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#301
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..It occurred to me for example in a mission where there were il2 bombing p39 defending bombers vs 190 and 109 attacing (a kursk campaign extract). I see this behaviour in more than one 109 just like you said creating a "sharp hook" at the bottom of the vertical uber-dive of A.I.s planes.
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#302
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I just noticed this:
8 Average Ki-43 III vs. a "box" of 3 Veteran B-24J in QMB. 5000m over the Okinawa map. No advantage to either side. The Ki-43 don't make head-on shots on the initial pass and don't make high-side attacks subsequently. Instead, they go for tail-chase attacks which are much more dangerous. Even worse, the B-24 try to act like fighters! None of them stick together in formation and I actually saw one of them doing a barrel roll. All of them will try to turn to avoid much more nimble fighters, often pulling high-G turns that have the plane "standing on its wing." Realistically, the bombers should tighten up their formation and possibly "jink" a bit when attacked. If one gets separated, it should "corkscrew" to try to spoil the attackers' aim while rejoining formation. Also, the rest of the formation should slow down to try to protect the damaged bomber as long as possible. As it is, by trying to maneuver like fighters, they seriously reduce the accuracy of their guns and give up the coordinated firepower of the "bomber box." In real life, the sort of high-G turns I saw would also rip the bombs off their shackles and send them through the bomb bay doors. It seems to me that, if it isn't already in the game, TD needs to have different AI for heavy bombers and similar planes (e.g., planes like the PBN or H8K) vs. smaller and faster attack bombers. Bombers also need different behavior routines for when they're loaded vs. unloaded. Edit: Same behavior for B-17G and B-29. And, even when the U.S. heavies are loaded with bombs! This is even more stupid behavior for a B-29 since they have the speed to outrun the Ki-43. They shouldn't be diving, turning and trying to dogfight. Instead, they should be keeping level, tightening formation and accelerating. Last edited by Pursuivant; 01-23-2013 at 02:04 AM. |
#303
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Dear pursivant , sadly ME, YOU and BEARCAT are the few other here are writing here with nonsense, as you can easly notice from DT anticipations on 4.12 release that there isn't ANY mention about correct all these A.i. bad behavior we diligently are reporting to the Daidalos Team.
They are going to release 4.12 with just other things improved... ..but IMHO way less important compared to try to resolve all this A.I. "bugs" we still notice in 4.11 ![]() |
#304
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Daidalos Team have never reported bug fixes in development updates for the next patch. Wait for the readme before you complain.
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#305
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This.
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#306
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As an example, the vast improvement in fighter AI in the 4.11 was literally a game-changer for me. AI fighters are a real challenge to beat, unlike before when I was routinely winning fights against entire squadrons. Bomber gunner behavior has finally been fixed to deal with the dreaded "sniper" problem. In the upcoming 4.12 patch, there are lots of little fixes fans have asked for for years, like customized sounds, aircraft which taxi in an intelligent fashion and the ability to padlock ships. In previous patches, we've seen small fixes to things like sky appearance and 3d fixes for some of the older aircraft. But, AI programming is tricky work, there are lots of planes in the game, lots of different missions and many different tactics. Even worse, "fixing" one aspect of AI behavior might "break" another aspect. I accept that the 4.11 AI wasn't perfect, but I'm confident that TD will fix the problem. Anyhow, dogfighting bombers is an easy problem to fix. There's less AI programming in making a plane keep station with the other planes in formation, fly straight and level or try to run away than there is in making them try to dogfight. Even if the AI were programed so isolated bombers try to "corkscrew" or hug the ground (if flying low and no ventral gunner) it would probably still be easier to program. More challenging for AI would be for isolated bombers to try to turn to present the most number of guns against few attacking fighters to trying to "jink" or "break" in such a way as to spoil attacks (e.g., slipping or diving just as fighter making a high-side attack starts its attack run). |
#307
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![]() And I repeat: I thank all DT for their FREE work for all us here, but if A.I. code is so hard to modify as someone like to mention here that is a mere and sterile observation, then I think DT will better not even to try again to modify nothing about A.I. code as to prevent other bad evolution of the feature of A.I... is just too bad now. Last edited by X-Raptor; 01-24-2013 at 11:08 PM. |
#308
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Maybe QMB somehow still uses 4.10 AI? I think TD should continue developing AI. I really liked the improvement they did with 4.11. AI working as a team against you is really nice. Also I haven't encountered the AI doing inverted barrel rolls and accelerating at the same time in 4.11. Their evasion patterns have become more convincing to me -most of the time. And don't forget the ridicolus Bf109 behavior, spiral climb to xxxx meters, then dive, and climb again in 4.10. Haven't seen that in a while(Except in QMB). And even if some new bugs occur, no big problem - they will be ironed out with the next patch. |
#309
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Yes. And you might be right that it's a QMB vs. FMB issue. I'm a bit surprised if it is, though. I thought that AI was independent of FMB vs. QMB.
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Moving along two axes (e.g., diving and closing on the target) isn't that hard to track for a defensive gunner. Moving along all three axes (i.e., diving, slipping and closing - like with a high-side attack) is a challenge even for a good defensive gunner. Quote:
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What I'd like to see is, in addition to team tactics is realistic high altitude/level bomber behavior - Ace or veteran crews will have tighter formations, lone bombers will corkscrew or "jink" while still keeping relatively low G to allow their gunners to shoot effectively, and high altitude bomber formations will randomly change course every 30 seconds over heavy flak concentrations to spoil the gunners aim. |
#310
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-AI Rookie flying A6M in front of you evades by "riding" the snap stall until behind you -seen this often. Also seen twice with Rookie AI in Bf109E or F. They initiate the stall by pulling hard and getting one wing to stall, start circling mainly around the yaw axis while keeping an AoA of around 30 degree. Thus they slow down while presenting a somewhat difficult target. This is not an accidental and uncontrolable stall which happens when puling too hard, because they always start flying straight and level as soon as you overshoot them -of course nose pointing your direction.
-I think this has been adressed before but at a quick glance I couldn't find it: AI drops bombs as soon as command to attack is given. Quote:
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