![]() |
|
|
|
#1
|
|||
|
|||
|
That happened to me flying earlier with AI as wingman, he'd been shot down and five minutes later he's praised my shooting! Sadly I was shot down later and during that, looking behind I see the P39 firing and next to him the useless AI watching presumably
The enemy AI are much better in 4.11 tho'. |
|
#2
|
|||
|
|||
|
Quote:
Even more jarring is a "calm voice" "This is [Number] . . ." statements followed by a long period of silence, then a "freak out" message (e.g., "I'm bailing out!"). Another annoyance is that the game doesn't have unit callsigns, just generic "color" names and all units use the same "frequencies." This means, during a big mission, when multiple flights of the same color are in the air, you can have multiple "red 2" (or whatever) calling out different messages simultaneously. Even worse, since friendly planes never identify their location on the map, you've got no way of knowing which "red 2" (or whatever) is under attack/returning to base/bailing out. Another annoyance is that periodically someone (I've never figured out who) will call out random numbers. I've been playing IL2 for something like 8 years now and I still don't know what those random numbers mean. Is it ground control calling out altitudes and courses? If so, whose altitude and course? Why? If you're going to have ground control, it should actually vector you towards your target. Then of course, there's the friendly AI which calls out "bandits" (or whatever) without giving you any useful information about: A) Number, B) Type, C) Location, D) Altitude, E) Activity. In a better world, you'd get a report like "2 bandit fighters, 5 o'clock high, inbound!" or "Multiple bogies, 20,000 feet, grid coordinates 20-32, inbound!" In a perfect world, you'd have even more info, like "2 109s, 5 o'clock high, coming in!" (i.e., actually beginning an attack run) or "Multiple bogies, angels 20, 17 miles off Lunga Point, inbound. Course 137 degrees, speed 250 knots." Finally, while it's merely a "color" thing, some of the AI dialog just sounds wrong when translated into other languages/dialects. Every air force had its own method of doing things and its own slang. For example, "He's going to hell" might be a good literal translation from the Russian, but a 1940s British pilot might say "That Jerry's gone for a Burton" when claiming a kill over a German plane, while an American pilot of the period might say, "That Kraut's down for the count!" The better add-on voice packs get this right. Stock voice packs, not so much. |
|
#3
|
|||
|
|||
|
Just wanna add a few observations of my own;
Generally, AI (friend and foe) will not withdraw from an engagement zone after sustaining damage that causes heavy oil and/or fuel loss. I would imagine that this should realistically illicit a fairly immediate RTB protocol at the first opportunity. There are some exceptions of course, such as with heavy bombers approaching a target zone, but with flights of smaller A/C (singles or even mutli-engine), they should generally withdraw in an attempt to save themselves and their A/C, being that their ability to execute their mission objectives would at that point be severely compromised. I often see fighter AI with critical engine damage just carrying on like nothing's wrong until they fall out of the sky. Fighter AI (friend or foe) can often pull off spectacular deflection shots, but then fail to hit a non-maneuvering (and often damaged) target that's directly in front of them. This one has caused me some issues. I've seen my own AI wingmen (of all skill levels) pull off amazing snapshots with a single burst, but then fly right up behind a damaged, non-maneuvering opponent and miss repeatedly until they decide to break off (in frustration? ) and leave a potential threat that they should have taken down to become a threat again. They don't attempt to re-engage. I've left several wingmen's wing before when they were literally only moments from serving the coup de grace (ie; sustained guns blazing) on a damaged, straight and level foe, to deal with other threats, only to be later shot down by that very same damaged enemy that my AI wingman let off the hook! Sometimes other wingmen in my flight were right behind me just watching it happen tooOften, ace AI (QMB) will stay with their A/C after the engine has been disabled in what at first seems to be an attempt at a dead-stick emergency ditch, but ends up becoming a funeral pyre because they don't try to find open areas to attempt the landing. I've witnessed behavior where they actually fly right into a town instead of any of the surrounding fields they had the option to glide to when they still had the altitude available. These pilots are alive when this happens, I fly by and look and then I sometimes observe them in the replay. Dead-sticking carries risks of course, and I'm not implying that every AI should survive when attempting one... but they seem to not give themselves the opportunity because they don't try to guide their planes to open areas. Most of these observations happened in single-player missions with varying levels of mission complexity, with the exception of the last example. Excellent work so far! I appreciate all your efforts immensely |
|
#4
|
|||
|
|||
|
Quote:
Seriously, this is one of the reasons why AI units suffer such unrealistically high losses, up to 100% in one go. |
![]() |
|
|