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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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Thread Tools | Display Modes |
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#1
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AI Pilots Reactions on Sighting Enemy Aircraft
1. Friendly AI (your wingman/flight/squadron) spotting enemy aircraft. (i) When enemy are spotted at long distance friendly AI should not immediately break formation to attack them. Instead a call on comms giving an o'clock position should be made - eg "Bandits at 3 o'clock low". Friendly AI pilots should generally maintain discipline and await orders from flight leader as to when to attack or break formation unless... (ii) Enemy spotted close in and attacking, friendly AI should give "Break" warning and/or take avoiding action. (lots of scope here for those with acting ability to create some drama - "Bloody hell - 109s...BREAK!!", etc, etc ![]() 2. Enemy AI (i) Enemy formations should display a range of behaviours after spotting your formation - not necessarily attacking immediately. Enemy formation may attempt to get up-sun, or move into more advantageous position for attack, or split formation into separate flights, etc. --------------------------------------- I suspect some attempts have already been made to code for varying reactions in the existing AI routines, certainly Luthier said that enemy AI can be slow to react to (unseen) hostiles on their six. Unfortunately I think this feature has been mistaken at times by the uninitiated for bad AI (though it does seem to perhaps require some tweaking as to 'when' the AI start to react after planes start taking hits). Having said that there are real-life cases where near entire flights have been picked off one at a time before survivors realised what was happening! Unfortunately, attempts to implement routines for the above have to balance on a thin edge between over-predictable, all-knowing infallibility, and inaction in cases where they should react
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i5-2500K @3.3GHz / 8GB Corsair Vengeance DDR3-1600 / Asus P8P67 / GTX-260 (216) / WD 500GB Samsung 22" 1680x1050 / Win7 64 Home Premium CH Combat Stick / CH Pro Throttle / Simped Rudder Pedals Last edited by kendo65; 03-08-2012 at 08:35 PM. |
#2
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A way to let your flight (leader) you've seen some boogies (with subsequent direction (1'o clock, etc.) and altitude (high/(level)/low etc.)
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#3
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I'm not sure if this is the problem you are referring to but.....
Error description: Hurricane Elevator 'twitch' when stick is moved backwards Details: When the stick is eased back to about 10-20 degrees (nose goes up), there is a point when the nose suddenly twitches up slightly and ruins our gun aiming. The angle where this happens may be slightly different on different sticks. Can it be consistently reproduced?: Every time Screenshot or video: I haven't video'd this but it happens to everyone I talk to. Devs should find it easily. OS, system specs: Win 7, see signature
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klem 56 Squadron RAF "Firebirds" http://firebirds.2ndtaf.org.uk/ ASUS Sabertooth X58 /i7 950 @ 4GHz / 6Gb DDR3 1600 CAS8 / EVGA GTX570 GPU 1.28Gb superclocked / Crucial 128Gb SSD SATA III 6Gb/s, 355Mb-215Mb Read-Write / 850W PSU Windows 7 64 bit Home Premium / Samsung 22" 226BW @ 1680 x 1050 / TrackIR4 with TrackIR5 software / Saitek X52 Pro & Rudders |
#4
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for the AI
there should be 3 different levels of skill rookie experienced or veteran for rookie the AI should behave as if he has just got his pilots wings he should try to stay with his wingman but have slow reaction times to his wingman turning say 1/2 seconds. when attacked he should have a delayed reaction to seeing danger such as only looking when hit or fired upon or have a 3 second delay before he sees a enemy about to fire upon him, his evasive maneuvers should be half done or poorly done for example a right turn he will turn towards the right and end up doing a roll instead, when hes landing he will bounce due to inexperience when shooting he should have a 5% hit rate when bailing out the rookies should panic and have a 5% of not being able to escape experienced when in combat they will see bandits behind him about 1.0 out his maneuvers should be done correctly but with some delays say 1 second when landing he should land fine when shooting he should have a 25% hit rate when bailing out they should have a 2% chance of not being able to veteran will see 90% of enemy's behind him and be able to take evasive action perfectly with no delays, when landing he should land with no problems shooting he should be able to have a 70% hit rate when bailing out they should have a 1% chance of not bailing out for example canopy is stuck damaged aircraft as soon as a plane is damaged and the AI has escaped the bandit on his tail he should immediately try and return to base if the damage more then 40% or is critical for example water coolant or oil radiator, ect then he should try and land as the nearest airbase if landing is not a option then crash land or bail out at nearest field or over the sea when fire is minor the pilot should try and put it out for example wings or tail, if the engine is on fire or in the cockpit pilot should bail out asap, |
#5
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I'd like a hot key to remove comm text from the screen. Is there anyway now to remove the comm text....it's very distracting.
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