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#1
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#2
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These are the pictures which I drew before.
First, I think this is just a problem. http://gachopin.no-ip.info/kudo/Fighter_2.jpg I think the cause of this problem is a thing by too exact shooting. I want to play more historical air combat. I thought that it would be solvable by this. http://gachopin.no-ip.info/kudo/AI_Level.jpg However, this may change greatly the victory or defeat of a battle for dynamic campaign etc. I think that the result which the maker of campaign does not mean may be brought about. Then, I thought that it was a thing that what is necessary is just this. http://gachopin.no-ip.info/kudo/AI_skill_edit.jpg It seems that however, it is not so reputable now. : : : So, I added change. http://gachopin.no-ip.info/kudo/AI_skill_edit2.jpg Everyone, what do you think? - I point out another one. http://gachopin.no-ip.info/kudo/Unreal_gunshooting.jpg At least, I think that impossible to the pilot of rookie and average. Sorry, my poor English. |
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#3
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To sniperton,
I understand the limitation of the IL-2 engine and the MiG Alley reference was not a request but more of a reminiscence of past flight sim experience. Who knows, may be useful as creative brainstorming when DT is thinking about AI update for 5.00? |
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#4
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#5
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And make much less grades of each talent, three to five (inept/(less than average)/average/(good)/excellent) Quote:
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#6
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Personally, since TD made it clear that AI have subset skills a la CloD, I think it would be nice to see a popup window like CloD's FMB that gives the mission builder an option to nudge around their strengths and weaknesses, as per major.kudo's example. Having a good maneuver fight is fun, but sometimes the single .303 to the head from 500m in a sharp turn dampens the excitement a bit. I know these things happen, but I seem to get a disproportionate amount of PK's from the AI as compared to human players (maybe because the player is generally near the "center" of the 3D model, and the AI will always use the central point of the model for targeting as opposed to any firing solution that will connect) |
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#7
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A quick fix for AI gunnery accuracy would be for Rookies and Average pilots to not lead their targets sufficiently, Veterans to give their target too much lead, and for Aces to get it "just right" aiming more or less at the target's CG or vulnerable parts of multi-engined planes. |
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#8
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#9
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Probably, many people thinking about me "this guy is adhering to AI's deflection shooting".
It's right. But I have a reason. I prepared the server of the COOP only and was playing together some players. Since A.I comes to have too exact shot, it became impossible to pleasant play. Because "human's rookie player" is also contained in "some players". They are merely shot down, before doing any action. This is no good. So, we can not play air combat mission now. I hope DT observes this thread. |
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#10
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Prior to the AI upgrades the AI could see 360 degrees and would make these shots regardless. With the upgrade the AI could no longer see through their aircraft but that meant adding some routines to change how the AI did aiming. With the upgrade they will now estimate the target angle and make a deflection shot guess not unlike how human pilots behave. You are probably on to something that the Rookie pilots are perhaps too successful in this area. The effect can be toned down surely. But its not unrealistic for an average to veteran to ace pilot to be able to make this shot. With the FW190 in particular I got to a point where I was firing blind a lot of the time and destroying my target. I'd follow the target for a while and then once I was into firing position I'd pull the stick back and although I couldn't actually see the target I'd have the whole trajectory worked out in my head and I'd score a killing shot say 7 or 8 times out of 10. No reason the AI at perhaps the veteran level to be able to do that kind of shot semi-reliably. The rookie AI... maybe not as much as it does.
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Find my missions and much more at Mission4Today.com |
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