Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Reply
 
Thread Tools Display Modes
  #1  
Old 10-03-2012, 01:26 PM
SPAD-1949 SPAD-1949 is offline
Approved Member
 
Join Date: Jan 2012
Posts: 124
Default AI differences over the last versions

Quote:
Originally Posted by Stig1207 View Post
Quote:
I think the enemy AI is pretty nice.. especially since 4.10 .. it is the behavior of the friendly AI that gets me.. Heck if my AI wingman acted like the wing men of the bandit I am chasing I would be happier.. and maybe I am wrong but it seems to me that they do not both act the same. Even when I tell them what to do more often than I'd like there will be 3 or four friendlies flying around me while I have 3-5 bandits taking turns ripping me a new one at the same time..


Hitting the nail on the head. The friendly AI are pretty much clueless compared to the opposing AI. A wingman would try to clear his lead's tail if he's in a position to do so, without waiting to be ordered to do so, and vice versa, that's the idea of flying as a pair, teamwork, supporting one another.
The enemy AI can do it, and the friendlies should be able to do so.

Stig
Well I saw a big difference in AI behaviour between 4.10 and 4.11
With 4.10 enemy AI was extremely agressive and there was little chance surviving a 4 vs 4 fighter encounter where all were set ace. Usually you were killed within seconds from a headon sniper shot, less then 5 rounds necessary. Also friendly AI were agressive and you stood little chance staying in formation when heading towards the enemy.

With 4.11 evrything seems a little to sissy. Your flight leader avoids the encounter, enemy AI lost lots of agressivity.
I added a simple fighter mission where it was immediately to be seen. Try it in 4.09, 4.10 and 4.11 and you will easyly recognize the differences.
Attached Files
File Type: zip Bf-109F2-Hurricane.zip (2.0 KB, 2 views)
Reply With Quote
  #2  
Old 10-03-2012, 03:09 PM
K_Freddie K_Freddie is offline
Approved Member
 
Join Date: Feb 2008
Posts: 563
Default

Control surface positions...
I'm not sure how the AI is modelled but in this pic the rudder and elevator positions are at max = instant violent stall.... Not so with the AI.
These positions are held throughout the turn.... Also
Doing a lot of crimea quickies... The Spit AI can do the most amazing turns and not black out, then while doing a mild turn just flies into the ground.
I'm beginning to enjoy pre-modded IL2 more
Attached Images
File Type: jpg RudderAndElevator.jpg (94.3 KB, 22 views)
__________________

Last edited by K_Freddie; 10-04-2012 at 09:11 PM.
Reply With Quote
  #3  
Old 10-04-2012, 12:09 PM
Stig1207 Stig1207 is offline
Approved Member
 
Join Date: Jun 2012
Posts: 24
Default

Quote:
Originally Posted by SPAD-1949 View Post
Well I saw a big difference in AI behaviour between 4.10 and 4.11
With 4.10 enemy AI was extremely agressive and there was little chance surviving a 4 vs 4 fighter encounter where all were set ace. Usually you were killed within seconds from a headon sniper shot, less then 5 rounds necessary. Also friendly AI were agressive and you stood little chance staying in formation when heading towards the enemy.

With 4.11 evrything seems a little to sissy. Your flight leader avoids the encounter, enemy AI lost lots of agressivity.
I added a simple fighter mission where it was immediately to be seen. Try it in 4.09, 4.10 and 4.11 and you will easyly recognize the differences.
I must stress that I haven't had time to try your mission probably, but I have flown it a few times in 4.11.and 4.10 on autopilot, and yes, I can see the difference. I think though that this stems from the overhaul the AI recieved in 4.11, where the AI won't always just wade into any fight, but sometimes may seek a more advantageous position before engaging or even running away.
So in general the AI in 4.11 are probably less aggressive in 4.11 than in earlier versions, but on the otherhand that probably makes them more 'human'. I consider the enemy AI much improved and more of a challenge in 4.11, but in some respects the friendly AI arn't in the same league.

I have attached a ntrk to illustrate what I (and Bearcat) have mentioned, where the friendlies don't react to bandits flying along side them and attacking the flight leader (yours truly), until I request assitance. In the track i haven't I haven't given the order to 'attack fighters' so the friendlies just follow me around in formation and then I more or less just let the enemy attack me.

Stig
Attached Files
File Type: zip 4fwvs4spit.zip (1.55 MB, 3 views)
Reply With Quote
  #4  
Old 10-04-2012, 09:28 PM
K_Freddie K_Freddie is offline
Approved Member
 
Join Date: Feb 2008
Posts: 563
Default

AI Combat Reports - 2560AD

1) Me = (ace)Spit-IX vs AI (ace)Spit-IX (Crimea Map - 1000m)

The usual being bounced, turn into attack.
Spit does extraordinary rudder/elevator rolls to get a burst on me - I avoid it with an inward snap roll. The Spit stays with with me and we match each other turn for turn without either getting a bead on the other. The AI then flies into the beach during a turn...???.
I was nowhere near blacking out and the AI was turning at the same speed/rate - Huh!
This was repeated 3x - all results similar

2)Me = (ace)FW190A9 vs AI (ace)FW190A9 (Crimea Map - 1000m)
The usual being bounced, turn into attack.
AI FW doesn't even match the spit with first attacking move. With superior roll rate and better control it makes no attempt to do what the Spit did. After the first pass it makes no attempt to follow me, stay close like the spit.
In the same plane I was onto the AI FW in less than 270 degrees and I just followed it (glued myself to it's rear end) without shooting until it also flew itself into the ground for no apparent reason. It did purely defensive moves with no matching aggressiveness like the spit.
This was repeated 3x - all results similar

The disparity is as wide as a canyon here.. or maybe the limitation is the human imagination (most likely suspect)
I'm really tired of the AI flying into the ground, sea or any lump of dirt that is 'in the sky' !!
__________________

Last edited by K_Freddie; 10-04-2012 at 09:42 PM.
Reply With Quote
  #5  
Old 10-04-2012, 09:52 PM
K_Freddie K_Freddie is offline
Approved Member
 
Join Date: Feb 2008
Posts: 563
Default

I have a proposal for TD with regard to the AI.

Why don't you guys ask everyone whose had medium to extensive experience in any particular a/c to write a report(or multiple reports) on their tactics used in certain scenarios, online or offline.

Filter the basic/important aspects and incorporate these ideas into the AI programming.

Whaddya say.. hey!!


Edt: Taking this further.. how about seperate aircraft enthusiasts working on their fav aircraft - Pits, FMs, DMs... etc - team work type thingy.
From there it goes for production testing, then final acceptance into the game.. I'm sure there are a gazillion people ready for many teams of production - TD will be the umbrella controlling body ??

Edt2: I actually like this idea.. it has BIG ideas and results.. imagine a 'world perfect flight sim'.. freak me out somewhat!!
__________________

Last edited by K_Freddie; 10-04-2012 at 10:34 PM.
Reply With Quote
  #6  
Old 10-09-2012, 11:33 PM
RegRag1977 RegRag1977 is offline
Approved Member
 
Join Date: Oct 2007
Posts: 139
Default

"Quote:

I also felt that the weight limit for AI aces seemed to be 50%, under this why no maneuverability gains?

Where you heard this, I don't think there is anything like it in code."


Do you mean there is no difference in AI ace agility whatever fuel load you select for AI?


It could be nice to see AI ace start spiraling when it sees player still closing (or firing) after the zoom climb, that instead of being easily shot down while hanging on its prop.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:06 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.