![]() |
|
#1
|
|||
|
|||
![]() Quote:
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. |
#2
|
|||
|
|||
![]()
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 ![]()
__________________
![]() Last edited by K_Freddie; 10-04-2012 at 09:11 PM. |
#3
|
|||
|
|||
![]() Quote:
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 |
#4
|
|||
|
|||
![]()
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. |
#5
|
|||
|
|||
![]()
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. |
#6
|
|||
|
|||
![]()
"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. |
![]() |
Thread Tools | |
Display Modes | |
|
|