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#1
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When I setup a nice dogfight mission in the FMB, everything starts out nicely with a huge furball with the AI actually maneuvering as they're supposed to. After a while, however, the AI planes on both sides stop fighting and head back to their landing field or final waypoint, although the enemy planes are still around.
They will still maneuver defensively when I attack them, but they don't fight each other anymore. I tried assigning multiple crossing waypoints for BLUE and RED with "Attack Fighters" but it's always the same. Increasing AI awareness, bravery etc. didn't help either. How can I setup a large short range dogfight mission (like 7 vs 12) in a way so that the AI planes will fight each other, until all of the enemy planes are shot down? |
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#2
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Unlike the original il-2, the AI run out of ammo and either return home or do circuits. I do not think this is affected by the unlimited ammo choice in the realism section or can be edited in the .mis file.
From my own personal experience to lengthen a skirmish and get tangible results, I do the following for AI. • Veteran setting for AI • Change default loadouts for AI (Get more bang for your buck) • Assign actual tasks and targets. Example Fighter group 1 escorts bomber group 1, whilst fighter group 2 attacks the bomber group and a third fighter group attacks the escorts. I also find the smaller the flight the better, as the fighters are not constantly spraying ammo at different targets. |
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#3
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You might be right about the AI running out of ammo. I did have the feeling however, that also enemy airplanes and their wingmen suddenly roll out of a fight and fly towards home, after being entangled in a turning fight with me for a few minutes, without really getting the opportunity to shoot. Hmmh, I'll have to take a closer look at some of track files, I guess.
But still, you might be right! Thanks for the input, m8! I'll definately try what you suggested. |
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#4
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Well, it may be proper wingmen tactics. It is the leader's job to shoot and the wingman's to cover, so if the leader is out of ammo maybe his wingmen also follow him home?
I know the AI still needs improvement, but i also don't want to see a repeat of IL2 where they would fight to the end all the time. Smart AI should in fact try to bug out if they think they can't win. |
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#5
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Quote:
It's just, since we have the appropriate AI settings, I just wish they would have a more profound effect. For example, if I would like to have a more 'action oriented' mission, setting 'discipline' all low and 'bravery' all high, should give me exactly that. It wouldn't even be that unrealistic really; I'm sure there were a bunch of Hot-Heads out there back in the days. But I understand that the AI is low priority for the developers. There's lots of other stuff to fix! And also a lot of the community couldn't care less, since they focus on online play. As for a bunch of other stuff, I just hope they're gonna fine tune it eventually! |
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#6
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AI breaking off is due to several factors in my experience:
fuel level- if low on fuel are more likely to break off Bravery/discipline skill levels- low bravery (in combination with low fuel) increases the chances of breaking off. Being attacked/threatened seems to 'take a chunk' out of a 'pool' of bravery (as does low fuel). When the pool is empty AI go into a 'RTB dummy' mode where they will just try to get home at 500m/300km/h and will rarely do more than mild evasion when specifically attacked. This behaviour is (slightly) better than on original release. All this presumes AI have a landing point designated. If no landing point is spesified they will try to circle last waypoint The AI sliders do have an effect, it seems as though they often act in conjunction with other sliders and some external influences. To get a 'more mad furball' type fight push up the sliders- but put some variation in for individual aircraft Basic flying- make full/very high Advanced flying 3-5 (maybe a few planes higher) Awareness 5-8 Gunnery 6-10 Tactics mostly high/full Vision 7-10 Bravery- make variable but keep high if you want them to stick around Discipline- make variable would be where I'd start, but play around/watch on external/review tracks |
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#7
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i also like, that unlike in 1946 stock AI, now it seems to decide to avoid fights, if they run out of ammo, or received damage, or are outnumbered.....
but i also think, that the AI in common, should be more agressive. |
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#8
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A link to a great article about COD AI settings.
http://www.bobgamehub.blogspot.com.a...-of-dover.html |
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#9
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If you sneak up on a wing man and kill him right away, before he can radio the leader. Why then you can do the same thing to the leader
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