Quote:
Originally Posted by jspec01
But can/will this be done? Was it planned, and there was just no time to implement, or is it not even on anyone's radar to do this?
As an offliner, even after tweaking the sliders and such in the fmb it's still too frustrating for me to play for any length of time.
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Quote:
Originally Posted by palker4
Well why don't they do it then. Sounds simple, I mean

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Well, maybe they are doing it, we don't know. What we do know is they hired an AI programmer some months ago but he was also involved in fixing other aspects of the sim so he couldn't focus 100% on AI.
For all we know, this guy could be bug hunting just like the rest of the team and not working on AI until performance is optimzied, or he might be slaving away in his basement testing and retesting a really great AI.
The reason we don't know is that they don't usually announce features unless they believe they are on a good track to be released in future patches.
Generally speaking though, Ataros has it nailed down:
Quote:
Originally Posted by Ataros
From bombers barrel rolls I can guess they made a model of a generic human pilot which flies every aircraft in the same way. This pilot has a very wide range of skill levels from rookie up to "the best ace in history of aircombat".
Problem comes when a mission maker does not adjust skills levels to the mission needs and aircraft types as explained here http://www.bobgamehub.blogspot.com/2...-of-dover.html
If all 8 skills of all AI in a mission are set to "the best ace in history of aircombat" they fly like those aces of cause.
The devs did not have a dedicated mission maker when they released CloD. Now they hired B6 to make missions for BoM. I hope he does the job better. For CloD it is easy to adjust AI skills in FMB as described in above link or using the AItweak program http://forum.1cpublishing.eu/showthread.php?t=31573
Feel free to create a new entry in the bugtracker asking to correct AI skills levels in stock missions and campaigns specifically.
QMB missions with corrected skills can be downloaded here http://forum.1cpublishing.eu/showthread.php?t=31193
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You can see this in quick missions if you go into a dogfight mission and replace the fighters with bombers: the AI in the mission is fighter AI and the bombers start acting funny.
In any case, the AI can be adjusted by the players and now that we have some tools to do it automatically and information about what each setting does (in case we want to do it manually and experiment), things are much more manageable until we see an official solution.
The moral of the story is "don't be afraid to get your hands dirty". We didn't buy a game so much as we bought a "simulator operating system" and i had a feeling it would be like this right from the start. There's tons of things possible even now (look at the custom menu screens and campaigns made by community members or 3rd party mission designers).
I know sometimes we just want to fly, i know that tinkering is not everyone's cup of tea and i know that even tinkerers some times just want to come back from work and unwind by flying a quick furball.
What i also know however is that it was community involvement that made the previous series a success. It was rock stable upon its release compared to CoD, but it too had a host of limitations: static campaigns, AI, certain FMs, high PC requirements to really enjoy it, limited flyables, etc.
I've been there since 2001, i saw it transform into a multi-theater sim with 200+ flyable aircraft and i think i know why it managed to do it: a lot of people were creating content by themselves and making it available to the community, whether that content was freeware campaigns, missions and skins and new aircraft models, payware 3rd party add-ons or simply tips, tricks and walkthroughs (never underestimate the value of having the right information

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So my advice to everyone is: don't just sit by. Pick ONE thing you are curious about in WWII aviation ("hmm, i wonder how they would navigate back then?"), google up some information, go try it in the sim and come tell us about it.
You'll be surprised at how much you will learn, how much you can teach others and how much of it actually is applicable in the sim, all at the same time. Plus, the better you become at something the more you will enjoy it and it's something to keep busy with until other aspects of the sim are fixed
What i mean is, sure, CoD has problems. But there are perfectly working parts of it that a lot don't ever see because we don't even scratch the surface. Cheers