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Old 10-13-2012, 01:10 PM
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FC99 FC99 is offline
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Originally Posted by Pursuivant View Post
I agree. If you're a wingman, your standing orders are to keep enemy planes from attacking your lead.

A wingman who doesn't do that unless you specifically tell him to do so isn't much of a wingman. Maybe for Rookie AI, but certainly Average or better wingmen should move aggressively to drive off enemy planes threatening his lead - WITHOUT BEING COMMANDED TO DO SO.
OK, so desired behavior is to set wingman into defend leader mode when they notice the enemy with the exception of Rookies which will blindly follow the leader unless told otherwise?

What about second section, what should be default behavior of No 3 in flight(No 4 will provide cover for him)


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If the AI wingman doesn't do this automatically, then there should be some way of making it do so, by creating "standing orders" for AI.

Actually, the ability for mission builders and/or players to "program" the AI using standing orders would be an incredibly cool addition to the game, and would be a very simple way to deal with a whole host of tactical situations that would otherwise drive an AI programmer nuts.
We are in a process of enhancing comms and some of the things you want will be available to player that way.


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I could see it working sort of like a macro or script, where the player/mission builder could order certain units to do things like hold a certain course or altitude relative to another plane, fire/not fire at certain targets, avoid/attack certain planes or classes of planes, etc.
Everything that involves messing with the mission file is sensitive topic because of backward compatibility. Once you put something into mission file you are stuck with it so all eventual additions require careful evaluation. Hard part here is designing robust and flexible scheme for adding various parameters but we are working on it. Main task for 4.13 will be triggers and that will cover lot of your wishes.
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Old 10-13-2012, 05:26 PM
Stig1207 Stig1207 is offline
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Originally Posted by FC99 View Post
OK, so desired behavior is to set wingman into defend leader mode when they notice the enemy with the exception of Rookies which will blindly follow the leader unless told otherwise?

What about second section, what should be default behavior of No 3 in flight(No 4 will provide cover for him)
Even a rookie, seeing a bandit on his leaders tail, would know he has try to help if he can, or at least warn his leader of the danger.

A major part of a fighter pilots duties is shooting down enemy aircraft, so why wouldn't No 3 try to shoot down the bandit that's attacking the flight leader if he's in a position to do so?

RegRag:

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With all respect, I think the problem is not here: in fact the wingman should be shot at/down first, he should be asking for his leader's help in the first place, not the contrary . You would never see a pilot trying to kill a leader by placing his fighter between the target and his wingman: this is what should be changed IMHO.

I agree, but I have seen No 3 of my flight doing the same thing, flying past the wingman to attack the leader, but the difference is that the bandit wingman opens fire and No 3 breaks off, screaming for help

Also, regarding your post 230. Some may be better than others at flying wing, and even an AI wingman should not be expected to risk his 'life' trying to save his leader. But the issue here is that the AI wingman doesn't react at all to the attack on his (player) flight leader unless he is commanded to so. And that is even if the attacking bandit is flying right beside him or maybe even in his gunsight, and this is whether the wingman is a rookie or an ace, there's no difference.
It should be obvious for an AI wingman what's happening and also fairly obvious what he needs to do, but how well he does is of cause another matter.

/Stig
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Old 11-06-2012, 02:46 PM
rollnloop rollnloop is offline
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Originally Posted by FC99 View Post

What about second section, what should be default behavior of No 3 in flight(No 4 will provide cover for him)

I suggest by default, 2nd pair covers lead's pair from a few hundred meters away (higher alt better).

If lead's pair engaged by any forward firing aircraft (not by rear gunners), 2nd pair engages this aircraft and attacks it until it goes down or flees more than 5km from lead's pair, then goes back to "cover lead's pair" mode. Lead can recall 2nd pair back via "cover me" command any time.


If intruscted to attack, 2nd pair goes after own target.
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