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  #1  
Old 09-12-2014, 04:38 PM
KG26_Alpha KG26_Alpha is offline
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When ships are put to sleep and then wake up when attacked this could also trigger an ai routine to go evasive or at least turn maybe,
the problem is then they have to perform an anti collision routine or they could all start colliding with each other if you have a sizable convoy or fleet.

This has been proposed before along with men jumping overboard using the column ai that run away when attacking vehicles.

Shipping damage isn't all hit and sink, I have missions where they have been hit and are slowed up due to flooding but don't sink.

The rest is more like a ship sim that an aircraft one though.

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  #2  
Old 09-12-2014, 05:36 PM
ECV56_Guevara ECV56_Guevara is offline
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This was a video from 2009. Cannot remember where I read that, but I think that DT was reworking ships AI.
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  #3  
Old 09-12-2014, 09:05 PM
KG26_Alpha KG26_Alpha is offline
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That was 4 years ago.

Shame it hasn't made into the game............yet

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  #4  
Old 09-13-2014, 05:09 AM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by KG26_Alpha View Post
When ships are put to sleep and then wake up when attacked this could also trigger an ai routine to go evasive or at least turn maybe, the problem is then they have to perform an anti collision routine or they could all start colliding with each other if you have a sizable convoy or fleet.
That's the problem with simple pre-programmed routines rather than actual collision-avoidance AI.

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Originally Posted by KG26_Alpha View Post
Shipping damage isn't all hit and sink, I have missions where they have been hit and are slowed up due to flooding but don't sink.
Perhaps I overstated how crude the damage modeling is for ships. What was trying to say is that IL2 vastly simplifies ship damage compared to reality, or even compared to damage models for planes.

You can currently get slowing, listing and oil slicks if a ship is damaged, and certainly individual guns can be knocked out, but other elements of ship damage aren't included.

IL2 will never be a ship sim, but it's possible that some additional aspects of damage, such as fire spread or secondary explosions might be included in the future.
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Old 09-18-2014, 05:45 PM
stugumby stugumby is offline
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Oil slicks? Haven't seen these before.
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  #6  
Old 09-18-2014, 10:03 PM
shelby shelby is offline
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From what i can see DT has many working projects so il2 is going to be the must have WW2 simulator
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  #7  
Old 09-21-2014, 03:24 AM
RPS69 RPS69 is offline
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Quote:
Originally Posted by KG26_Alpha View Post
When ships are put to sleep and then wake up when attacked this could also trigger an ai routine to go evasive or at least turn maybe,
the problem is then they have to perform an anti collision routine or they could all start colliding with each other if you have a sizable convoy or fleet.
It is not an easy task. The ships AI is worst than the land AI on the fact that ground AI when encountering an obstacle will start a not very good trial and error walk around routine. Ships won't be even capable of this, because they will sink inmediately.

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Shipping damage isn't all hit and sink, I have missions where they have been hit and are slowed up due to flooding but don't sink.
For sure!

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The rest is more like a ship sim that an aircraft one though.
I won't agree on this one. Ground targets look much more alive when they actually try to make you hitting them more difficult. CLOD got this implemented, when you tried to attack an enemy ship it will start zig zagging.
On older titles like WW2 fighters, Mobile AA will get away from your straffe pass evading your attack. On both cases it was very pleasant to see, and make ground ttacking far more challenging than remembering how to set bomb fuses...
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Old 09-21-2014, 01:41 PM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by RPS69 View Post

I won't agree on this one.
Ground targets look much more alive when they actually try to make you hitting them more difficult.
CLOD got this implemented, when you tried to attack an enemy ship it will start zig zagging.
On older titles like WW2 fighters, Mobile AA will get away from your strafe pass evading your attack.
On both cases it was very pleasant to see, and make ground attacking far more challenging than remembering how to set bomb fuses...

In CLOD no amount of zig zagging from shipping ever made me miss.

Its a nice feature but made no difference for me from Stuka dive bombing to skip bombing in a Blehiem.

Same with vehicles/columns etc etc.

As you say it looks more interesting/realistic/authentic but end result is kaboom !!!

Cheers
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  #9  
Old 09-22-2014, 03:07 AM
RPS69 RPS69 is offline
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Quote:
Originally Posted by KG26_Alpha View Post
In CLOD no amount of zig zagging from shipping ever made me miss.

Its a nice feature but made no difference for me from Stuka dive bombing to skip bombing in a Blehiem.

Same with vehicles/columns etc etc.

As you say it looks more interesting/realistic/authentic but end result is kaboom !!!

Cheers
Congrats on your good aim!

Now, implementing a routine to execute a tight turn when under aerial attack, won't be that difficult. Seeing the same scene as on the aerial photos taken from airplanes ataking the japanese carriers on Midway, will be nice.

It will just take a bit of care on the mission building part not to put them too close that they will collide while doing tight maneuvers.

Actual code is so crude, to the point that I make once the mistake of putting the next waypoint 180° from the ship course... it actually turned 180° instantly while waiting on deck to take off. It was nauseating.
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