Quote:
Originally Posted by Treetop64
Yet another issue is, as you stated, a formation will continue a fight against long odds (well-defended bomber formations, attacking well-defended airfields, etc.) until every aircraft in that formation is destroyed.
|
This is part of the morale issue that IL2 AI either neglects or can't model. Historically, the sight of all sorts of tracers and/or flak shooting past the formation would have had a demoralizing effect, making all but the most determined attackers break off the attack prematurely, or make one fast attack on the target before bugging out.
There are historical examples of planes bravely slogging through fighters and flak to certain doom (e.g., Fairey Battles at the Albert Canal or the Sedan Bridge, the kamikazes), but I think they're notably rare.
Suicidal morale aside, it's also worth pointing out that all levels AI is still stupid about not using "nap of the earth" flying and other tricks to minimize flak effectiveness.
AI should also selectively take out the first vehicle in a convoy, or the locomotive, when making ground attacks against vehicles or trains. If possible, Veteran or Ace AI should also try to line up strafing attacks so that they can shoot down the length of a train or convoy, or across a line of parked aircraft.
Quote:
Originally Posted by Treetop64
Another thing that has actually become quite an annoyance is how often the no.4 in the flight goes inverted and performs other gyrations checking his six and what's underneath him, even when the flight is almost at treetop level.
|
I think that this problem has mostly been fixed. But, the rolling behavior seems a bit odd; it's my impression that the "Tail End Charlie" mostly checked his 6 by making rudder turns and banks.
Finger four formations would often have planes in each section weave across each other's paths to check mutual blind spots.
Fighters in close escort with bombers didn't need to "check 6" since they could rely on all the eyes in the bomber formation to keep a look out for them.
In any case, "check 6" behavior should happen a lot less frequently. Some doctrine said to not fly more than 10 seconds in a straight line in the combat zone, other doctrine suggested no more than 30 seconds. I'd split the difference - Ace maneuvers or otherwise checks 6 about every 10 seconds, Veteran about every 30 seconds, Average about every 30 seconds, but often forgets, and Rookie either doesn't check or doesn't check much beyond every 1 minute.
Quote:
Originally Posted by Treetop64
On the whole the new AI is an improvement, but there are some areas that really need addressing.
|
Agreed. AI programming is an art, and DT has mostly got it right. Certainly, it's a joy to fly offline dogfights now. Ace or Veteran AI is quite challenging, and if you can win in a 1:2 or 1:4 fight against an equally matched Ace or Veteran plane, it's a real achievement.