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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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The AI as in it's current 4.12 form are the most realistic I have seen; in co-ops I find it difficult at times to tell the breathers from the bots. That in and of itself speaks volumes to me about the excellent work FC has done in manipulating the AI dogfight routines. If my critique of your flying style came across as condescending then it was as a direct result of your ill-informed, presumptuous and mildly insulting post; not to me but to FC, who I suspect has devoted hundreds of - no doubt frustrating - man hours of investigating, experimenting and tweaking the code to get it to the frankly best level I've seen in any sim of late. I stand by my opinion of why I think you are running into difficulties and why the AI *appear* to you to be turbo boosted. True an element is down to the AI knowing to the second how long they can risk overheating in WEP and are perfectly trimmed in all flight regimes, however if you fight smart you can negate these attributes with your ability to abstract and read the overall fight picture in a way no AI can hope to. I don't deny more than one-turn dogfights did happen; but their frequency was so low as to be a tiny fraction of the overall percentage. 9 times out of 10 the victim did not even see their attacker. On top of this your reference to P-51/P-47 combat reports is crucially flawed. The vast majority of the Jagdwaffe pilots by the 1944 era were inexperienced, rushed through training and could just about handle the skills to takeoff land and fly formation; they did not have the tactical nous to be able to understand the dogfight environment and pulled all the wrong moves when defensive; as such because they had such little experience in handling their aircraft at or beyond the limits of it's performance or crucially where their advantages lay against their opponents they bleed their E and just make the job easier for the teamworking USAAF fighter jocks. Oh, hang on, that scenario sounds familiar... like someone whining that they keep getting gang-banged by teamworking AI that keeps up it's E. Hmmmm. Funny that. |
#2
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"Pander to your desire for dogfight entertainment," "whaaambulance," snarky critiques of piloting abilities, what's the matter with you guys?
The QMB is obviously not a place for hyper-realism, it's for setting up "what if" scenarios. Like, what if I spawn in on my opponent's six, 1000m above him, and he has 100% fuel and no ammo and is a rookie and is alone, and I have 20% fuel and an ace wingman. Realistic? If you can already set all those variables, then why not also be able to set the aggressiveness and likeliness to dogfight of your opponent? Like a lot of online pilots in planes better suited for hit and run do, you know, for fun? |
#3
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People come in with revisionist agendas, making false assertions and acting like they're right when they're not. Sorry "victim" but you started it and I'm not the only one who's not eating the BS you put on our table.
Woke Up Dead, anyone can set up QMB as they like. With FMB they can even set up the waypoints the targets will use. Make the enemies rookies if that's what it takes... the game already does that and more! Nobody is saying that everyone has to play the same. As far as historic, goooooood luck! You can approach elements of history but it's a flight sim and game AI hasn't got the resources to make strategy. Hey FC! Is it possible to network with PC's that only run AI client? No graphics or input devices, all resources given to AI? What could be achieved then, even with older PC's? |
#4
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Combat reports do contain examples of dogfighting and close in energy fights... they also contain reports of mass bounces and not much else. In the QMB I see plenty of both.
I'd like to see what a joust looks like. Could you record us a track of this particular behavior? Also I'd like to know why a P-51 Mustang should engage in any sort of close in dogfight behavior when its against the strengths of the fighter... similarly I expect a Zero to engage in a close in fight using its turn advantage to maximum effect and avoiding flight regimes that involve too much speed.
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#5
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Joust is two fighters making head on attacks. Those happened in history every so often, some planes seem almost made for it with a big radial block in front and devastating firepower to go with it. Even the P-38 got a reputation, whoa those guns!
But lessons got learned and aerial suicide avoided. Imagine if every P-51 pilot jousted with every FW pilot he met? The USAAF would have run out of P-51's and pilots pretty quick. |
#6
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I suppose the rookie level AI is a little bit too good in this game.
I mean, we are talking about the lowest level skill pilot we can have in game. One could argue they're quite a bit better than the new pilots Germany had in 1945 for example (re-assigned bomber pilot into fighters, practically no advanced fighter training etc....) rookies were the guys who confused their flight leaders for enemies (like erich hartmann once did ![]() rookie should be nerfed further, to replicate that they would be lowest skill pilots. (greenhorns, newbies) -aircraft identification (esp headons). So they don't always know to blast away, would such a thing happen in real war? Before you can know if he's friend or foe? Merge happens for example, because of IDing bogey. In WW2 it meant silhouette ID or the insignia, if you wanted to be certain of friend-or-foe. probably not unless you could visually ID the rest of the silhouette of the plane from a slight angle, before committing to headon attack. (special exception would be radial vs inline and such things... i.e. p3 ![]() -AI tracking skill (situational awareness) Rookie should be significantly worse than veteran, and ace. Last edited by Laurwin; 09-11-2013 at 09:18 AM. |
#7
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This means that they'd be quite good at doing things like taking off, landing, holding formation and following fighter intercept to the target, then identifying targets and setting up attacks, but not so good at hitting the target, and potentially quite poor in a dogfight. Sadly, IL2 doesn't give mission builders the ability to set different skill levels for different tasks. Quote:
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If it was possible to do so, I'd give your typical newly-minted USAAF/USMC 1944 2nd Lieutenant/USN Ensign fighter pilot: Navigation: Average. Target Recognition: Average Routine Piloting (e.g., aircraft system maintenance, formation flying, landing and take-off): Average Combat Situational Awareness: Rookie Air Combat Maneuvers/Aerobatics: Rookie Gunnery: Rookie Bombing: Rookie Rockets: Rookie By contrast, a 1940 British Pilot Officer or 1942 Soviet junior Lieutenant straight from training might be "rookie" across the board, while a 1945 kamikaze would be "turkey shoot" quality in all but target recognition which would be "average." Quote:
Finally, IL2 doesn't include the option for radar vectoring or mission briefings, which give useful information like altitude and heading for bogies, or "any twin-engined planes in the sky today will be hostile." Even so, target recognition was a problem, especially with sun glare, clouds and darkness, and IL2 doesn't reflect that. I'd simplify target recognition down to a percentage change of mistaking a target from each "o'clock" angle, with chances slightly increased for rookies and reduced for veteran or better pilots, and possibly with increases for planes of a rarely-encountered nationality. And, with exceptions for distinctive planes like the P-38 or Me323. |
#8
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![]() The initial pass does tend to be head on when the QMB is set to default. I like to setup advantage/disadvantage scenarios as well. Mixes things up. But after that its an all bets are off... it does not tend to be a lot of tail chasers but it also doesn't tend to be a continual head on after head on. I almost never see that... Then again I usually go nose up immediately, gain about 500 or more meters, then level out build my speed and make an aggressive angled shot into the initial formation breaking it up and separating out the fighters so I can pick them off. Veteran, Ace, Regular... none of them think tactically. They just react ![]()
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#9
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Instead he waltzes in and has the temerity to demand that years of hard work trying to get the AI to the convincing level it is now are thrown away just so he can get more kills. It's the classic "you should do the hard work so i don't have to" attitude I see insidiously infecting the social mentality nowadays and it raises my hackles. Why not try asking oneself "what am I doing wrong, how can I improve?" Quote:
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#10
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P3:
While there are problems with the human interpretation of the AI (trust me DCS is a lot worse wrt AI).. TDs IL2 AI (v412) is.. repeat, IS the best I've seen for a long time. AI long term tactics, I'm sure are still a problem.. but QMB seems to suffice in this regard. What a lot of people seems to forget, is that the 'relative performances' of the IL2 aircraft seem to reasonably accurate - and there are a lot of aircraft. An aircraft's specific RL performance might not be up-to-scratch.. but for online WW2 'jousting', it is the best so far - even for a 13 year old engine. What it always comes down to.. is knowing your a/c, whether it's IL2/DCS or RL, and the limits you can push it too. ![]()
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