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#211
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Blackout is not plane dependent, it can't be more unbiased than that.
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#212
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Find my missions and much more at Mission4Today.com |
#213
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Last edited by Bearcat; 09-30-2012 at 06:10 PM. |
#214
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Thanks for the Q & A, FC!
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#215
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I think the enemy AI is pretty nice.. especially since 4.10 .. it is the behavior of the friendly AI that gets me.. Heck if my AI wingman acted like the wing men of the bandit I am chasing I would be happier.. and maybe I am wrong but it seems to me that they do not both act the same. Even when I tell them what to do more often than I'd like there will be 3 or four friendlies flying around me while I have 3-5 bandits taking turns ripping me a new one at the same time.. Hitting the nail on the head. The friendly AI are pretty much clueless compared to the opposing AI. A wingman would try to clear his lead's tail if he's in a position to do so, without waiting to be ordered to do so, and vice versa, that's the idea of flying as a pair, teamwork, supporting one another. The enemy AI can do it, and the friendlies should be able to do so. Stig |
#216
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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. |
#217
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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 ![]()
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![]() Last edited by K_Freddie; 10-04-2012 at 09:11 PM. |
#218
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1) Too low to bail out. The pilot would ride the plane down and try to crash land/ditch. 2) Close enough to base/smooth ground to possibly make an emergency landing. This option has claimed a lot of real life pilots over the years, since sometimes the choice to try to make an emergency landing rather than immediately bail out is the wrong one. 3) Over water, but close enough to land to possibly bail out or crash land on dry ground. Similar to the situation above, but particularly applicable when flying over shark-infested or extremely cold waters, where falling into the water was almost certain death. 4) "Doomed hero." Pilot is mortally wounded and/or plane is in too bad a condition to get back to base, but the pilot can still complete a vital mission by sticking with the plane until the very end. Very rare, but it did happen. A slightly more common scenario is where the pilot sticks with his plane long enough that it won't crash onto a friendly populated area. 5) Stubbornness. As long as the fire isn't burning him, a pilot might try to deal with smoke or fire rather than bailing out. Many fighters carried fire extinguishers in the cockpits, and pilots could try to blow smoke out of the cockpit by slightly opening the canopy. The wind rushing over the gap created a partial vacuum which could suck the smoke out. They could also try to extinguish fires by going into long, hard dives, shutting down the engine, or shutting off damaged fuel tanks, which sometimes worked. |
#219
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I still think that Ace AI is too aggressive about taking head-on shots in meeting engagements where neither side has the advantage.
In "AI vs. AI" dogfights I've set up in the QMB, I see way too many "double kills" where Ace AI fighters take each other out during the first head-on pass. Especially where one fighter has a big speed or maneuverability advantage over the other, the AI should try to avoid head-on shots and use their speed and/or maneuverability to set up a safer firing situation. Another flaw seems to be that AI fighters who are superior in both speed and maneuverability prefer "boom and zoom" tactics rather than pure maneuvering, even when maneuver tactics would take the enemy out more quickly and with less risk to the attacker. Furthermore, AI B'n'Z tactics usually don't use enough speed or altitude to get a really advantageous angle on the target. Often, AI planes will make a pass, then fly off to a distance of 2-3 kilometers before turning around and making diving attack from 20-30 degrees above, giving a human player plenty of time to try to "jam" the attack or take a head-on shot at the merge. Finally, AI rookie or average pilots are still too prone to breaking off the fight and flying around before resuming the attack. Unless they've lost sight of their opponent, it's more common for inexperienced fighter pilots to be too aggressive rather than not aggressive enough. An excessively aggressive rookie will burn off too much altitude and/or speed maneuvering to stay on his opponent's tail. Often, this is combined with target fixation, which leads to loss of situational awareness. Sometimes, it results in the pilot actually overshooting his target. I don't know if IL2 models an inexperienced fighter pilot's loss of Situational Awareness when they're focusing on chasing or firing at a foe, but it would be a cool addition if it isn't already there. |
#220
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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 |
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