![]() |
|
#1
|
||||
|
||||
![]()
Actually, I read the first couple, but after that? I've got more interesting things to do with my time.
Quote:
It's not a fair balanced game, but at that point (1944 and 1945) the war wasn't balanced. |
#2
|
|||
|
|||
![]() Quote:
AI should if numerically superior chase attackers, but only to a certain amount. If they are the only flight protecting, they should only do so once in a while (the worse the AI level, the more so). |
#3
|
||||
|
||||
![]() Quote:
You're right that's not realistic, you should have two planes at most chasing one plane, but it's not realistic for the allies to stick to the bombers either, the Germans tried that in the BoB and it wasn't particularly successful. Quote:
Quote:
They did have enormous numerical superiority. |
#4
|
||||
|
||||
![]() Quote:
This is not only a whish-list thread, it’s also somewhat complex to be read, at least for me. I would contribute with two small considerations. Once in landing pattern, AIs have a constrained behaviour. If attacked, they do make evasive manoeuvres, but never fight back and return to pattern as soon as possible. This behaviour could be, perhaps, used for escort fighters, with appropriate tweaking. Then, I would have a simple wish: the possibility to mark as destroyed… a destroyed plane, or a clearly doomed one. Something like the order: “Don’t shoot to this target anymore”. It’s not realistic, I must admit, but it is annoying to have your kill stolen by a “last bullet”, and I suspect that any shared kills system would end up with the vast majority of kills being awarded as shared. |
#5
|
|||
|
|||
![]()
This 'last bullet kill stealing' was really annoying up to 4.11.
The shared kills system of 4.12 fixed it, at least for me. If you fly Japanese (as I do since some time) or German, there are no shared kills, so if you choose the option 'shared kills/historically' and inflict major damage to an enemy plane (more than 50 % I assume) you get the full kill, no matter whether some of your ai-friends still pour their bullets in it. Admittedly I don´t know how it works for the red side, where kill sharing existed. |
#6
|
|||
|
|||
![]() Quote:
Quote:
It's also possible to have "shared kills" for Axis and Soviet aircraft if you turn on "shared kills" but turn off "historical kill claims." Every air force has "half kill" markings. |
#7
|
|||
|
|||
![]()
This is a new post to an old thread, but here are some further wishlist ideas
AI ATTACK OPTIONS 1) Ability to Specify Targets in Advance: Currently, when ordered to attack a target that isn't in range, AI gives you an "unable to comply" message (at least in the QMB). It would be handy if you could "program" sections or divisions to perform various tasks BEFORE you get to the target, either in the FMB or as player commands. As player commands, this option would let you fly your plane without being distracted with a lot of formation commands when things get hectic. 2) Ability to Specify Target Priority: In conjunction with Option 1, this allows you to program AI so that it will automatically "default" to certain targets after the primary target is destroyed. For example, "Flak first, then aircraft on the ground, then vehicles, then other ground targets." 3) Ability to Specify Attack Type: Currently, there's no method in the FMB or the player commands that allow you to tell AI which method of attack they should use first. There should be the following options: Strafe, Air-to-Ground Rocket Attack, Air-to-Air Rocket Attack, Torpedo Attack, Dive Bomb Attack, Glide Bomb Attack, Low Level Bomb Attack (specify altitude), High Level Bomb Attack (specify altitude), Guided Bomb Attack, [Aerial Bomb Attack, Depth Charge Attack (set depth), Mine-Dropping Attack]. Edit: Add Paratroop drop, Cargo Drop, Flare Drop, and Kamikaze to "attack" types. 4) Ability to Specify Ordinance Priority: As for Option 2, but for ordinance types. Options: Internal/centerline bombs, external/wing bombs, Air-to-air rockets, Air-to-ground rockets, torpedoes, guided bombs, fixed guns, flexible guns, [aerial bombs, depth charges, mines]. 5) Ability to Specify Attack Formation: Currently, it appears that planes don't always attack at once when ordered to do so. There should be the following FMB/Player commands: Attack individually, Attack by section/Rotte, Attack by Division/Schwarm, Attack by Squadron/Staffel. 6) Ability to Specify Number of Attacks: either a number or "unlimited." Specifying just one attack is automatically interpreted as "one attack and evade/ egress" meaning just one quick attack followed by going defensive and leaving the target area at as high a rate of speed as possible. Multiple attacks defaults to appropriate ordinance attacks, followed by strafing until the number of attacks is satisfied. Unlimited is the current situation - the AI will attack indefinitely until destroyed/heavily damaged, or it runs out of ammo. For fighter attacks vs. aerial targets, specifying just one attack means a "bounce" followed by an attempt to evade. 7) Ability to Specify Automatic Abort Conditions: AI aborts attacks, goes defensive, and returns to base when one or more conditions occur: >X% formation casualties, light damage to plane, heavy damage to plane, crew lightly wounded, crew heavily wounded, crew bleeding, <X% fuel, <X% ordinance (type), <X% ammo, >X number of hostile fighters in area, >X number of hostile AAA in area. Last edited by Pursuivant; 03-01-2016 at 06:40 PM. |
#8
|
|||
|
|||
![]() Quote:
As for the "Tuskeegee Airmen," the 332d FS was basically following U.S. doctrine, but they excelled because they had remarkable "esprit de corps," a superior pilot pool, a high standard of training, and good leadership. The "Redtails" had a point that they wanted to prove, and went about proving it in exemplary fashion. Although their reputation for "never losing a bomber" is a myth, they were noteworthy for low losses among bombers they were assigned to escort. Quote:
* Aircraft shouldn't enter the landing pattern until they're sure there are not hostile aircraft about. * If there are hostile aircraft present, they abandon the landing behavior, and behave as if they're still in the combat zone. This is a simple fix to the existing AI. More advanced landing options: * If they're forced to land (due to damage or low fuel) when hostile aircraft are present, then the rest of the flight/squadron should give top cover to the aircraft which is landing. * If possible, aircraft should try to lure hostile aircraft into areas where friendly flak can attack them. * Aircraft with wounded crew aboard land first. Badly damaged land-based aircraft land second. Possibly, aircraft could shoot/drop flares to indicate priority landing (radio calls weren't used to avoid giving intelligence to the enemy). * If there are multiple airfields in the area, badly damaged aircraft which are likely to crash divert to secondary/emergency landing strips to keep the main airfield clear. * Damaged carrier aircraft which are still capable of making a carrier landing land last. Badly damaged carrier aircraft which are incapable of making a carrier landing ditch alongside the carrier or an escorting ship rather than attempting to land. * If a multi-crew aircraft is badly damaged so that it is unlikely to be able to land safely, and it is over friendly, populated territory, all crew but the pilot (possibly co-pilot) and badly wounded crew will bail out if it is possible to safely do so. The pilot(s) will then make an attempt to land the plane with wounded crew aboard. * Planes with landing gear failure, which must crash land rather than landing normally, will "belly land" alongside the runway, rather than on it. This keeps the main runway clear. Quote:
I've suggested a fix for friendly AI breaking off attacks on damaged or destroyed enemies, but perhaps you didn't notice it. Currently, IL2 has an "Arcade Mode" where AI aircraft produce "cartoon thought bubbles" when they take certain kinds of damage. Messages include "I'm On Fire" (i.e., fatal damage), "Returning to Base" (i.e., severe damage) and "Bailing Out" (AI recognizes that damage is fatal). It would be very simple for AI programming to use these messages from Arcade Mode to decide when AI crew should bail out, when attackers should stop shooting, and when a player (or AI aircraft) should get credit for a kill. Rather than victory credit, or shared credit, going to the pilot who fired the last bullet, credit should go to the pilot who inflicted the fatal damage (i.e., the one who caused the damage that triggered the "I'm on Fire" or "I'm Bailing Out" message). Pilots should get shared kill credit for damage which triggers the "RTB" message. For Air Forces which tracked such things, it should also be possible to get "probable kill" credit for any damage which triggers the "RTB" message. And "damaged" credit for any hit at all to an enemy plane. Once the scoring system is trained to recognize "damaged," "severe damage" and "fatal damage", then it would be possible to have more complex scoring systems, like those used by the Germans for awarding points towards medals. Herausschuss (Separation) = RTB Abschuss (Destruction) = I'm on Fire/Bailing Out Endgueltige Vernichtung (Final Destruction) = I'm on Fire/Bailing Out result on a plane that's already received enough damage that it's RTB. Kill claiming could be made more strict (for Air Forces which required such things) by only giving credit for kills made over friendly land territory, or in the presence of at least one other friendly unit (including ships and ground units). Kill claiming could be made less strict by allowing pilots who achieved an "RTB" result to claim a "kill" rather than a probable. This would allow two pilots to both get kill credit for a single aircraft (and would mimic historical rates of kill claims for fighter pilots). Kill claiming could be made much less strict by allowing pilots who inflicted any damage on an aircraft at all to count it as a kill! This would be good for "duels to the first blood" and would mimic historical rates of kill claims for air gunners and pilots in air forces where kill claims were accepted based on the pilot's word. Last edited by Pursuivant; 05-04-2015 at 06:27 PM. |
#9
|
|||
|
|||
![]() Quote:
Quote:
In March 1944, the 8th Air Force allowed some of its fighter squadrons to precede the bombers and perform "fighter sweeps." Later in the year, these formations were allowed to "go low" to strafe German airfields. Even later, escorting fighters were allowed to detach from the bombers and go on strafing missions after the bombers had dropped their bombs. |
![]() |
|
|