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#1
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BlackSix, thanks for you work, but is there and estimated time for the beta patch? thanks
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AMD Phenom II X4 965BE OC@3.8ghz DDR3 G.Skill eco 4gb ATI Asus EAH6950 2GB shaders unlocked Asus Xonar DX Asrock 870 extreme3 Windows7 x64 Ultimate Saitek X52pro (stick modded) - Saitek rudder pedals - SteelSeries Siberia V2 headset Freetrack ps3eye Samsung 23" SyncMaster XL2370 |
#2
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- Plane X should respect roll rate, and not 360 in 3/4 of a second.
- AI should have a delay wehn moving the stick. Example: load any default track ( blakc death ) and enable view. choose F1. watch the stick moving. it goes from full right to full left instantaneusly, giving the AI a strange warping feeling who lokes incredably mechanic and unrealistic from outside. - AI should responde to situations more naturally. Example: 4 AIs are in formation, when a enemy is spotted they ALL twist at the same time, break foramtion using the same angle at the same time in a perfect linear mechanicly executed maneuver. - AI should turn ahrder. Example. im on a 109E, plane X is on the italian biplane. im on his six. the g50 will do a small turn not pushing the limit of his plane and as such i will easely outturn him. Regarding joy stick Lag, im not experienced with it, but if you could bring back the old 1946 calibration stile ( that thing with 10 axis that could go from 0 to 100 ) it would be nice, beceouse right now, my stick is higly unresponsive to small adjustments evne at highest sensivety settings. ( i used 100 at all the bars in 1946 |
#3
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This thread is on our 1C forums
http://forum.1cpublishing.eu/showthread.php?t=25973 Our member buddye has led the efforts for AI improvements with the BOB II Wings of Victory. The BOB II has the best AI performance of any WW2 air combat simulator program. It would be very wise to have discussion with him. He will gladly share information as he has done in the thread. He has hundreds of hours of work in the AI performance programming. He discusses very insightful information in the thread about improving AI as well. Below are some postings from the thread. http://forum.1cpublishing.eu/showpos...9&postcount=24 http://forum.1cpublishing.eu/showpos...4&postcount=45 http://forum.1cpublishing.eu/showpos...6&postcount=50 Last edited by nearmiss; 12-29-2011 at 04:03 PM. |
#4
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![]() Only then we will start working again. Now it is impossible to predict. |
#5
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+1E100000000000000 When being a lonely bomber and attacked and driven by a veteran it should do some evasive manoeuvres suitable for a bomber such as quickly altering its altitude, weaving, eventually barrel rolling. If bomber is flying in formation it should stay in formation instead of trying to play fighter (what it sometimes does). Fighters should ALWAYS start evasive manoeuvers as soon as it realizes that it has someone on his tail (currently after a while they just fly stubbornly home despite shooting at them). Flights lead by veteran pilots that are tasked with close cover of a bomber (formation) should fight off fighters and return to the bombers. Less experiences flights may stick to the fighters instead of turning back to cover bombers. Roockie pilots may occasionally not stay with his wing leader but go chasing alone as soon as he sees an enemy plane nearby or after a while in a dogfight. He may randomly loose his flight at all during a dogfight and return home alone. AI formations should use bank and not rudder for turning even in shallow turns. Rudder should always be used only to annihilate side slip. Preferably all pilots will have more or less capability to annihilate side slip. Rookie pilots will have more chance to have side slip than ace pilots. AI should - depending on skill level and situation - occasionally overlook one when it is fixed on another target. A target that is going to be attacked by the AI plane will get some sort of priority level to this AI plane. If the AI plane is then itself targeted it will either shift its focus to the attacker (for instance the player) or stay with the original target until it gets damaged. If it shifts its focus should depend on the skill level and may include some randomisation. Near comrades of the AI may warn it. So if a friendly AI is nearby the AI plane shall most likely shift its focus. |
#6
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#7
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One annoying thing about the AI radio is during a huge battle you hear the whole squad talking at the exact same time, saying the exact same thing. We need some variety!
Change up a few of phrases the pilots say. Just 2 or 3 different phrases that mean the same thing would be a breath of fresh air and make the radio feel less like a bunch of robots and more like human beings. Is there any footage of a real WW2 squad talking on radio during a dogfight? I would try to replicate that. |
#8
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Gentlemen!
The most things i read about the AI behavior are consequences of incorrect mission building. If you do the things correct in FMB, the AI is a very good and realistc one. If you behave wrong in FMB, than you have some Problem. This belongs also to the Quick Missions, from what, imho, most must be "rewritten". By spending now more than 1.000 Hours in the great FMB of CloD and over 770 Hours in Combat tests for the builded Missions, i realy stay on that point of view. But i think this will not bother the AI discussion ![]() Cheers Thomas |
#9
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Regarding comms, this is a proposal for formatting a list for only the most basic functions that we would like to have:
a) Navigation: a.1- on route, ability to request from the ground control and while on radio range, bearing to: - the next waypoint - The own airbase - current map position as given from the radar, and true bearing of target (interception), if radar is active; if it is not, the last position and bearing given by ground observers and the time of this observation. - On landing, permission request and recommended bearing. -Out of radio range or in case of any comm failure, the answer to any of those questions could be a radio noise. a.2) on route, ability to request from the flight leader if on his radio range : - current true bearing and altitude. - Here also, out of radio range or in case of any comm failure, the answer to any of those questions could be a radio noise. a.3) Being the wing leader: - The planned orders for forming, attacking, break, and leave mission and go home both for the whole flight unit, for the wingman, and for each flight team under command. i.e. if you lead a finger four, you can select as recipient: 1) the wingman 2) the other team of liden and wingman both together 3) the whole finger four. Please feel all free to comment, add, or criticise ![]() Last edited by heidelbergensis; 12-30-2011 at 09:04 AM. |
#10
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Error description: Cannot use mouse on pop up windows after flying.
Details: Mouse works fine when I start the game and until after I fly. It still works on main windows but not on the pop-up windows (the ones that ask for a yes/no response). Can it be consistently reproduced?: Yes, happens almost every time I fly. Screenshot or video: Can't take one OS, system specs: Vista 64, AMD II X4 635, 8GB RAM, nVidia 550Ti 1GB |
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