Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Reply
 
Thread Tools Display Modes
  #1  
Old 02-27-2015, 01:14 PM
RPS69 RPS69 is offline
Approved Member
 
Join Date: Jan 2008
Posts: 364
Default

Quote:
Originally Posted by ECV56_Guevara View Post
Good suggestion. And related to formations, could be usefull to add more options in planes numbers to the formation itself. i.e. formatios of 8 or 12 planes.
Also, but your sugestion makes me remember that bomber formations were not based on four airplanes but three on a VIC. The finger four was a formation developed by the germans, and other countrys wil adopt it much later.

It is almost imposible to make the AI behave acordingly to this kind of formation. They will allways fly as a pair with the third element being a wingmanless leader.

Very annoying when you try to represent inital wartime engagements.
Reply With Quote
  #2  
Old 02-27-2015, 11:28 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by RPS69 View Post
It is almost impossible to make the AI behave accordingly to this kind of formation. They will always fly as a pair with the third element being a wingmanless leader.
+1

Individual AI in the game is quite good, but more work needs to be done for section, flight and squadron AI.

Some simple (because it involves turning off existing AI options) fixes for early war fighter "vic" formations, and for bomber formations, would be as follows:

1) Option for "3 plane sections" (the default is 2 plane sections).

2) Option for "wingmen hold formation with leader". That is, the trailing planes in a section or vic will slavishly try to follow the lead plane in the formation, rather than adopting a "loose deuce" trailing wingman posture.

3) Option for "Sections will not take evasive action". This is critical to get heavy bombers flying in a "box" to behave in a realistic fashion. It can also be used to simulate the behavior of early war Soviet and Japanese pilots who were notorious for following their leader at all costs.

4) Option for "Attack as a unit". This allows for the early war British tactic of having all the planes in a fighter vic attack as one.


Things that would would take more AI work:

1) Reducing SA of pilots attempting to hold close formation with their leader.

2) Getting sections to use simple team tactics like the "Thach Weave," "Drag and Bag," or coordinated attacks on a single foe.

3) Getting flights or squadrons to use simple team tactics, like assigning one section (or flight) to hold altitude while another section/flight attacks, assuming a "bomber box" formation, or forming a Lufberry Circle.

4) Setting rally points. That is, a player designated "waypoint" on the map where planes which are isolated from the rest of the formation will travel to and loiter around.

5) Ability to regroup sections/flights. For example, if you have two sections which have each lost one plane, you should have the option of assigning one surviving plane as lead and the other surviving plane as wingman to form a new section.

Veteran or Ace pilots should automatically regroup in this way based on rank or initial flight position. For example, if if the lead from section 2 loses his wingman, and the wingman from section 3 loses his lead, then they should automatically reformate with section 2 leader as leader and section 3 wingman as wingman in a new section.

6) Ability to reassign section, wing or squadron command, with planes changing position accordingly. This is important if a leader is injured or his plane is damaged.

Historically, it was very important for U.S. heavy bomber formations, since the entire squadron (sometimes group or wing) would drop their bombs based on the lead bombardier's signal. As such, if the lead bomber had to drop out of formation, the second in command would move into the lead spot.
Reply With Quote
  #3  
Old 02-28-2015, 12:52 AM
ECV56_Guevara ECV56_Guevara is offline
Approved Member
 
Join Date: Dec 2007
Location: Planeta Trampa
Posts: 248
Default

Quote:
Originally Posted by Pursuivant View Post
+1

Individual AI in the game is quite good, but more work needs to be done for section, flight and squadron AI.

Some simple (because it involves turning off existing AI options) fixes for early war fighter "vic" formations, and for bomber formations, would be as follows:

1) Option for "3 plane sections" (the default is 2 plane sections).

2) Option for "wingmen hold formation with leader". That is, the trailing planes in a section or vic will slavishly try to follow the lead plane in the formation, rather than adopting a "loose deuce" trailing wingman posture.

3) Option for "Sections will not take evasive action". This is critical to get heavy bombers flying in a "box" to behave in a realistic fashion. It can also be used to simulate the behavior of early war Soviet and Japanese pilots who were notorious for following their leader at all costs.

4) Option for "Attack as a unit". This allows for the early war British tactic of having all the planes in a fighter vic attack as one.


Things that would would take more AI work:

1) Reducing SA of pilots attempting to hold close formation with their leader.

2) Getting sections to use simple team tactics like the "Thach Weave," "Drag and Bag," or coordinated attacks on a single foe.

3) Getting flights or squadrons to use simple team tactics, like assigning one section (or flight) to hold altitude while another section/flight attacks, assuming a "bomber box" formation, or forming a Lufberry Circle.

4) Setting rally points. That is, a player designated "waypoint" on the map where planes which are isolated from the rest of the formation will travel to and loiter around.

5) Ability to regroup sections/flights. For example, if you have two sections which have each lost one plane, you should have the option of assigning one surviving plane as lead and the other surviving plane as wingman to form a new section.

Veteran or Ace pilots should automatically regroup in this way based on rank or initial flight position. For example, if if the lead from section 2 loses his wingman, and the wingman from section 3 loses his lead, then they should automatically reformate with section 2 leader as leader and section 3 wingman as wingman in a new section.

6) Ability to reassign section, wing or squadron command, with planes changing position accordingly. This is important if a leader is injured or his plane is damaged.

Historically, it was very important for U.S. heavy bomber formations, since the entire squadron (sometimes group or wing) would drop their bombs based on the lead bombardier's signal. As such, if the lead bomber had to drop out of formation, the second in command would move into the lead spot.
This!!!!
Not a single line wrong in here!
__________________

Bombing smurfs since a long time ago...
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:20 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.