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Originally Posted by Stig1207
The friendly AI are pretty much clueless compared to the opposing AI. A wingman would try to clear his lead's tail if he's in a position to do so, without waiting to be ordered to do so, and vice versa, that's the idea of flying as a pair, teamwork, supporting one another.
The enemy AI can do it, and the friendlies should be able to do so.
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AI don't know what is your idea about their behavior, you have to tell them what you want. Things you might find logical might not be logical or desired for someone else. I guarantee you that for every stupid thing AI do in game I can find you equivalent stupidity done by humans in WWII.
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Originally Posted by K_Freddie
Control surface positions...
I'm not sure how the AI is modelled but in this pic the rudder and elevator positions are at max = instant violent stall.... Not so with the AI.
These positions are held throughout the turn....
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And it's not any different in 4.05 for example which is not done by DT. One must ask himself why was that not a problem before for you and now it's a game-breaker.
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Originally Posted by Pursuivant
I don't know if IL2 models an inexperienced fighter pilot's loss of Situational Awareness when they're focusing on chasing or firing at a foe, but it would be a cool addition if it isn't already there.
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This is not modeled directly but there is a mechanism in the game which results in AI behave in a way you propose.
Quote:
Originally Posted by K_Freddie
Why don't you guys ask everyone whose had medium to extensive experience in any particular a/c to write a report(or multiple reports) on their tactics used in certain scenarios, online or offline.
Filter the basic/important aspects and incorporate these ideas into the AI programming.
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You can't go into details regarding tactics or anything else in 300 planes sim. If this is a "study" sim with only couple of planes than yes, than you can make code for every possible matchup, but not in Il2.
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Edt: Taking this further.. how about seperate aircraft enthusiasts working on their fav aircraft - Pits, FMs, DMs... etc - team work type thingy.
From there it goes for production testing, then final acceptance into the game.. I'm sure there are a gazillion people ready for many teams of production - TD will be the umbrella controlling body ??
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Nobody stops them to do that but you would be surprised how few such enthusiast actually exist.
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Originally Posted by RegRag1977
"Quote:
I also felt that the weight limit for AI aces seemed to be 50%, under this why no maneuverability gains?
Where you heard this, I don't think there is anything like it in code."
Do you mean there is no difference in AI ace agility whatever fuel load you select for AI?
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Obviously, I don't understand what you are saying. I thought that you are saying that Aces AI have some artificial weight limit. AFAIK that's not the case, changes in weight should affect them same as humans.
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It could be nice to see AI ace start spiraling when it sees player still closing (or firing) after the zoom climb, that instead of being easily shot down while hanging on its prop.
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I'm not too happy with AI's B'n'Z and Energy fighting but we can't do all at once. As far as air AI is concerned ratio between Oleg's and DT code in game is something like 60:40 so we have almost doubled the AI code in just a few patches. Considering that we are comparing the team that was payed to work full time on the game with the team that is doing voluntarily job in the free time it is easy to see that DT pays lot more attention to AI than it was the case in the past but we can't do miracles.