Quote:
Originally Posted by Continu0
AI planes should use exactly the same flight modell as the player can use!
|
+1E100000000000000
When being a lonely bomber and attacked and driven by a veteran it should do some evasive manoeuvres suitable for a bomber such as quickly altering its altitude, weaving, eventually barrel rolling.
If bomber is flying in formation it should stay in formation instead of trying to play fighter (what it sometimes does).
Fighters should ALWAYS start evasive manoeuvers as soon as it realizes that it has someone on his tail (currently after a while they just fly stubbornly home despite shooting at them).
Flights lead by veteran pilots that are tasked with close cover of a bomber (formation) should fight off fighters and return to the bombers. Less experiences flights may stick to the fighters instead of turning back to cover bombers.
Roockie pilots may occasionally not stay with his wing leader but go chasing alone as soon as he sees an enemy plane nearby or after a while in a dogfight. He may randomly loose his flight at all during a dogfight and return home alone.
AI formations should use bank and not rudder for turning even in shallow turns. Rudder should always be used only to annihilate side slip. Preferably all pilots will have more or less capability to annihilate side slip. Rookie pilots will have more chance to have side slip than ace pilots.
AI should - depending on skill level and situation - occasionally overlook one when it is fixed on another target. A target that is going to be attacked by the AI plane will get some sort of priority level to this AI plane. If the AI plane is then itself targeted it will either shift its focus to the attacker (for instance the player) or stay with the original target until it gets damaged. If it shifts its focus should depend on the skill level and may include some randomisation. Near comrades of the AI may warn it. So if a friendly AI is nearby the AI plane shall most likely shift its focus.