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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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  #21  
Old 09-08-2011, 08:17 PM
Rattlehead Rattlehead is offline
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Quote:
Originally Posted by JG52Krupi View Post
-1 online is where its at

Only joking, offline flying is useful training
I'm sure online is a barrel of fun, but offliners shouldn't be ignored. I like playing offline because I can play at my own pace and do my own thing without having to worry about someone letting me down or me letting someone down.
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  #22  
Old 09-08-2011, 08:27 PM
Rattlehead Rattlehead is offline
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Originally Posted by nearmiss View Post

The AI is ignored, not just with Il2 or COD. It is very standard practice, because it is much easier to build another aircraft, map or object. People will be happy with the new stuff.

It is hard to care about the Offline player when that isn't your interest. So the developers just make the graphics stuff rather than work with through the very difficult process of programming probabilistic functions and algorithms for a competent AI performance.
All very true and what you say echoes my thoughts exactly.

Hey, all I want really is AI that doesn't do what it's doing now...really immersion-killing stuff like ignoring enemy planes even when in full view, not reacting at all to being shot at, and the crazy rates of rolls these boys are pulling off.
In short, give me old Il-2 AI, but maybe a little bit more advanced. I'm sure a talented team like MG can pull that off, surely?

I'm content to wait and see what happens...there is still a lot of things that need their attention still and I'm confident that in time we'll see AI that is improved. (I'll just bang the drum from time to time to remind them. )
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  #23  
Old 09-08-2011, 08:41 PM
Tavingon Tavingon is offline
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I wish there was a way to set passive/aggressiveness of enemies in custom missions, I want enemy bombers to fight back!
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  #24  
Old 09-08-2011, 08:52 PM
buddye buddye is offline
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I agree with nearmiss but ....

Why is it so difficult to make AI planes that follow the same rules of physics and gunnery that human-controlled planes do in flight sims?

I also am very interested in AI. As a volunteer BDG (BOB Development Group) member, I have worked on the BOBII AI over 6 years trying to improve it and make it more human like.

In BOBII the AI and the player use the same FM and code so they are equal with only two exceptions (1) the AI do not black out or white out and (2) the AI can see through clouds (the AI do have blind spots as they can not see through the solid A/C parts [wings, rear, nose, etc] or see into the sun). Customers do sometimes complain that the AI can pull more G's and does not black out but in my opinion the advantage is small against a human pilot.

In BobII the AI can stall, spin, crash, and do stupid things. The AI ability to fly effectively is controlled with "skill level" which the player can select in Instant Action Missions and skill level is assign or user controlled in the Dyamic Campaign. The higher skill level AI are more effective in Air Combat as they have the ability to fly more maneuvers and they fly each maneuver more effectively and efficiently.

Why are the AI not more human like?

In one word the answer is "cost". The AI can not just be designed and implemented. It must be tested, re-worked, and re-tested over and over. The quality of the testers giving feedback must be exceptional and the amount of time and manpower is very large and it can never end as you are never done. The AI is not just designing to a spec. The AI is more of an art. It is cheaper to put you game money into things that can be designed, scheduled, and implemented (Multi-Player, Landscape, cockpits, and more eye candy). Also eye candy sells well but customers seem to always complain about the AI.

Last edited by buddye; 09-08-2011 at 09:15 PM.
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  #25  
Old 09-08-2011, 08:59 PM
smink1701 smink1701 is offline
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Been reading all the interesting comments and thought I would jump back in.

I don't know if I'm in the minority or majority. I get a little window of time to play and fire up Cliffs for about 15 minutes and then I hear my wife or kids call and I'm gone. Don't think I've got the time to really get in to MP. Maybe I'm wrong. Also seem to rememeber seeing a poll that showed the vast majority of players are SP, not MP. Maybe I'm wrong about that too. I would rathther go back to IL2-1946 than the current Cliffs in terms of AI. Maybe that would be easier for the developers to implement than fixing current AI. I'm for whatever is the quickest / easist fix but would like a fix of some sort. Right now planes just sit there like on auto pilot or go nuts like stunt pilot monkeys on crack.
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  #26  
Old 09-08-2011, 09:08 PM
jimbop jimbop is offline
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Quote:
Originally Posted by smink1701 View Post
Been reading all the interesting comments and thought I would jump back in.

I don't know if I'm in the minority or majority. I get a little window of time to play and fire up Cliffs for about 15 minutes and then I hear my wife or kids call and I'm gone. Don't think I've got the time to really get in to MP. Maybe I'm wrong. Also seem to rememeber seeing a poll that showed the vast majority of players are SP, not MP. Maybe I'm wrong about that too. I would rathther go back to IL2-1946 than the current Cliffs in terms of AI. Maybe that would be easier for the developers to implement than fixing current AI. I'm for whatever is the quickest / easist fix but would like a fix of some sort. Right now planes just sit there like on auto pilot or go nuts like stunt pilot monkeys on crack.
+1
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  #27  
Old 09-08-2011, 09:24 PM
adonys adonys is offline
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you guys seem to forget a simple truth: the IL2 series numbers are based on singleplayer, not multiplayer.

the game sold tens of thousands of units, yet a very small fraction of those could be meet online playing the MP part. a thousand? maybe 2? for sure under 10% of game's buyers.

stop the nonsense that IL2 strength is in MP. The longevity yes, it is based and rests on MP, but not the game's sales number, which is the thing that makes MG tick..

And the thing is, even now, half a year later, the SP part of IL2 CoD is completly broken. One can't play anything else excepting simple dogfight missions because of this.

The game's stability, and then its performance, were the logical first needed fixes, as you can hardly play a game which is a crash fest, or crawls at 5 FPS on 2011 supercomputers. As those were fixed, the next pririty ones should be, in exactly this order:

1) Radio Comm - affecting both game modes, it completly porks SP and gravely affects with AI MP (until much more MP players will join, with the actual online numbers you can't really play anything else except dogfights if you're not adding complementary AI)
2) AI - same as above, out-of-this-world AI maneuvers, performances and behavior are really killing both game modes
3) dynamic weather
4) dynamic campaign
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  #28  
Old 09-08-2011, 09:37 PM
smink1701 smink1701 is offline
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Right on.
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  #29  
Old 09-08-2011, 09:39 PM
ChocsAway ChocsAway is offline
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Quote:
Originally Posted by buddye View Post
I agree with nearmiss but ....

Why is it so difficult to make AI planes that follow the same rules of physics and gunnery that human-controlled planes do in flight sims?

I also am very interested in AI. As a volunteer BDG (BOB Development Group) member, I have worked on the BOBII AI over 6 years trying to improve it and make it more human like.

In BOBII the AI and the player use the same FM and code so they are equal with only two exceptions (1) the AI do not black out or white out and (2) the AI can see through clouds (the AI do have blind spots as they can not see through the solid A/C parts [wings, rear, nose, etc] or see into the sun). Customers do sometimes complain that the AI can pull more G's and does not black out but in my opinion the advantage is small against a human pilot.

In BobII the AI can stall, spin, crash, and do stupid things. The AI ability to fly effectively is controlled with "skill level" which the player can select in Instant Action Missions and skill level is assign or user controlled in the Dyamic Campaign. The higher skill level AI are more effective in Air Combat as they have the ability to fly more maneuvers and they fly each maneuver more effectively and efficiently.

Why are the AI not more human like?

In one word the answer is "cost". The AI can not just be designed and implemented. It must be tested, re-worked, and re-tested over and over. The quality of the testers giving feedback must be exceptional and the amount of time and manpower is very large and it can never end as you are never done. The AI is not just designing to a spec. The AI is more of an art. It is cheaper to put you game money into things that can be designed, scheduled, and implemented (Multi-Player, Landscape, cockpits, and more eye candy). Also eye candy sells well but customers seem to always complain about the AI.
You did a great job with the BoB2 WOV AI Buddye. They could do with some of your expertise on CloD.

As many in this thread have said, the AI is a mess. I haven't fired up CloD much in the last month or so because the awful AI has always been the biggest immersion killer for me since release. The eye candy is all very nice but IMO it's worthless without some pretty serious tweaking under the hood on the AI and AI flight models as many of them are laughable at the moment.

Here's hoping that getting it fixed is also near the top of the devs list.
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  #30  
Old 09-08-2011, 09:52 PM
Codex Codex is offline
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Didn't Illya say in one of his updates that he had recently hired someone or was going to hire someone with sole purpose of reworking the AI in CoD?
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