistic.

What is even more interesting, is that the reason it was used so much is that it was effective. The other side simply didn't give enough chase a lot of times!

Why? Simply because these guys fought in reality and acted with survival in mind, it's pure math. An enemy fighter that decides to split-S out of the fight is one less fighter your flight has to deal with. That's it, you stop dealing with him the moment he's not interested in putting guns on you and focus on the rest of his flight.

Of course this is dependant on mission type. It's more probable to let escaping enemies go during an escort mission, or any other type of multi-flight operation that requires the pilots to maintain certain positioning. On the other hand, it would be the least possible to see this in a freijagd/fighter sweep mission, then i think it's safe to assume that the attacking pilot would give chase to a damaged and escaping enemy much more readily.

This may be one of the reasons we don't see AI that breaks for home so often. A virtual PC pilot will 99% of the time dive after that damaged enemy fighter no matter what. Older sims had AI that used to do this and it resulted in an unrealistic number of kills scored by the human player during the course of an offline career. Sure, the AI is a bit too reluctant to save their own skins, but on the other hand we're guilty of exploiting AI that does make the effort to disengage ;)

BadAim 08-16-2010 07:21 PM

Double edged sword there. I know When doing something like an SEOW Pilots are much more economical with their virtual lives because you typically have limited, planes and lives, and getting the mission done is much more important than getting a kill (well, for most guy's anyway) because the mission is usually more important to the actual campaign than the kill count.

If a similar way of enticing the live pilot to act more realistically could be found then the AI would be less of a problem.

winny 08-16-2010 08:05 PM

I think that A.I in most games tends to favour the lot's of stupid targets instead of fewer clever ones.
I can't think of many games where the A.I just bugs out. Devs never seem to account for instinct over intelligence. They need to write some A.I with a sense of self preservation.

Flyby 08-17-2010 01:59 AM

AI bombers?
 
Will AI bombers go for targets of opportunity? I never liked how the (for instance) AI Kamikaze planes would stooge about if the primary target was hit and sank. Other "targets of opportunity" got off easy instead of AI going after them. Will that change in SoW?
Flyby out


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