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-   -   4.12 development update discussion and feedback (http://forum.fulqrumpublishing.com/showthread.php?t=31734)

EJGr.Ost_Caspar 02-23-2013 01:32 PM

Quote:

Originally Posted by shelby (Post 498028)
here it is what i am talking about and it is recorded with 4.11.1 patch

Shelby, we need NTRK format! Recording while playing - TRK is useless, it will not show, what happend. We will install a conf.ini - option in 4.12, that users can disable the saving of tracks. It will reduce the power needed for calculating track points during flights (which it by now does automaticly).

I repeat: TRK format is obsolete and not working anymore

EJGr.Ost_Caspar 02-23-2013 01:36 PM

Quote:

Originally Posted by Blaf (Post 498212)
If i remember correctly, there already are several types of AI behaviour.

Yes, but all AI knows and performs all maneuvers. There are no exclusive Turn'nBurners or Boom'nZoomers. The idea to have exclusive profiles among the Ace level is not that bad IMHO though.

But... how would react an ace of energy fighting, when he is forced by the situation to dogfight? Will he perform badly and be shot down easily or will he adapt to the situation, still using his all around ace ability? Even hard to make a gameplay concept here.

shelby 02-23-2013 01:55 PM

1 Attachment(s)
Quote:

Originally Posted by EJGr.Ost_Caspar (Post 498226)
Shelby, we need NTRK format! Recording while playing - TRK is useless, it will not show, what happend. We will install a conf.ini - option in 4.12, that users can disable the saving of tracks. It will reduce the power needed for calculating track points during flights (which it by now does automaticly).
I repeat: TRK format is obsolete and not working anymore

here it is
see the oscar how is responding when is on target
See also the hurricane how is responding when is on target
Is it normal?

dpeters95 02-23-2013 02:17 PM

Quote:

Originally Posted by shelby (Post 498230)
here it is
see the oscar how is responding when is on target
See also the hurricane how is responding when is on target
Is it normal?



Sorry, but when I d/l it says the zip file is invalid... :(

shelby 02-23-2013 02:45 PM

Quote:

Originally Posted by dpeters95 (Post 498233)
Sorry, but when I d/l it says the zip file is invalid... :(

open it with winrar

majorfailure 02-23-2013 03:26 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 498227)
But... how would react an ace of energy fighting, when he is forced by the situation to dogfight? Will he perform badly and be shot down easily or will he adapt to the situation, still using his all around ace ability? Even hard to make a gameplay concept here.

An Ace at energy fighting - how could you force him to dogfight? Would be a rare occasion IMHO. And the "average" ace should be a good flyer -so most of the time he would be at least a decent dogfighter.

Maybe it would be easier to give the AI pilots "traits of character". Say gunnery skill, flying skill, tactical skill, leadership skill - and agressiveness (agressive/average/timid) ( and others?). Then have them graded in bad, mediocre, average, good, exceptional. The "average" ace would simply be good at everything- but there should be a few that are only average in one or two traits -and a few that are exceptional. The "average" novice should be mediocre - but there should be a few born leaders, marksmen, flyers among them -and have maybe good gunnery skills.

The flying skill would determine how well versed that AI pilot is at maneuvers and how good he executes them -generally. Their tactical skills would determine what maneuvers they fly at what time - as well as their agressiveness. A timid/good flyer/good tactician then could for example choose to execute a split-S as guns defense, while an agressive/exceptional flyer/mediocre tactician would go for a rolling scissors. Same one would maybe try to follow a turning target, while a veteran with exceptional tactics would maybe try a displacement roll.

Do AI currently have some form of knowledge of their planes strengths and weaknesses?

Pfeil 02-23-2013 04:46 PM

Quote:

Originally Posted by shelby (Post 498235)
Quote:

Originally Posted by dpeters95 (Post 498233)
Sorry, but when I d/l it says the zip file is invalid... :(

open it with winrar

I'd recommend using 7-Zip. It can handle more formats than Winrar, and is freeware(No whining about trial versions etc..).

Extreme_One 02-23-2013 06:44 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 498226)
...We will install a conf.ini - option in 4.12, that users can disable the saving of tracks. It will reduce the power needed for calculating track points during flights ...

Excellent news!

IMO this new option should disable TRK recording by default! :cool:

Treetop64 02-23-2013 09:34 PM

Quote:

Originally Posted by Extreme_One (Post 498249)
Excellent news!

IMO this new option should disable TRK recording by default! :cool:

Agree. Anything to lighten the overhead is a good thing.

At least the manual recording still works fine.

Pursuivant 02-23-2013 11:53 PM

Quote:

Originally Posted by Blaf (Post 498212)
If i remember correctly, there already are several types of AI behaviour.

What I meant was the sort of AI where an Ace leader effectively uses the full resources under his command against you, doing things like setting up ambushes or tactical situations which favor his side and then taking 1-2 hapless victims while letting the rest of his flight divide up the rest of the victims, vs. an Ace who ignores the other planes in his flight in order to dogfight you and maybe lets his flight get chewed up as a result.

Right now, due to the limitations of the AI, enemy formations are rather stupid in their behavior, even at Ace level, or if commanded by an Ace. In effect, they're all "dogfighters" with no great tactical leaders like Von Richtofen, Johnny Johnson or Hub Zemke.


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