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#81
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The new list is open. I continue to gather suggestions.
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#82
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Suggested improvement: see IL2 4.11 AI improvement list - very impressive...
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#83
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When Plane x starts out on its flight with an assigned target that is Moving. It can be 20+ minutes before it is over the original target area.. In the 20 mins a Plane, tank or ship can have moved a great distance.
AI logic or Script logic needs to be added for one of two options. 1) Plane x AI checks assigned target position every couple of minutes or 2) Plane x AI Checks for closest target of same kind and chosses to contionue on original or attack new targets. (ship, plane or vehicle). This will build in more dynamic and life like decisions into the AI
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals |
#84
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Suggested improvement: Tower/ground radio commands, for example: request for landing/take off, emergency landing, route to base etc...
Proposed benefits: In case of emergency you will acquire the priority to land |
#85
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Error description: Mouse Delay
Details: Mouse movement feels like its about a second behind your actual movement Can it be consistently reproduced?: Yes Screenshot or video: n/a OS, system specs: 2.4 quad, nvid 560Ti, 4gb, ssd drive |
#86
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AI Pilots Reactions on Sighting Enemy Aircraft
1. Friendly AI (your wingman/flight/squadron) spotting enemy aircraft. (i) When enemy are spotted at long distance friendly AI should not immediately break formation to attack them. Instead a call on comms giving an o'clock position should be made - eg "Bandits at 3 o'clock low". Friendly AI pilots should generally maintain discipline and await orders from flight leader as to when to attack or break formation unless... (ii) Enemy spotted close in and attacking, friendly AI should give "Break" warning and/or take avoiding action. (lots of scope here for those with acting ability to create some drama - "Bloody hell - 109s...BREAK!!", etc, etc ![]() 2. Enemy AI (i) Enemy formations should display a range of behaviours after spotting your formation - not necessarily attacking immediately. Enemy formation may attempt to get up-sun, or move into more advantageous position for attack, or split formation into separate flights, etc. --------------------------------------- I suspect some attempts have already been made to code for varying reactions in the existing AI routines, certainly Luthier said that enemy AI can be slow to react to (unseen) hostiles on their six. Unfortunately I think this feature has been mistaken at times by the uninitiated for bad AI (though it does seem to perhaps require some tweaking as to 'when' the AI start to react after planes start taking hits). Having said that there are real-life cases where near entire flights have been picked off one at a time before survivors realised what was happening! Unfortunately, attempts to implement routines for the above have to balance on a thin edge between over-predictable, all-knowing infallibility, and inaction in cases where they should react
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i5-2500K @3.3GHz / 8GB Corsair Vengeance DDR3-1600 / Asus P8P67 / GTX-260 (216) / WD 500GB Samsung 22" 1680x1050 / Win7 64 Home Premium CH Combat Stick / CH Pro Throttle / Simped Rudder Pedals Last edited by kendo65; 03-08-2012 at 08:35 PM. |
#87
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A way to let your flight (leader) you've seen some boogies (with subsequent direction (1'o clock, etc.) and altitude (high/(level)/low etc.)
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#88
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I'm not sure if this is the problem you are referring to but.....
Error description: Hurricane Elevator 'twitch' when stick is moved backwards Details: When the stick is eased back to about 10-20 degrees (nose goes up), there is a point when the nose suddenly twitches up slightly and ruins our gun aiming. The angle where this happens may be slightly different on different sticks. Can it be consistently reproduced?: Every time Screenshot or video: I haven't video'd this but it happens to everyone I talk to. Devs should find it easily. OS, system specs: Win 7, see signature
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klem 56 Squadron RAF "Firebirds" http://firebirds.2ndtaf.org.uk/ ASUS Sabertooth X58 /i7 950 @ 4GHz / 6Gb DDR3 1600 CAS8 / EVGA GTX570 GPU 1.28Gb superclocked / Crucial 128Gb SSD SATA III 6Gb/s, 355Mb-215Mb Read-Write / 850W PSU Windows 7 64 bit Home Premium / Samsung 22" 226BW @ 1680 x 1050 / TrackIR4 with TrackIR5 software / Saitek X52 Pro & Rudders |
#89
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for the AI
there should be 3 different levels of skill rookie experienced or veteran for rookie the AI should behave as if he has just got his pilots wings he should try to stay with his wingman but have slow reaction times to his wingman turning say 1/2 seconds. when attacked he should have a delayed reaction to seeing danger such as only looking when hit or fired upon or have a 3 second delay before he sees a enemy about to fire upon him, his evasive maneuvers should be half done or poorly done for example a right turn he will turn towards the right and end up doing a roll instead, when hes landing he will bounce due to inexperience when shooting he should have a 5% hit rate when bailing out the rookies should panic and have a 5% of not being able to escape experienced when in combat they will see bandits behind him about 1.0 out his maneuvers should be done correctly but with some delays say 1 second when landing he should land fine when shooting he should have a 25% hit rate when bailing out they should have a 2% chance of not being able to veteran will see 90% of enemy's behind him and be able to take evasive action perfectly with no delays, when landing he should land with no problems shooting he should be able to have a 70% hit rate when bailing out they should have a 1% chance of not bailing out for example canopy is stuck damaged aircraft as soon as a plane is damaged and the AI has escaped the bandit on his tail he should immediately try and return to base if the damage more then 40% or is critical for example water coolant or oil radiator, ect then he should try and land as the nearest airbase if landing is not a option then crash land or bail out at nearest field or over the sea when fire is minor the pilot should try and put it out for example wings or tail, if the engine is on fire or in the cockpit pilot should bail out asap, |
#90
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The only negative note(s) I can make for this game are;
1/ the manual is to short more details should be added an example the Spitfire and BF109 controls are not the same at all and the manual does not give enough details about each plane. Also more details about the Full Mission Builder. 2/ radio communications with other members of your squadron or flight are OK but with the ground control I get never any answer even when the other members of the squadron/flight do receive an answer per example when asking for permission to land even if flying a damaged airplane I get no permission to land ever! Otherwise a fantastic game, nobody should forget this is a game about the beginning of the war where communication where not good and perfect. Better than in 1914/18 but still not good. Maybe is it possible to land at more than one airfield? Wind direction indicator, control tower authorization! ![]() Last edited by senseispcc; 03-09-2012 at 10:42 AM. |
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