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#41
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Last edited by planespotter; 12-29-2011 at 09:19 PM. |
#42
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Problem: Ai have repetable, predictable behaviours.
Suggestion: develop Heuristic rather than scripted (repetative) Ai code. Rationale: Ai often perform predictable manouvers. Heuristic logic would produce more human-like Ai performance.
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE |
#43
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Thanks for hijacking the thread everyone
![]() “when plane X is in situation Y, instead of Z it should do ABC” Error description: Details: Can it be consistently reproduced?: Screenshot or video: OS, system specs: Or use this format for general suggestions: Suggested improvement: Detailed description: Proposed benefits:
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE |
#44
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Error: aircraft do not engage in 1 vs 1 Details: if only one aircraft is in a flight, it is 'invisible' to other ai Reproducable: yes, set up 1 vs 1 in qmb or fmb, or even 2 vs 1. Set aircraft for head on merge at same altitude. Set to autopilot to eliminate player actions. Observation: setting enemy as 'target' in fmb does not help either. Error: aircraft do not engage enemy aircraft in clear view Details: despite good visibility and proximity ai does not engage Reproducable. Yes, in fmb set one flight blenheim to bomb target. Set 3 flight 109s to patrol target. Set 109s to free hunt, veteran, full fuel and ammo. Blenheims will attack target and exit without being attacked despite proximity to 109s. Observation: this seems to have something to do with ai ability to 'see'. I have made mission where ai will not engage, then I move waypoint a little, laterally not higher or lower, not closer or further away and start again and ai engage. Is not a 'proximity bubble' problem either as ai formations can sail through each other eithin metres without engaging. Suggestion: ai in free hunt should always target nearest visible enemy. Implement option for ai to 'always see ' enemy. Need code preventing more than eg 2 ai attacking same enemy. Error: bombers not releasing full bomb load on default setting shallow dive Details: bombers sometimes release only one bomb at target, going home withmore in bomb bay. This is without any player adjustment to bomb load, timing, fuses etc. Reproducable: set a Blenheim to bomb a target with shallow dive. Suggestion: default ai should always release full bomb load Error: ai does not evade when attacked Details: when ai is in 'go home' state...eg landing, low fuel, no ammo, it does not evade when attacked but stays as sitting duck. Or, maked only one evadive manoeuvre and then returns to level flight even though still under attack Reproducable: easily Suggestion: ai should stay active and execute defensive moves as long as enemy is within eg 500 metres. Error: ai does not attack player Details: player can participate in large furballs where ai never attacks player despite player shooting at multiple ai. Details: this is a gameplay design quedtion/issue. One or more ai should always be 'assigned' to attack the player. Maybe customisable by player. Or, an ai which is shot or near missed by player, should try to attack the player in return. Reproducable: choose large quick mission and observe multiple times how many times player is actually attacked by ai. Is few. Suggestion: implement code like in BoB2 which has line in config: 'max ai attacking player=X' Last edited by planespotter; 12-30-2011 at 08:02 AM. |
#45
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As i read in the other thread that we should post general suggestions here as well, here is one more:
Suggested improvement: Disapearing Mouse Pointer Detailed description: Mouse Pointer disapears after not being used for maybe 3 seconds. When the mouse is moved again, the mouse pointer appears at the old spot. Proposed benefits: Easier Handling, Mousepointer doesn´t disturb you because you have to move it away.
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#46
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If a pilot is veteran and he is engaged in a certain fashion by 1 or more fighters there is high probability he will make several responses. One choice might require difficult maneuver, another might be a safer move, another a risky move but could be very effective, etc. Yes there should be some reliance on skill for responses, yes there should be reliance upon the condition of the pilot and/or aircraft (tired, injured, damaged, out of fuel). Many factors need consideration, but the trial and error portions of creating a competent AI performance can be programmed. The probability aspects of various action and responses can also have a low probability of a "random responses" as well. Simple example of probabilities, if a enemy is diving on you head on from higher altitude at high rate of speed with a lot of E. 30% chance you will turn up your nose and try to hit him on pass which will also lower your E and airspeed, 60% chance you will nose over negative G's and try to gain E and airspeed in opposite direction, 10% chance you will turn hard and maneuver to get behind him, and then there is the random choice - yaw hard and try to deceive the enemy of your flight path. Yes there are many scenarios that can play out with 360 degree attacks, speed and E, but with enough probabilities, trial and error a good AI performance can be achieved. The package doesn't have to be done all a once. It will have to be developed over time, with help from the community as it was done with the BOB II WOV community. There is no AI performance package comparable or as competently programmed as the BOB II WOV AI. The sim is over 10 years old and it cannot be a state of the art application with the old code and graphic capabilities. I would be very content to have a fairly competent AI package to start, which has options for the community to have access to areas of the source code where AI is programmed. Anyone that thinks a competent AI cannot be done just needs to go the BOB II WOV site, buy the download of BOB II and apply the update patches. Spend some time with the BOB II in action and you will be astonished what can be done. The BOB II WOV has no multi-player or programmable mission builder, but the campaign is very good. The action is air combat, but that is what the Battle of Britain was for most part. Last edited by nearmiss; 12-30-2011 at 08:32 AM. |
#47
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Regarding comms, this is a proposal for formatting a list for only the most basic functions that we would like to have:
a) Navigation: a.1- on route, ability to request from the ground control and while on radio range, bearing to: - the next waypoint - The own airbase - current map position as given from the radar, and true bearing of target (interception), if radar is active; if it is not, the last position and bearing given by ground observers and the time of this observation. - On landing, permission request and recommended bearing. -Out of radio range or in case of any comm failure, the answer to any of those questions could be a radio noise. a.2) on route, ability to request from the flight leader if on his radio range : - current true bearing and altitude. - Here also, out of radio range or in case of any comm failure, the answer to any of those questions could be a radio noise. a.3) Being the wing leader: - The planned orders for forming, attacking, break, and leave mission and go home both for the whole flight unit, for the wingman, and for each flight team under command. i.e. if you lead a finger four, you can select as recipient: 1) the wingman 2) the other team of liden and wingman both together 3) the whole finger four. Please feel all free to comment, add, or criticise ![]() Last edited by heidelbergensis; 12-30-2011 at 09:04 AM. |
#48
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Please B6, take some time to study it and talking to Buddye. |
#49
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Buddye has made several postings in the AI thread and expressed a willingness to help.
There is an old saying... "Never look in the mouth of a gift horse". In other words, you are getting a free horse, there is no reason to find something wrong with it. |
#50
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