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Not only that.. with all the control surface agitation the AI still maintains a superior speed advantage. I've practised my skills with the ace AI for years, but have never seen anything like this... it's like chalk and cheese. As I said .. a BIG AI fudge has occurred. One doesn't mind the ability to 'lead shoot', but the ability to place the a/c in any 3D position without 'costs'... is a bit much. This in not coming from a noob.. it's coming from a 4000hr plus on FW190s sim person.
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#2
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#3
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That would be my only gripe about the AI, make them adhere to the same AI as the player.
Other than that its much much better than before.
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#4
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Find my missions and much more at Mission4Today.com |
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Last edited by Bearcat; 09-30-2012 at 07:10 PM. |
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#6
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Thanks for the Q & A, FC!
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#7
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I think the enemy AI is pretty nice.. especially since 4.10 .. it is the behavior of the friendly AI that gets me.. Heck if my AI wingman acted like the wing men of the bandit I am chasing I would be happier.. and maybe I am wrong but it seems to me that they do not both act the same. Even when I tell them what to do more often than I'd like there will be 3 or four friendlies flying around me while I have 3-5 bandits taking turns ripping me a new one at the same time.. Hitting the nail on the head. 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. Stig |
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#8
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With 4.10 enemy AI was extremely agressive and there was little chance surviving a 4 vs 4 fighter encounter where all were set ace. Usually you were killed within seconds from a headon sniper shot, less then 5 rounds necessary. Also friendly AI were agressive and you stood little chance staying in formation when heading towards the enemy. With 4.11 evrything seems a little to sissy. Your flight leader avoids the encounter, enemy AI lost lots of agressivity. I added a simple fighter mission where it was immediately to be seen. Try it in 4.09, 4.10 and 4.11 and you will easyly recognize the differences. |
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#9
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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.... Also Doing a lot of crimea quickies... The Spit AI can do the most amazing turns and not black out, then while doing a mild turn just flies into the ground. I'm beginning to enjoy pre-modded IL2 more
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Last edited by K_Freddie; 10-04-2012 at 10:11 PM. |
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#10
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So in general the AI in 4.11 are probably less aggressive in 4.11 than in earlier versions, but on the otherhand that probably makes them more 'human'. I consider the enemy AI much improved and more of a challenge in 4.11, but in some respects the friendly AI arn't in the same league. I have attached a ntrk to illustrate what I (and Bearcat) have mentioned, where the friendlies don't react to bandits flying along side them and attacking the flight leader (yours truly), until I request assitance. In the track i haven't I haven't given the order to 'attack fighters' so the friendlies just follow me around in formation and then I more or less just let the enemy attack me. Stig |
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