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  #1  
Old 10-02-2012, 10:44 PM
Stig1207 Stig1207 is offline
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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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  #2  
Old 10-03-2012, 02:26 PM
SPAD-1949 SPAD-1949 is offline
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Default AI differences over the last versions

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Originally Posted by Stig1207 View Post
Quote:
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
Well I saw a big difference in AI behaviour between 4.10 and 4.11
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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  #3  
Old 10-03-2012, 04:09 PM
K_Freddie K_Freddie is offline
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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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  #4  
Old 10-04-2012, 01:09 PM
Stig1207 Stig1207 is offline
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Originally Posted by SPAD-1949 View Post
Well I saw a big difference in AI behaviour between 4.10 and 4.11
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.
I must stress that I haven't had time to try your mission probably, but I have flown it a few times in 4.11.and 4.10 on autopilot, and yes, I can see the difference. I think though that this stems from the overhaul the AI recieved in 4.11, where the AI won't always just wade into any fight, but sometimes may seek a more advantageous position before engaging or even running away.
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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  #5  
Old 10-04-2012, 10:28 PM
K_Freddie K_Freddie is offline
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AI Combat Reports - 2560AD

1) Me = (ace)Spit-IX vs AI (ace)Spit-IX (Crimea Map - 1000m)

The usual being bounced, turn into attack.
Spit does extraordinary rudder/elevator rolls to get a burst on me - I avoid it with an inward snap roll. The Spit stays with with me and we match each other turn for turn without either getting a bead on the other. The AI then flies into the beach during a turn...???.
I was nowhere near blacking out and the AI was turning at the same speed/rate - Huh!
This was repeated 3x - all results similar

2)Me = (ace)FW190A9 vs AI (ace)FW190A9 (Crimea Map - 1000m)
The usual being bounced, turn into attack.
AI FW doesn't even match the spit with first attacking move. With superior roll rate and better control it makes no attempt to do what the Spit did. After the first pass it makes no attempt to follow me, stay close like the spit.
In the same plane I was onto the AI FW in less than 270 degrees and I just followed it (glued myself to it's rear end) without shooting until it also flew itself into the ground for no apparent reason. It did purely defensive moves with no matching aggressiveness like the spit.
This was repeated 3x - all results similar

The disparity is as wide as a canyon here.. or maybe the limitation is the human imagination (most likely suspect)
I'm really tired of the AI flying into the ground, sea or any lump of dirt that is 'in the sky' !!
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Old 10-04-2012, 10:52 PM
K_Freddie K_Freddie is offline
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I have a proposal for TD with regard to the AI.

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.

Whaddya say.. hey!!


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 ??

Edt2: I actually like this idea.. it has BIG ideas and results.. imagine a 'world perfect flight sim'.. freak me out somewhat!!
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  #7  
Old 10-10-2012, 12:33 AM
RegRag1977 RegRag1977 is offline
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"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?


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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Old 10-11-2012, 03:07 PM
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FC99 FC99 is offline
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Quote:
Originally Posted by Stig1207 View Post
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.
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.

Quote:
Originally Posted by K_Freddie View Post
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....
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 View Post
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.
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 View Post
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.
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.

Quote:
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 ??
Nobody stops them to do that but you would be surprised how few such enthusiast actually exist.


Quote:
Originally Posted by RegRag1977 View Post
"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?
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.

Quote:
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.
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.
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  #9  
Old 10-11-2012, 04:02 PM
RegRag1977 RegRag1977 is offline
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Thumbs up hey AI getting better and better TY FC99 and TD

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Originally Posted by FC99 View Post

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.

haha my remarks were absolutely not criticism : just take them as simple requests from (greedy/impatient?) someone who's actually enjoying the new AI coding very much. I'm well aware of AI improvements in the last patches and am pleasantly surprised and very grateful... Team Daidalos AI is actually beginning to have some nerves and skills, and to me this is already like a miracle!

Don't worry, whatever the results (and they are very good so far, and promising) in all fairness, i think everyone here knows we have you and TD to thank for it.

Please professor go on making the "creature" alive!
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  #10  
Old 10-11-2012, 07:40 PM
Stig1207 Stig1207 is offline
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[QUOTE=FC99;468490]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.


Giving orders to your wingman / flight(s) under your command in a given situation during a mission is one thing, but there are other things that are basic, and a wingman who didn't know what to do if a bandit jumps on his leads tail in WWII would have been the exception, not the rule.

If a RL pilot checked six and saw a bandit in between him and his wingman, I reckon, providing they both got back to base, that the wingman would be meekly washing his (the lead's) underpants.

Sure pilots did stupid things and made mistakes, especially in the heat of combat, and AI making wrong choices, making a run for it instead of a fight, and so on is as it should be, that's realistic. However, an AI wingman that clears his lead's his tail without being ordered to do so, is also more realistic than one that doesn't.

/Stig
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