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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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  #61  
Old 12-31-2011, 07:47 PM
AKA_Scorp AKA_Scorp is offline
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Quote:
Quote:
Originally Posted by AKA_Scorp
Error description: Cannot use mouse on pop up windows after flying.

Details: Mouse works fine when I start the game and until after I fly. It still works on main windows but not on the pop-up windows (the ones that ask for a yes/no response).

Can it be consistently reproduced?: Yes, happens almost every time I fly.

Screenshot or video: Can't take one

OS, system specs: Vista 64, AMD II X4 635, 8GB RAM, nVidia 550Ti 1GB
Scop, press either the F9 or F10 key that should fix your problem. TC
Doesn't work for me, I can manage to Tab around some of the windows.
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  #62  
Old 12-31-2011, 08:18 PM
Heliocon Heliocon is offline
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Not going to read all the replies but: AI=AI, Player=P ... = then a p not a
1. If AI plane/s in formation are attacked by P then formation should scatter. this does not happen in many fights, maybe they are out of ammo or have a assigned route? Its silly though when they dont react at all until they get blown out of the sky, in reality the pilots would break hard to escape.
=SCRAME/escape attempts etc
2. Get the ground control comms working, they hardly if ever seem to respond to me when I have used them in missions. Also if you declare an emergency it would be cool if firetrucks and ambulances rushed to the runway!
3. If a hostile AI is chasing an allied AI and you fire on and hit or near hit the hostile AI it should re-assign itself to escaping you asap, no chasing the other aircraft if it puts the ai in the middle at high risk.
4. Better directional communications and help, headings in NSEW, or ability to request them. More squad interaction.
5. Change the UI/interface so that comm number menus dont overlap with top info/announcement panels.
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  #63  
Old 01-01-2012, 05:05 AM
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bw_wolverine bw_wolverine is offline
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I will jump in to agree with the people posting about asking Buddye for his help. His work on the BoB2 AI is very good. The air combat tactics in that game are pretty good (more than what I think should be satisfactory for a modern WW2 combat sim) and he seems to be very willing to offer help.

I sometimes imagine BoB2:WoV with CloD's graphics and damage model and I salivate.

If it's at all possible, put Buddye to work!
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  #64  
Old 01-01-2012, 05:18 AM
nearmiss nearmiss is offline
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A competent AI is a requirement to really enjoy COD. When you get large groups of aircraft in engagements even when online you stll have to have AI in the mix. It might take days to put together enjoy people to make large air combat scenario. I just don't see large numbers sim pilots of aircraft on British and German sides to enable those scenarios without AI.

Last edited by nearmiss; 01-01-2012 at 05:20 AM.
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  #65  
Old 01-03-2012, 05:25 PM
Continu0 Continu0 is offline
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AI should NOT immediately recognize the death of an enemy Pilot.

Suggestion: After firing 5(or more) seconds at a not moving plane whose pilot is dead, AI should "assume" that the enemy pilot is death and end the attack.
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  #66  
Old 01-03-2012, 05:48 PM
Kodoss Kodoss is offline
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Quote:
Originally Posted by Continu0 View Post
AI should NOT immediately recognize the death of an enemy Pilot.

Suggestion: After firing 5(or more) seconds at a not moving plane whose pilot is dead, AI should "assume" that the enemy pilot is death and end the attack.
I would more say, align with it and check for pilot movement, when no other battle or enemy plane is near.
If there are still enemys around, go further for the kill or break up and search another target (dependend on skill, possibility for break up rises).

Last edited by Kodoss; 01-03-2012 at 05:51 PM.
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  #67  
Old 01-03-2012, 07:39 PM
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Bakelit Bakelit is offline
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Quote:
Originally Posted by bw_wolverine View Post
I will jump in to agree with the people posting about asking Buddye for his help. His work on the BoB2 AI is very good. The air combat tactics in that game are pretty good (more than what I think should be satisfactory for a modern WW2 combat sim) and he seems to be very willing to offer help.

I sometimes imagine BoB2:WoV with CloD's graphics and damage model and I salivate.

If it's at all possible, put Buddye to work!


THIS.


Get in contact with user Buddye asap is about the best I can recommend. As a programmer he might find better words for your programmer to work to than simple gamers. And get a copy of BoBII:WoV urgently for your team studio, very small expense and might help your judgement and study of AI performance tremendously.

Good luck!
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  #68  
Old 01-03-2012, 09:56 PM
buddye buddye is offline
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Originally Posted by Continu0 View Post
If Plane X is firing at plane Y and plane X does not score any hits within 2 seconds, Plane X should stop firing for a certain time (may be at least 1 second).

As far as I can imagine, in the programming language:

After Plane X has stopped firing (because of no hits), the programm should go back to decide again (may be after 1 second) if Plane X should fire.

Right at the moment, Hurricanes are wasting their whole ammo whithout scoring any hit...
The AI running out of ammo should be very rare, IMHO. For anyone that is interested in how the AI shoot and kill, I will offer a short discription of how BOBII implements the AI shooting.

If you do not care how the AI targets and shoots bullets, then just skip this the data below..

I think the shooting/targeting attention to detail must be very high priority with respect to how the AI achieves a bullet hit.

A player can shoot any time he wants. He can be very accurate or he can just shoot, spray, and pray. The player either hits or misses his target. What does the AI do to hit a target?

To hit something in BOBII the AI A/C must fly and maneuver until its pitch and roll are within a box that can be placed around the target. This means that the AI must fly and maneuver until the target (enemy A/C) meets the error box criteria before a single AI bullet is ever fired. To calculate where to place the error box the software must determine the “lead” (not the A/C “current position” but where the A/C “future position” will be when the bullets arrive). The lead calculation is rather complex and difficult in a real time fight simulation game and sometimes BOBII does a poor job. The player will usually say, “wow, he is right there why doesn’t the AI just shoot”. Actually, it is very human for the AI pilot to have a difficult time with the “lead” calculation (deflection shooting).

The AI skill level controls the "size" of the error box (biger for Novice and smaller for Hero) and the range (Novice shoot too fast too early but Heros shoot upclose and on target). This design results in the Novice using more ammo than the higher skilled Hero.

Even a human WWII pilot had a hard time calculating lead in his head (deflection shooting). In his book “The Most Dangerous Enemy” by Stephen Bungay (one of my favorite BOB history books), Mr Bungay is talking about deflection shooting and states, “It will come as no surprise to learn that not many pilots ever mastered this, and that the vast majority of kills were made from within 15 degrees of dead astern.”

Last edited by buddye; 01-04-2012 at 04:43 PM.
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  #69  
Old 01-03-2012, 10:07 PM
Continu0 Continu0 is offline
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As everyone can see, your the expert! Just go on please... Such (and much more) knowledge is needed....
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  #70  
Old 01-03-2012, 11:05 PM
Hlander Hlander is offline
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I would like the AI to be effected by the unlimited ammo and fuel option in the realism panel. After a quick fire fight for the enemy fighters to start flying circuits is very boring.

Also the fact AI fighters will only engage under certain conditions, like they must have more than one plane in the flight needs to be changed.
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