Quote:
Originally Posted by csThor
If AI programming was easy then none of the sim developers would do entertainment software but stuff for the military ... for big $$$ or €€€. 
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True. Realistic and truly challenging AI is an art, and will probably be very difficult until we get computers which function more like human brains.
I don't expect perfection in AI, but I very much dislike AI that uses "cheats" not available to a human player and I always have; it just seems like sloppy craftsmanship/programmer under a deadline (no insult intended to DT members).
What would vastly improve play is to give the same realism options to AI aircraft as player-controlled aircraft. By default, AI would have complex engine management, engine overheat, blackout and redout and clouds off, just like it is now. If that bothers you, you could turn those options off. If you wanted more of a challenge, you could give the AI unlimited ammo as well. If you were a masochist or wanted endless "gunnery practice," you could make the AI planes invulnerable.
Difficulties programming AI notwithstanding, I believe that many of the problems with AI are solvable without too much effort.
1) Odd attack patterns for ground attack aircraft - fixed in 4.09 patch (Thanks DT!)
2) Bombers shooting each other down - to be fixed in 4.10 patch (Thanks DT!)
3) AI planes seeing through clouds - to be fixed in 4.10 patch (Big thanks DT!)
4) Stupid AI single fighter tactics - Fixed by Certificate's AI mod. Possibly very easy to implement into an official patch should he approach DT. The only flaw that I've noticed in that mod is that even Ace AI still have a tendency to go into a steep climb when pursued by a high-energy enemy.
6) Perfect Situational Awareness by AI - partially solved by a French mod team. Possibly easy to implement into an official patch should they approach DT.
7) Perfect engine management by AI - Probably a couple dozen lines of code to fix assuming that there aren't dependencies on other parts of the program or other problems. Give each AI some percentage of perfect engine management based on pilot skill, say 100% for Ace, 98% for Veteran, 95% for average and 90% for rookie. Let's see some AI smoke when a rookie pilot mishandles the fuel mixture or supercharger settings!
8 ) No engine overheat by AI - Probably a couple dozen lines of code to fix assuming no other problems. Slow down AI in non-combat situations to 50-80% of maximum speed and have them open their radiators all the way. In combat, have them fly at 90-100% speed, only using maximum power/WEP for running away, closing on enemy fighters and climbs. If top speed isn't needed and map temperature is high enough (i.e., not Winter Finland or Moscow map) have them open radiators partially or fully. When diving or turning, have them throttle back and open radiators with some chance of error based on percentages suggested for engine management. When engine overheats, have them reduce maximum power until engine cools to normal.
9) Killer bomber gunners - Probably a single freakin' line of code to fix to change the algorithm used for aim point, reducing basic accuracy and taking G forces and slipstream effects into account. If you want to get fancy, introduce a penalty for hand-held guns and a bonus certain types of turrets (those with stabilization, remote control and/or reflector sights). Old beta testers of the original IL2 game report that in one version of the beta, bomber gunners were "just about right" in their accuracy, but that the decision was made to make gunners more effective.
10) AI gunners don't correct aim point if their shots don't have enough lead - Probably a couple of lines of code to add or reprogram, making AI gunners increase their lead by X% per fraction of a second, or otherwise change their aim point, until they hit, risk stalling the plane or the target is destroyed or escapes. As it stands, I can smugly fly straight and level for several seconds with a rookie AI plane on my tail, knowing that they will blaze away without ever changing their lead.
11) AI crashes into hills, especially on take-off and landing - Possibly too difficult to implement, since it would require extensive terrain recognition programming or reprogramming which gives feedback into aircraft energy management as well as heading. Problems with crashes on take-off and landing are due to problems with defining take-off and landing patterns on maps, not AI.
12) Lack of AI team tactics - Probably too difficult to implement and in competition with SoW. Would require extensive study of WW2 aerial tactics and lots of coding. I wouldn't wish this on any programmer, especially once you get into permutations of squadron tactics.
13) Crew of burning AI aircraft don't always immediately bail out - Probably one line of code to fix. If the plane is on fire and fire extinguishers fail to work, crew automatically bails out or attempts a forced landing/ditch if they're too low to bail out.
14) Crew of crippled AI aircraft don't always behave appropriately - A more complex problem since it requires coding to cover several different situations and terrain recognition. Any crippled aircraft should drop ordinance and Return to Base, if possible: currently, bombers which are unable to maintain altitude don't always immediately drop ordinance and continue along with the rest of the squadron. Seeking friendly territory, land (when over water) or an open area for forced landing would require too much work. Instead, have crew bail out when a plane falls below 500-1000 meters and can't gain altitude. If a plane can't gain altitude below 500 meters, have it attempt a forced landing/ditching.