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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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Gentlemen!
The most things i read about the AI behavior are consequences of incorrect mission building. If you do the things correct in FMB, the AI is a very good and realistc one. If you behave wrong in FMB, than you have some Problem. This belongs also to the Quick Missions, from what, imho, most must be "rewritten". By spending now more than 1.000 Hours in the great FMB of CloD and over 770 Hours in Combat tests for the builded Missions, i realy stay on that point of view. But i think this will not bother the AI discussion ![]() Cheers Thomas |
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#3
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Well, my personal "peeve" with the AI is the lack of what really separated experienced pilots from utterly green rookies - situational awareness.
A totally green pilot put into a combat aircraft will barely be able to do more than cling to his leader (and losing sight of him often enough, though). Such a pilot's attention is completely occupied by keeping the aircraft in the air and not losing sight of his formation. You can read that often enough in veteran's memories - they almost never saw the enemy aircraft during their first air combat. Experience is gained through flying missions (and coming back in one piece ![]() This brings us to what is my main "booo!" with the AI - it does know (always!) when an enemy aircraft is on its tail. There is no way to surprise the AI, once you get into shooting position it will start "waggling" from left to right so badly, that I get headaches after watching it for a while. There is no tactics involved - no sharp break turn, no steep dive, just that insane "wag the wing" stuff. My 0,02 € ... |
#4
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Last edited by planespotter; 12-29-2011 at 09:19 PM. |
#5
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Problem: Ai have repetable, predictable behaviours.
Suggestion: develop Heuristic rather than scripted (repetative) Ai code. Rationale: Ai often perform predictable manouvers. Heuristic logic would produce more human-like Ai performance.
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