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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 03-31-2008, 07:07 PM
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Bloblast Bloblast is offline
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Question Oleg, very curious on the AI in Battle of Britain.

"Every AI pilot will have his own profile including favorite tactics and combat methods." (announcement SOW BOB)

Oleg, will the profile of every AI be something like this?:

-Experience
-Tactics
-Methods

And what about deflection shooting from AI pilots?
This is something that AI does not do in IL2 series. If you turn away
AI will stop firing. Really hope AI does this in BOB.

Will AI pilots avoid AA guns?
This is also something that AI does not do in IL2 series.
Currently flies over enemy airfield as if it's all is OKAY down there.

Will AI have same limits as human flown aircraft?
In IL2 series AI outruns human flown aircraft.
This is def. a show stopper for off-liner as I am.

Will AI detect enemy already when they are still little spots?
Like it is now in IL2 series, hope not.

Will AI pick their battles?
Will it head for home when plane has slight damage or in case of
overwhelming enemy situation?
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Last edited by Bloblast; 08-15-2010 at 06:11 PM.
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  #2  
Old 03-31-2008, 08:13 PM
tater tater is offline
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Good questions all, and every one more important than most eye candy (save realistic clouds).

One suggestion. Make the AI code have SOME variables that mission builders can get at. If the skills are some sort of scripting, let us have a version of the script as text we can mess with. We don't need to know all the nuts and bolts if it is propietary, just some variables we can control. The variation in AI you wil see as a result will be very interesting.

Things like the max spotting distance for them, perhaps a range in degrees of a blind spot we can chose. For the skills, if you program 20 different 'AI skills" allow the mission builder in the mission file set which each pilot gets, etc, etc.

Last edited by tater; 03-31-2008 at 08:17 PM.
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  #3  
Old 03-31-2008, 09:25 PM
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proton45 proton45 is offline
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Quote:
Originally Posted by Bloblast View Post
"Every AI pilot will have his own profile including favorite tactics and combat methods." (announcement SOW BOB)

Oleg, will the profile of every AI be something like this?:

-Experience
-Tactics
-Methods

And what about deflection shooting from AI pilots?
This is something that AI does not do in IL2 series. If you turn away
AI will stop firing. Really hope AI does this in BOB.

Will AI pilots avoid AA guns?
This is also something that AI does not do in IL2 series.
Currently flies over enemy airfield as if it's all is OKAY down there.

Will AI have same limits as human flown aircraft?
In IL2 series AI outruns human flown aircraft.
This is def. a show stopper for off-liner as I am.

Will AI detect enemy already when they are still little spots?
Like it is now in IL2 series, hope not.

Will AI pick their battles?
Will it head for home when plane has slight damage in case of
overwhelming enemy situation?

I too am curious about how the "AI" will be implemented in "BoB SoW".

You have a few interesting questions but I'm not sure I understand your statement about the "damaged fighters running for home". Is this a good thing or a bad thing? I have seen damaged "AI" fighters in "IL2 1946" running for home trailing smoke...do you like this?

I have posted some questions about the new "human damage model"(its in the Maddox's Room thread). I'm curious about how complex the new damage systems will be in "BoB SoW"... One thing I'm hoping for is that the same "DM" that will be use for the "AI" pilots in "BoB" will be used to limit/effect the "players" input.

I know that Oleg has said that the "line of sight" targeting issues have been addressed. ...now they (AI) will have the proper "blind spots" (like clouds and under/behind the aeroplane). I "think" he said that AA gunners will be governed by the same rules...

I understand your dissatisfaction with the "AI" pilots apparent lack of concern at being bombarded by the AA over enemy airfields but this is not without some historical foundation. ...bombers would have to fly strait and level (through the worst of flak and AA) when they where on their bomb run...

Last edited by proton45; 03-31-2008 at 10:01 PM.
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  #4  
Old 03-31-2008, 10:58 PM
nearmiss nearmiss is offline
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Take the BOB II WOV, and update with the patches. Then you'll experience some outstanding AI performance. Player doesn't have any real ability to adjust the AI responses, but the BDG team is working on it.

The AI in the BOB II WOV is without doubt the best of any CFS at this time.

------------------------------------

Oleg has his work cut out for him with the AI performance, if BOB II WOV is a benchmark for performance.

Because the Online game is such a big part of IL2 it may be the same in BOB SOW. There might not be as much need for exceptional AI performance. AI performance is critical in Offline play.

I'm hoping Oleg will produce an outstanding AI performance. It will be a huge improvement in the sim.
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  #5  
Old 04-01-2008, 02:02 AM
LEXX LEXX is offline
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Oleg once said he will use simplified AI for distant aircraft -- what I fear may be like the AI Bubbles used in some sims like Rowan's BoB and MiG Alley. Its possible the individual AI pilot personalities will be confined to the Player Squadron only.
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  #6  
Old 04-01-2008, 05:19 AM
Feuerfalke Feuerfalke is offline
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Quote:
Originally Posted by LEXX View Post
Oleg once said he will use simplified AI for distant aircraft -- what I fear may be like the AI Bubbles used in some sims like Rowan's BoB and MiG Alley. Its possible the individual AI pilot personalities will be confined to the Player Squadron only.
Good questions indeed.

I remember that, too, but I rather think of it like it was realized in the Falcon-series. There was a war with literally thousands of units in the air and on the ground + several fleets for both sides. While they were outside the players visibility, they were merely calculated by chance and a simplified strategy system. When they were close enough for the player to become important, they were simulated as real units, with armor values, radar and effective gun ranges, etc.

Compared to WW2 planes, for example, there is little interest in simulating fear and fatigue as it was noted in that statement from Oleg in every AI gunner of a B17. Instead I imagine a formation will have sort of a swarm-intelligence, as they will stick together and react to communications and radar as a single unit. When they get closer, it's probably different values for each pilot being simulated, e.g. awareness of each pilot, while other things like CEM would be pretty much simplified. When entering combat, they'd probably simulate each pilot with the stated values and complex A.I.
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  #7  
Old 04-01-2008, 07:07 AM
Widowmaker214 Widowmaker214 is offline
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I was glad to hear about the blind spots for BOB...
As the AI have been the worst part of IL2...
The ridiculous (and heavily used) negative G maneuvers...
and the head hunting AI on ACE level..
seeing through clouds and weather...
as well as the AI bomber gunners...

These are glaring problems of the game as a whole... and I know some of them will be addressed in BOB..
Id also like to see that their friend/foe identification is limited to a very close range. As it is now.. they seem to know you are enemy from the start...
rather than having to close and visually ID like we would without labels.
Making it so they have to get within say 2km or so before determining if you are friend or enemy would be nice. Or whatever is a an acceptable distance..
I dont know how the draw distance is yet in BOB

Id also like to see a much broader range of skills. Right now how you set the AI... you get to much of one thing and not enough of the other.. and setting it on ace.. well they are all aces...
I'd like to see even the ace level settings.. only allowing a "few" aces..

For squadrons with varying skill levels of pilots.. that makes flying as a group more engaging...

you never know what your going to come up against... but you dont have to worry about them all being aces. You dont want your less experienced guys getting discouraged cause all they ever do is take off and get shot in the head by all the ace AI.


But for the many of us that enjoy COOP type flying vs the air quake rooms... it will be nice to see the AI on a more even playing field and using the same flight models

nearmiss said something that it wouldn't be that important in online play... but I seriously beg to differ...
online coop has great appeal to many. And that requires some very good AI.

Disregarding AI.. I rate IL2 as an 11 out of 10. The best WWII sim ever.
But when you factor in the AI... that drops it to a 7
Its the only thing I hear people complain constantly about.

did you see that?!?!? God I hate those #$#* negative G manuvers!! Hey look at this.. this Ki-43 is out running my mustang!?! and etc.

So im really hoping they do a vast improvement on the AI.
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  #8  
Old 04-01-2008, 08:55 AM
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Feathered_IV Feathered_IV is offline
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A setting for level of aggressiveness would be essential too. Aces that can fight defensively and rookies that go charging in etc. Hyper-aggressive types would even target you in your parachute...
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  #9  
Old 04-01-2008, 08:50 PM
LEXX LEXX is offline
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Feuerfalke (regarding Falcon sim)::
Quote:
While they were outside the players visibility, they were merely calculated by chance and a simplified strategy system.
Interesting. I would hope its a bit more than beyond the player's visibility -- 10km or 20km is not very far, especially for jets. Oleg did say more recently that external camera view may be restricted to aircraft close to the player, or some sort of restriction that implied an AI Bubble. Its possible that the distant aircraft will be simulated abstractly, which might be workable for a very large strategic level air warfare simulation. But to be honest, I really think that AI BOMBERS can be simulated directly, with very simple flight models, since their primary function is to fly in formation as their primary offensive and defensive combat tactic, unlike fighters using energy and manuever for offensive and defensive combat tactics.

For example, I'm trying to build a map for the StrikeFighters where the USSR can be surrounded by SAC airbases, with the map extending from Pakistan to Japan and north to Norway and Alaska. Any sim that tried to cover that might benefit from having aircraft and combat simulation beyond say, 1000km from the Player Plane made more abstract. Although environmental effects like aurora should be visible to several thousand kilometers, and some combat effects can be seen from thousands of kilometers, depending on yield...

Quote:
Trinity site, CHAPTER II: Descriptions of Nuclear Explosions ~> http://www.cddc.vt.edu/host/atomic/n...t/enw77b1.html

In several of the nuclear tests made in the atmosphere at low altitude at the Nevada Test Site, in all of which the energy yields were less than 100 kilotons, the glare in the sky, in the early hours of the dawn, was visible 400 (or more) miles away. This was not the result of direct (line-of-sight) transmission, but rather of scattering and diffraction, i.e., bending, of the light rays by particles of dust and possibly by moisture in the atmosphere.
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  #10  
Old 04-01-2008, 09:13 PM
Feuerfalke Feuerfalke is offline
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Quote:
Originally Posted by LEXX View Post
Feuerfalke (regarding Falcon sim)::
Interesting. I would hope its a bit more than beyond the player's visibility -- 10km or 20km is not very far, especially for jets. Oleg did say more recently that external camera view may be restricted to aircraft close to the player, or some sort of restriction that implied an AI Bubble. Its possible that the distant aircraft will be simulated abstractly, which might be workable for a very large strategic level air warfare simulation. But to be honest, I really think that AI BOMBERS can be simulated directly, with very simple flight models, since their primary function is to fly in formation as their primary offensive and defensive combat tactic, unlike fighters using energy and manuever for offensive and defensive combat tactics.

For example, I'm trying to build a map for the StrikeFighters where the USSR can be surrounded by SAC airbases, with the map extending from Pakistan to Japan and north to Norway and Alaska. Any sim that tried to cover that might benefit from having aircraft and combat simulation beyond say, 1000km from the Player Plane made more abstract. Although environmental effects like aurora should be visible to several thousand kilometers, and some combat effects can be seen from thousands of kilometers, depending on yield...
In F4 the bubble was 120km IIRC.
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