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#21
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AI damage modelling needs to adhere to the same physics as player aircraft.- When twin engined fighter/ bomber X has one of its engines inoperable the performace should fall off dramaitically. Instead the ( especially in the case of the twin engined fighters) they continue along at the same rate of speed with no degradation in its evasive manuvers.
Bombers should jetison bombs and head for friendly territory, usually with a fighter escorting them. Same with a damaged fighter when sufficent damage has occurred it should head for friendly territory with its wingman for cover. |
#22
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I agree on the "jerky" movements of the AI planes under fire. As well as the damage ratio, like couldnt there be a percentage of damage = pilots action. Depending on the amount of damage the pilot will try and make it to the nearest base, or bail out etc... I know nothing of programming AI, but sounds realistic to do... On top of that, would it make sense to put some sort of variable in there, where AI pilot A may be less inclined to break from combat, and AI pilot B bails out because of minimal damage? If that makes sense... |
#23
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As for AI behavior,
Blenheims and BR.20s flying evasive maneuvers that my Hurricane cannot match. Online I've see AI Blenheims maneuvering like an SU 26, climbing faster them my Hurrricane 1 Rotol, and have a roll rate like an FW 190, meanwhile a human piloted Blenheim can barely get off the ground without blowing an engine. Joystick lag... I have also experienced this. I only play online. It always happens when in close proximity to 2 or more aircraft, typically under 3000 ft. altitude, though sometimes in close proximity to bomber formations of 6+ aircraft. I only fly on the big Channel Map. Specs... Windows 7 Pro 64 bit. Intel Core2Duo E8500 at 3.5ghz. Gigabyte EP45-UD3R motherboard 6 gigs, PC2-6400 Mushkin memory EVGA Nvidia GTX 570 Superclocked, 1280 mb onboard Vram Sound Blaster X-Fi Fatality Gamer sound card. Complete CH HOTAS setup with Throttle Quadrant. Samsung Sync Master PX2370 running 1920 X 1080 res in game. (16 X 9) TrackIR 4 Pro.
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![]() Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov Last edited by ElAurens; 12-29-2011 at 02:37 PM. |
#24
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+1E100000000000000 When being a lonely bomber and attacked and driven by a veteran it should do some evasive manoeuvres suitable for a bomber such as quickly altering its altitude, weaving, eventually barrel rolling. If bomber is flying in formation it should stay in formation instead of trying to play fighter (what it sometimes does). Fighters should ALWAYS start evasive manoeuvers as soon as it realizes that it has someone on his tail (currently after a while they just fly stubbornly home despite shooting at them). Flights lead by veteran pilots that are tasked with close cover of a bomber (formation) should fight off fighters and return to the bombers. Less experiences flights may stick to the fighters instead of turning back to cover bombers. Roockie pilots may occasionally not stay with his wing leader but go chasing alone as soon as he sees an enemy plane nearby or after a while in a dogfight. He may randomly loose his flight at all during a dogfight and return home alone. AI formations should use bank and not rudder for turning even in shallow turns. Rudder should always be used only to annihilate side slip. Preferably all pilots will have more or less capability to annihilate side slip. Rookie pilots will have more chance to have side slip than ace pilots. AI should - depending on skill level and situation - occasionally overlook one when it is fixed on another target. A target that is going to be attacked by the AI plane will get some sort of priority level to this AI plane. If the AI plane is then itself targeted it will either shift its focus to the attacker (for instance the player) or stay with the original target until it gets damaged. If it shifts its focus should depend on the skill level and may include some randomisation. Near comrades of the AI may warn it. So if a friendly AI is nearby the AI plane shall most likely shift its focus. |
#25
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The bits in bold are I think more to do with the flyable FMs, and as you know quite a few of the chaps are having a great time with the Blenny. ![]() |
#26
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I don't want to derail this thread, but I must make one comment.
Dutch, just because it can be flown does not mean it's correct. As we know, NONE of the FMs are currently correct, some are closer to reality than others, but none are right. The Blenheimn and G.50 are flying jokes at this point. I have great respect for those players that have struggled to deal with the FM shortcomings of the Blenheim and G.50, but I repeat, they are not correct, and just being able to fly them is not proof that they are, regardless of the well earned sense of accomplishment in being able to operate them. Please don't subscribe to the sim pilot's false paradigm that higher difficulty always equals higher realism. It simply isn't true. Cheers.
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![]() Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov |
#27
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Error description: Launcher.exe Crash
Details: Playing online after 5 to 60 mins the whole game crashes to desktop. This happens even faster when more aircraft are in one place. Can it be consistently reproduced?: Yes, have 12 pilots take off from 1 airfield and the whole game slows down and then crash. Same with large formation flying... Screenshot or video: OS, system specs: As my signiture. |
#28
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Think you already have the German brevity codes as I hear them in game.
Heres a link anyway: http://www.gyges.dk/Operatonal%20bre...Ver%2010_1.pdf |
#29
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Dead is Dead !!!!- When an aircraft AI/Player becomes a flamming comet- kill the pilot or have him bail. In either option the aircraft , should roll over and do the proverbial " lawn dart " to final destruction. It should not continue on as the eternal flame or do the 45 min. flamming death spiral.
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#30
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