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#221
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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' !!
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![]() Last edited by K_Freddie; 10-04-2012 at 09:42 PM. |
#222
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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!!
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![]() Last edited by K_Freddie; 10-04-2012 at 10:34 PM. |
#223
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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. |
#224
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#225
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haha my remarks were absolutely not criticism ![]() Don't worry, whatever the results (and they are very good so far, and promising) in all fairness, i think everyone here knows we have you and TD to thank for it. Please professor go on making the "creature" alive ![]() |
#226
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[QUOTE=FC99;468490]AI don't know what is your idea about their behavior, you have to tell them what you want. Things you might find logical might not be logical or desired for someone else. I guarantee you that for every stupid thing AI do in game I can find you equivalent stupidity done by humans in WWII.
Giving orders to your wingman / flight(s) under your command in a given situation during a mission is one thing, but there are other things that are basic, and a wingman who didn't know what to do if a bandit jumps on his leads tail in WWII would have been the exception, not the rule. If a RL pilot checked six and saw a bandit in between him and his wingman, I reckon, providing they both got back to base, that the wingman would be meekly washing his (the lead's) underpants. Sure pilots did stupid things and made mistakes, especially in the heat of combat, and AI making wrong choices, making a run for it instead of a fight, and so on is as it should be, that's realistic. However, an AI wingman that clears his lead's his tail without being ordered to do so, is also more realistic than one that doesn't. /Stig |
#227
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A wingman who doesn't do that unless you specifically tell him to do so isn't much of a wingman. Maybe for Rookie AI, but certainly Average or better wingmen should move aggressively to drive off enemy planes threatening his lead - WITHOUT BEING COMMANDED TO DO SO. The only exception would be if the wingman has been forced to take evasive action himself and/or has lost Situational Awareness as to where his lead is. If the AI wingman doesn't do this automatically, then there should be some way of making it do so, by creating "standing orders" for AI. Actually, the ability for mission builders and/or players to "program" the AI using standing orders would be an incredibly cool addition to the game, and would be a very simple way to deal with a whole host of tactical situations that would otherwise drive an AI programmer nuts. I could see it working sort of like a macro or script, where the player/mission builder could order certain units to do things like hold a certain course or altitude relative to another plane, fire/not fire at certain targets, avoid/attack certain planes or classes of planes, etc. Variants of this programming could be used to do things like make fighters stay within a certain distance of the bombers they're escorting, make bombers divert to a secondary target if clouds cover the primary target, fighters only drop drop tanks if they encounter fighters, or have planes in your flight trail enemy planes back to their base. Last edited by Pursuivant; 10-13-2012 at 06:23 AM. |
#228
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What about second section, what should be default behavior of No 3 in flight(No 4 will provide cover for him) Quote:
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#229
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[QUOTE=Stig1207;468559]
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Last edited by secretone; 10-13-2012 at 02:12 PM. |
#230
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The saving wingman, well that works especially in theory. As wingman you must have a superior SA, a good intelligence of the dynamic of a fight, and you have to have a good aim too, qualities that are never ever found by less skilled fighter pilots, not to talk about the will to protect that must be stronger than the greed and the call of glory... Quote:
Only a very small elite of human pilots are "much of a wingman", perhaps your standards are set too high. Wingman, it is not easy job you can comply just by obeying orders...Wingman able to give protection = very high skill level! The only diffference with aces (apart from kill ratio obviously) is a different kind of aggressiveness, less "primal" i would say. Quote:
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When surprised and scattered there's not much you can do but try to save your life if your ac performance allows it. Otherwise i can not see why human player would not be shot down. It happened all the time during WW2 even to the very best. Quote:
Last edited by RegRag1977; 10-13-2012 at 02:15 PM. |
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