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#1
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Maybe QMB somehow still uses 4.10 AI? I think TD should continue developing AI. I really liked the improvement they did with 4.11. AI working as a team against you is really nice. Also I haven't encountered the AI doing inverted barrel rolls and accelerating at the same time in 4.11. Their evasion patterns have become more convincing to me -most of the time. And don't forget the ridicolus Bf109 behavior, spiral climb to xxxx meters, then dive, and climb again in 4.10. Haven't seen that in a while(Except in QMB). And even if some new bugs occur, no big problem - they will be ironed out with the next patch. |
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#2
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Yes. And you might be right that it's a QMB vs. FMB issue. I'm a bit surprised if it is, though. I thought that AI was independent of FMB vs. QMB.
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Moving along two axes (e.g., diving and closing on the target) isn't that hard to track for a defensive gunner. Moving along all three axes (i.e., diving, slipping and closing - like with a high-side attack) is a challenge even for a good defensive gunner. Quote:
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What I'd like to see is, in addition to team tactics is realistic high altitude/level bomber behavior - Ace or veteran crews will have tighter formations, lone bombers will corkscrew or "jink" while still keeping relatively low G to allow their gunners to shoot effectively, and high altitude bomber formations will randomly change course every 30 seconds over heavy flak concentrations to spoil the gunners aim. |
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#3
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-AI Rookie flying A6M in front of you evades by "riding" the snap stall until behind you -seen this often. Also seen twice with Rookie AI in Bf109E or F. They initiate the stall by pulling hard and getting one wing to stall, start circling mainly around the yaw axis while keeping an AoA of around 30 degree. Thus they slow down while presenting a somewhat difficult target. This is not an accidental and uncontrolable stall which happens when puling too hard, because they always start flying straight and level as soon as you overshoot them -of course nose pointing your direction.
-I think this has been adressed before but at a quick glance I couldn't find it: AI drops bombs as soon as command to attack is given. Quote:
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#4
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For fighters and other single-engined planes, Situational Awareness should go down at virtually any level of skill if you're flying in tight formation. Station-keeping requires a certain amount of work. In particular, rookies often focused on keeping formation rather than looking out for danger. Looser formations should allow maximum situational awareness. |
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#5
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I'm not sure if this is an AI, a GUI or a graphics problem.
Some planes with manually-controlled multi-stage superchargers (e.g., the La-7) start the game with the supercharger set to the wrong setting in high altitude Quick Combat scenarios, causing the plane to produce black smoke trails until the player fixes the problem. If you set the plane to autopilot before fixing the supercharger setting, either the AI-controlled plane doesn't switch to the proper supercharger stage or the smoke trails associated with a too-rich fuel mixture don't go away after it does so. As a test to see what I mean, try setting up a QMB scenario with an La-7 starting at 5000 meters, then immediately switch to autopilot and then external view. |
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#6
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It appears that AI aircraft have no idea what to do about V-1s. Even if the whole point of the mission is shoot down V-1s, and there's nothing else in the sky to shoot, and the V-1 is right in front of them, AI aircraft will ignore them!
It seems like it would be a very simple bit of programming for Average, Veteran or Ace aircraft to either take sniper shots at a distance, or try to "run down" the V-1 and flip it using their wingtip. Rookies would take shots from within the blast radius. |
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