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#1
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AI breaking off is due to several factors in my experience:
fuel level- if low on fuel are more likely to break off Bravery/discipline skill levels- low bravery (in combination with low fuel) increases the chances of breaking off. Being attacked/threatened seems to 'take a chunk' out of a 'pool' of bravery (as does low fuel). When the pool is empty AI go into a 'RTB dummy' mode where they will just try to get home at 500m/300km/h and will rarely do more than mild evasion when specifically attacked. This behaviour is (slightly) better than on original release. All this presumes AI have a landing point designated. If no landing point is spesified they will try to circle last waypoint The AI sliders do have an effect, it seems as though they often act in conjunction with other sliders and some external influences. To get a 'more mad furball' type fight push up the sliders- but put some variation in for individual aircraft Basic flying- make full/very high Advanced flying 3-5 (maybe a few planes higher) Awareness 5-8 Gunnery 6-10 Tactics mostly high/full Vision 7-10 Bravery- make variable but keep high if you want them to stick around Discipline- make variable would be where I'd start, but play around/watch on external/review tracks |
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#2
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@bolox
I was trying different AI slider settings in the past and yes, they do have a noticeable effect. However, the thing is that the AI reaches this "RTB dummy" stage still too early; at least for my taste. Maybe what I have in mind is just too unrealistic, so the AI wasn't programmed to behave like this, even when the sliders are set to the applicable maximum settings (Bravery, etc.). Also I'm gonna try some diversity, as you suggested. So far, when I changed the AI settings, I gave all of the planes the same ones. Maybe that's the key. Thanks for trying to help, guys! |
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#3
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I know that via scripts is possible to interrogate an airgroup about its position current waypoint and task. Also you can assign new waypoints and tasks.
It is not difficult either to obtain the position of your plane via script- So you could - via script - interrogate periodically about the wp and task, and in case they are RTB, make them como back to you. Ask Kodiak in the scripts sub forums, he is the man for this job. For example, he has published an script that makes an AI patrol. The patrol will cycle in a rectangle of 5 x 10 Km during 30 cycles, in case the run out of fuel, the scripts locates the nearest airfield and makes it the next waypoint with the task "Land". The rest is to set the AI sliders correctly as you was told above, try discipline low so they will not be so correct and attack you disregarding other considerations. And advanced flying not too high so they do not make strange manouvers. Hope it helps!
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#4
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Aloha!
I'm pretty sure that You're Talking about teatime. Just Set the daytime a Little Bit earlier. Or fly against axis-Problem solved. |
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#5
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Quote:
Something like this could definately work for my missions. Quote:
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#6
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There should be a setting for the ai to be unrealistically agressive with unlimited ammo just for target practise like in 1946 quick mission .If the AI were like this I would would play COD more often .Not EVERY aspect has to be totally realistic .The option should also be there for some unrealistic fun aggressive dogfighting were all the planes DONT leave the scene after 2 minutes .I find that after the enemy AI decides to leave , they just keep flying straight ahead with barely a manuever while I'm right behind them shooting them down .
That gets old pretty quick .The BIGGEST improvement to this sim would be to make the AI respond properly .I'd love it if your own squadron mates got PO'd if you shot at them and attacked you as a rogue . Last edited by pencon; 08-18-2012 at 04:00 PM. |
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#7
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Quote:
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