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Originally Posted by Jumoschwanz
they seem to move in a way that is directly dependent on your control inputs, almost as if you are controlling the AI aircraft with your control inputs.
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Well, that's rather normal, air duels are like dancing, what you do depends a lot on what enemy is doing.
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I thought that the ace AI would be more realistic if a slight delay was introduced between the time you moved your controls and the AI reacted to it. Not much but enough to make it seem like they had to look at what you are doing and move their own controls during a fight.
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AI react on your plane attitude not on your control inputs.
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Lastly I notice that the Ace AI should be a lot more effective than they are but for some reason when they are on the tail of an opponent or target they take extra time to do some redundant and useless barrel rolls etc.. This may help them foil certain tailgunners, but when they are on the tail of an enemy fighter aircraft all it does is wastes their energy and a lot of opportunities to make shots.
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That's not intended behavior, we will fix it when we find exact cause for this.
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When fighting the Ace AI in the original IL2 a combination of their behavior and the vastly different flight/weapon models compared to IL246 makes it as interesting a challenge as ever. I would definitely say that IL246 is far better than the original IL2, but that there may be a few things worth looking at in the original IL2 AI etc. that might offer a useful perspective.
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What exactly you have in mind?
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Just like a chess master playing a computer, it would be intriguing to see if within the limits of the IL2 flight models and hard settings, how tough the AI could be made.
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It took purpose built monster machine to beat human champion in chess. Chess is great game but you always have same position at the start. Same number and type of pieces. Movement is limited on 8x8 board. Compare that with Il2, 300+ planes, combinations of types, numbers and positions are infinite. And you want AI to make decisions in a fraction of a second. This is hard task for AI.
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Originally Posted by RegRag1977
As you said it seems that AI has trouble seeing player's dot after a 5km distance, AI ace often seeming to see player at the very last moment which makes it lose a great part of its maneuvrablity advantage (vs Luftwaffe types, for instance). I think this is why AI doesn't follow the climb...just a theory though...
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That is correct.
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Another thing, when head on La7 rarely fires at player, and when does very often misses, while player wont miss and will score (fatal wing or engine) hits: to me AI ace aiming should be far more accurate especially head on.
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What to do now, some says AI shoots too good and some says it is too bad? No way to please everybody.
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Close to the ground, well unfortunately AI ace have the greatest problems to fight efficiently,
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That's true and that's very hard situation for AI, detailed collision check can be very time consuming so some compromises are necessary to keep game smooth.
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Also AI ace doesn't like neg G maneuvers, this can cause them to hit the ground apparently without reason (i thought it could be elevator trim related?). Same seems to occur when player snap rolls into a high speed turn close to ground (perhaps due to AI GLocking?).
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That's probably related to one bug in ground avoidance logic, it should be better in 4.12
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two times i witnessed Ki43 pilots bailing out without giving a fight!lol
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Cowardliness is not reserved for humans only, some AI values their lives more than the fight.
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I also felt that the weight limit for AI aces seemed to be 50%, under this why no maneuverability gains?
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Where you heard this, I don't think there is anything like it in code.
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Originally Posted by Luno13
The AI in a historical combat flight sim should represent the skill level of a human who has limited experience, training, and has emotions such as fear.
Humans online have way more experience in gunnery and maneuvering than any of the top WWII aces and and make maneuvers without feeling strain on their bodies, or with fears of death.
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I'm afraid that we must make compromise here and make AI bit better than historical. IMO using Rookies and Average AI for the most part and some Veterans and Aces in historical missions provides good approximation of WWII skill level.
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Originally Posted by K_Freddie
Plenty work to be done here.. don't be biased - just do it as it is/should be ?
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Blackout is not plane dependent, it can't be more unbiased than that.