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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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  #71  
Old 01-04-2012, 03:54 PM
planespotter planespotter is offline
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Quote:
Originally Posted by Hlander View Post
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.
+1

i know it is getting boring to refer devs to BoB2 but in that sim you can still get a good ten to 15 min furball with the ai even when they are on limited fuel and ammo because they don't blow the whole wad in one or two hosepipe bursts like in CoD. You don't even need to make it as sophisticated as Buddye proposes to start with, what about One line of code that means

Ai max firing time = 2 seconds, pause 5 seconds

Also the ai will attack single aircraft units, if they have already been 'triggered'... I created a mission with fighters escorting one bomber, the enemy fighters engaged the fighters first and they also attacked the bomber. But if i take the fighters out of the mission, they do not engage the bomber!

I actually think there is a simple piece of guidance to the devs about how to identify the ia issues...play the game yourselves! Instead of spending all day with your heads in the code, spend just one day playing your own game! You wont need us to show you what is wrong, it is so very obvious when you play.

Then, get Buddye in to fix it
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  #72  
Old 01-04-2012, 05:30 PM
=FI=Scott =FI=Scott is offline
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I think the general concensus is that ai like BoB2 WoV would be absolutely fine thank you. I hope Budeye would be prepared to contribute his expertise to CoD. Paying for his input would put the series in good stead for years to come.
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  #73  
Old 01-04-2012, 07:43 PM
Blackdog_kt Blackdog_kt is offline
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Good suggestions in the other points of your post. This last one is fixable currently:

Quote:
Originally Posted by Heliocon View Post
5. Change the UI/interface so that comm number menus dont overlap with top info/announcement panels.
The radio menu always appears in the same place, its position is fixed. However, the info panel can be moved and resized.

Alt-click on it to select it, right click to get the pop-up menu and select options. There you can enable the borders (which are needed to drag and resize) and title bar (which is needed to drag and move). When you are happy with the placement, you can just make the borders and title bar invisible again, or leave it as it is. Hope it helps.
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  #74  
Old 01-08-2012, 05:38 AM
salmo salmo is offline
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Quote below from upcoming Team Diadolos 4.11 patch manual (see thread HERE). If TD can do it, and since COD was supposed to be the "next stage in sim development" , I wonder why COD started with such poor Ai ? My request to the COD dev's is impliment more human-like Ai performance such as the many points indicated below.

AI IMPROVEMENTS
AI routines in 4.11 have been modified extensively in order to introduce several limitations that human pilot would experience. Below is a list of things player can expect to see in 4.11:
  • Various new AI maneuvers have been added. Number of maneuvers is increased by 25%.
  • AI planes will no longer detect enemy planes automatically inside certain radius. Position and size of enemy plane is the main factor here. Bigger plane will obviously produce a bigger and more visible "dot" and it will be more visible to AI.
  • AI skill will generally determine how well AI can spot targets. Also every gunner on board will contribute to enemy spotting by covering their own sectors. Generally pilots will keep looking more forwards than backwards.
  • Occasionally fighters execute fishtail maneuver to get better view behind. Planes will be less visible against dark background like land, but more visible against brighter background like sky and clouds.
  • Clouds & land mass blocks AI's ability to see other planes behind them. For example it is possible to evade attacking AI plane by hiding in clouds. AI planes will also try to hide in clouds in certain conditions.
  • AI's own plane will block their line of sight. This is calculated from the plane's collision model. For example basically all planes cannot see directly below them, unless the plane has ventral/bottom gunner that can cover the underside. For example plane like Blenheim has blind spot rear & behind since it has no tail/bottom gunner. Plane like B-17 with bottom/rear gunners cannot be surprised from rear & behind like Blenheim (during daylight).
  • Occasionally fighters will execute roll maneuvers to get a look directly below them.
  • When fighter is pulling positive G's to get a lead shot and target goes invisible under nose, AI will not see the target. Instead of aiming at the actual target, AI is shooting at estimated target which position is extrapolated based on the last real observations. Much like human
    brain would do.
  • AI pilot's ground collision detection is improved and now they will detect ground obstacles in front of them better. Previously AI always crashed into certain kind of hill/mountain which has too steep slope.
  • Environment factors such as darkness affects how well planes can be seen. AI is blind against attack from sun and planes show up better as silhouette against moon.
  • Planes are spotted more easier if they emit smoke, fire, condensation trail or have lights on or are illuminated by searchlight.
  • Also ships & ground AAA and aircraft gunners have the same clouds/ground/environment restrictions as AI pilots.
  • AI gunners check before shooting that there is no friendly planes in front/behind their enemy target.
  • AI gunners don't keep shooting while the gun is turning towards target and the target is nowhere near when the bullets would go. So gunners will no longer waste ammo for stupid shots.
  • Gunners will be less accurate shooting targets that move fast. In other words target that forces the gunners to turn guns fast is less likely to get hit.
  • Gunners that experience too much positive or negative G's cannot fire at all.
  • AI plane's engine will overheat forcing AI to reduce throttle and open radiators.
  • AI planes respect diving limits of their planes.
  • Changes have been made in AI deflection shooting. AI calculate deflection better but it is still not perfect. AI's ability to chose correct deflection and to hold steady aim vary with the skill. AI Aces shooting ability is now at human aces level and if they get into your close six you will be
    in trouble.
  • AI flights doesn't go into attack as soon as they spot the enemy anymore. Depending on the situation AI might try to avoid fight or try to improve their position before commencing the attack.
  • AI skills are now divided internally into sub-skills and thus provide finer distribution of skill. Aces are still better than Veterans and Averages are better than Rookies but not all AI pilots with the same skill are the same. Some fly better, some shoot better. Some are braver and some see better. This makes their behavior less predictable.
  • In addition to the maneuvers, AI fighter defense is completely reworked, no more constant rolls. AI will perform diverse maneuvers and provide bigger challenge to the player.
  • AI will make mistake too. They will stall and spin occasionally, panic and “freeze” and sometimes they will even bail out before you fire a single bullet at them.
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash.

Get the latest COD Team Fusion patch info HERE

Last edited by salmo; 01-08-2012 at 05:42 AM.
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  #75  
Old 01-08-2012, 05:21 PM
Outlaw Outlaw is offline
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Suggested improvement: Replace Alt-Click requirement for info window activation with Double-Click

Detailed description: See Above

Proposed benefits:

It now requires two hands to manipulate the info boxes. This is cumbersome & counter-intuitive to say the least. If something in a chat or server messages window is missed BOTH hands must leave the controls just to scroll up. Also, depending on the aircraft, it is sometimes necessary to move the info boxes around.

--Outlaw.
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  #76  
Old 01-10-2012, 10:52 AM
AndyHill AndyHill is offline
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Control lag:

- I have been able to reproduce the lag to an extent on every computer I've tested (only 3) when FPS drops to medium levels. If you are just flying around with 60+FPS when you test it's impossible to notice.

- In this video: I tried to capture the seemingly low update of the control. It's not that easy to note on the video but you should be able to see how the stick's position is only updated about 5-10 times per second or something like that although everything else is smooth. This doesn't necessarily have anything to do with the actual update, but I suggest you give the users the option to set poll rate for controllers in order to troubleshoot this aspect of the control lag issue.
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  #77  
Old 01-10-2012, 04:57 PM
Zappatime Zappatime is offline
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Error description: Lead plane in an AI group doesnt bank at the same angle to the rest of the group but follows the same flight path.
Details: If you watch any mission with a group of AI aircraft, one plane, usually the leader I think, is always banking at a much shallower angle than the rest of the group, yet still follows the same collective flight path. I think this also happens if you switch your plane to autopilot, the rest of your group/squadron will be banking as they turn at what looks to be the correct angle, but your own plane, under the autopilot, will be banking far less in the turn, yet still keeping in formation.
Can it be consistently reproduced?: yes watch any mission with a group of ai planes, or your own on autopilot in a group
Screenshot or video: Difficult to see unless at full screen res in this shot, the plane second from right is hardly banking compared with the rest of the group: http://steamcommunity.com/profiles/7...656?tab=public

OS, system specs: see below.
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Last edited by Zappatime; 01-10-2012 at 05:25 PM.
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  #78  
Old 01-10-2012, 05:06 PM
Continu0 Continu0 is offline
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Suggested improvement: AI should stop firing at Planes if they are on heavy fire

Detailed description: No Pilot would have vasted ammo on a plane that is burning and it´s clear that it won´t "make it" (home).

Proposed benefits: More Realistic Gameplay
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  #79  
Old 01-12-2012, 06:02 AM
BlackSix BlackSix is offline
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I thank everyone who responded to our request for help!
The list of your suggestions was given to Ilya Shevchenko today.
All new suggestions and bug reports fall into the list of number 2.
Thank you!
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  #80  
Old 01-12-2012, 11:28 AM
Continu0 Continu0 is offline
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@ Black Six: this list ist going to be opened soon? Or is there already one?

One more:

Suggested Improvement: Give the player the opportunity to warn his commerade. As it is now, I often meet the situation that I see it comming that one of my AI-commerades ist going to be shot down but the AI-Commerade doesn´t recognize the enemy on his 6. Due to this I lose my wingman who is protecting me...
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