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#1
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In his novel "Der verratene Himmel" (Skies Betrayed) Rudolf Braunburg gave some vivid accounts of this, based on his own experience as a rookie 190 pilot in ´45. (By the way: he dedicated this book to all fighter pilots who never scored a kill, but just were shot down ... like himself) |
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#2
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It's surprising that the Luftwaffe didn't think to fix this problem. I also have to wonder how many Free French or Italian Allied pilots flying British, Soviet or American types died because in a moment of panic they pushed the throttle the wrong way. |
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#3
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I do agree that Rookie AI is too competent. For instance, there is virtually no chance ever of downing Rookie AI fighters from behind without them suddenly becoming "aware" of you before you open fire, even if you initially got the jump on them without them spotting you. Also, Rookie AI are a bit too good keeping up with and downing Veteran and Ace AI, while Veteran and Ace fighter pilots are often too aggressive in turn-fights in aircraft that are definitely not suited to the job, getting themselves shot down in the process. If there is one thing that the old AI got right, it's that AI in BnZ machines stuck to BnZ, and AI in TnB machines stuck to TnB. Yet another issue is, as you stated, a formation will continue a fight against long odds (well-defended bomber formations, attacking well-defended airfields, etc.) until every aircraft in that formation is destroyed. Another thing that has actually become quite an annoyance is how often the no.4 in the flight goes inverted and performs other gyrations checking his six and what's underneath him, even when the flight is almost at treetop level. It's just too much, and occurs way too damned bloody often. Never cared for it. That needs to be either significantly toned down or, better yet, turned off altogether. Even entire bomber formations was doing this in a previous update of the game when the community made enough noise and said it was ridiculous, before that got removed. On the whole the new AI is an improvement, but there are some areas that really need addressing. Last edited by Treetop64; 11-08-2014 at 03:10 AM. Reason: Spilling and grammah |
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#4
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There are historical examples of planes bravely slogging through fighters and flak to certain doom (e.g., Fairey Battles at the Albert Canal or the Sedan Bridge, the kamikazes), but I think they're notably rare. Suicidal morale aside, it's also worth pointing out that all levels AI is still stupid about not using "nap of the earth" flying and other tricks to minimize flak effectiveness. AI should also selectively take out the first vehicle in a convoy, or the locomotive, when making ground attacks against vehicles or trains. If possible, Veteran or Ace AI should also try to line up strafing attacks so that they can shoot down the length of a train or convoy, or across a line of parked aircraft. Quote:
Finger four formations would often have planes in each section weave across each other's paths to check mutual blind spots. Fighters in close escort with bombers didn't need to "check 6" since they could rely on all the eyes in the bomber formation to keep a look out for them. In any case, "check 6" behavior should happen a lot less frequently. Some doctrine said to not fly more than 10 seconds in a straight line in the combat zone, other doctrine suggested no more than 30 seconds. I'd split the difference - Ace maneuvers or otherwise checks 6 about every 10 seconds, Veteran about every 30 seconds, Average about every 30 seconds, but often forgets, and Rookie either doesn't check or doesn't check much beyond every 1 minute. Agreed. AI programming is an art, and DT has mostly got it right. Certainly, it's a joy to fly offline dogfights now. Ace or Veteran AI is quite challenging, and if you can win in a 1:2 or 1:4 fight against an equally matched Ace or Veteran plane, it's a real achievement. |
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#5
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I'd like to see better AI-ground attack capability for sure. It's annoying when they can barely hit targets on the ground with bombs rockets or cannon. Yet they have the mechanical precision deflection shooting sometimes LOL. 'This is annyoing when you play ground attack campaign with fighter-bomber, and your teammates suck. Well, more glory towards me I suppose. About being outnumbered in dogfight... Some pilots became aces by exactly speaking avoiding bad situations... avoiding such disadvantages, and gaining advantages. Erich Hartman said that it's ok to bag one or two kills per day, but survive back to home base. War continues in the next day. Better to become ace by stacking all the advantages in your own favour, especially when in war deployment. That being said, there exists offensive flying, and defensive flying. Defensive flying is important for surviving, but... being defensive is not usually good, but certainly it's better to be defensive than DEAD. But even so, defensive fighting is to be avoided, it's an indicator of bad things to come. Pete Bonanni said this in "Art of the Kill" video. Pete who was an F-16 pilot, said that he wished there was some magical manouver which would tip the scales against bandit, like in the movie top gun "slamming the breaks". He said that sadly no such manouver exists which is guaranteed success in defensive flying. Think about the so-called UFC fighting/mixed martial arts. It's always better to be the one who is giving strikes and submissions against the opponent, rather than receiving and suffering and defending. There is also so-called neutral situation dogfight, where neither side is especially advantageous over the other. traditionally these are some advantages that can exist in dogfight. -detection advantage, allows you to manouver for time period against immobile bandit (he's immobile or sluggish relative to your own movements) -positional advantage, you start behind bandit's tail (behind 3-9 line, measured from bandit's clock positions) -energy advantage, you start with more energy than bandit -numbers advantage, over bandits -sun behind your own back, and the bandit in front of you. This simply causes shadow formed from your aircraft and makes it difficult for bandit to locate you against backdrop of the burning bright sun! |
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#6
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But, AI sucks at all levels against bombers. Even Ace AI attacking from the front will pass up easy head on attacks. Then, they pull up, take their sweet time turning around, and rather than gaining speed and position to make an overhead beam attack or have another try at a head on attack, they go straight for the 6 o'clock level attack that gets them shot to pieces. Quote:
Torpedo accuracy is a problem, though - rookies are still too good at it. Right now, I'm seeing "Ace" level tactics and gunnery skills for Rookies in fighter vs. fighter engagements, "Rookie" level tactics and gunnery skills for all levels of AI in fighter vs. bomber engagements, Ace level torpedo bombing skills for Rookies, and appropriately lousy skills for bombing, rocket and ground attacks. Maybe I'm being a bit too hard on Rookie AI here, but historically combat pilots were pretty useless for their first few missions, even if they had pretty good training and prior peacetime flying experience. And, poorly trained "cannon fodder" pilots, like those fielded by the RAF in Autumn of 1940, the VVS from 1941-42, Germany in 1944 or Japan in 1944-45, should be even worse. For what it's worth, one analysis of pilot performance (for fairly well-trained pilots - JG26 in WW2, Lafayette Escadrille and Jasta 1 in WW1) - showed that a novice pilot had a 50% chance of getting shot down in his first decisive combat engagement, with his chances of getting shot down decreasing 20-fold (about 5%) after his 5th combat mission, and dropping about 50-fold (about a 2% chance) per mission after 10 missions. Stats for gunnery accuracy assumed about 2% hits in training for novices, 3% for successful gunnery school graduates, and 5% for experienced aircrew. Rookie high level bomber crews could expect to get about 5% of their bombs within 1,000 feet of the target, up to about 50% for very experienced crews (which is why the "lead bomber" and "pathfinder" concepts were introduced.) Unfortunately, I haven't been able to find data for what level of performance was expected from rookies (i.e., training school graduates) for ground attack with rockets or bombs, or attacks against ships with torpedoes. I doubt that even the best trained rookies had much practice, though. |
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#7
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The situation is somewhat similar when the AI decides not to level out at the altitude of the bombers, but to dive below it. Instead of closing up to the bomber at that lower altitude and attacking it from a steep climb, the AI soon begins a shallow climb and makes a level attack after all. |
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