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  #1  
Old 01-28-2014, 09:56 AM
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Furio Furio is offline
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Quote:
Originally Posted by sniperton View Post
As I see the main problem now is that issuing orders in real-time in any other way than voice communication is handicapped due to the fact that we have only two hands (already busy with flying and doing all the 'engeneering work').
In my opinion, that’s a minor problem: it can work the same way as shifting crew position. Surely the player can briefly leave his plane to autopilot. Or, the whole thing can be done in a timeout condition (sort of pause, but with the game still running).

I understand that some aspects of my idea are detrimental to immersion, but some AI behaviour can be even worse. The choice is up to the player, as always, and I would surely prefer the ability to take decisions to the frustration of helplessly watching a good mission going nuts.
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Old 01-28-2014, 10:26 AM
sniperton sniperton is offline
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Well, I frequently fly autopilot when off-combat, but always manually when enemies are nearby. I frequently pause the game and take a coffee break when off-combat, but never when I'm actually fighting. You propose just the opposite, dont't you?
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Old 01-28-2014, 10:44 AM
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Furio Furio is offline
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If I understand correctly the question: yes, but just briefly, while there’s usually not fighting during landings. As for me, I’d be glad to have the option described above.
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Old 01-28-2014, 11:31 AM
sniperton sniperton is offline
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Oh, I see. It could be implemented for landings, but all this wouldn't resolve the other issue: how to effectively command AI teammates during fight. And as for landings, it might generate new problems: when you switch to autopilot, it would not necessarily stick to the route/altitude/direction you were flying in, that is, there's a chance that YOUR AI would change direction etc. while you're busy with your orders.
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Old 01-28-2014, 12:13 PM
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Furio Furio is offline
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I don’t want to defend my idea at all cost. It’s just that, an idea for just an option.
In my opinion, it would need some sort of time-out with the game still but not paused.

Of course, I understand other can have different tastes. The core of my proposal is simple: I don’t believe we can expect true decision-making ability for AI, at least with present day technology. I think the only viable alternative is to entrust decision-making to human beings – offline players.

In the end, I don’t want to steal this thread, and I’m stopping here, for the moment.
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Old 01-28-2014, 05:00 PM
sniperton sniperton is offline
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Taking control over from the tower during landings is a great idea IMO, and can be done real-time. I was just arguing against automatically switching to autopilot. Completely pausing the game while giving orders is a bit against my taste (it's a sim, anyway, not a Total War battle), but the option is still there (I have a difficulty option in mind) to enable commands while the game is paused (like in a Total War battle).
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Old 01-28-2014, 05:36 PM
ben_wh ben_wh is offline
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The 'Take-over Mode' is an interesting idea, although we may have to think about implementation.

On one hand, the Take-over Mode would enable much more precise tactical control at individual plane level.

One the other hand, this may necessitate going to the external view (or map view), jumping to different planes in your flight and assess their status regularly. For example, using the landing priority example, the human player would have to know which plane in the flight is heading close to base, ready for landing, and which is not. If the flight is long distance apart, for example, result of a plane disengaging and returning home early - the human player may have to manage its landing priority while shepherding the rest of the flight during combat. But it is an intriguing idea that has a lot potential ...

Any additional thought on potential AI improvement?

How about ship AI? Simple, predefined capital ship evasive maneuver when under attack for example? Would it be feasible/desirable?



Cheers,

Last edited by ben_wh; 01-28-2014 at 05:41 PM.
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  #8  
Old 01-28-2014, 05:17 PM
majorfailure majorfailure is offline
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The idea has its merits, but I'm not convinced because:
-How will you handle multiple flights (10+) approaching their respective different bases -you can't be everywhere?
-Online it will be difficult, making a break is akward at best.
-I believe such a task as setting landing priorities for (damaged) planes can very well be done by AI -there are not to many variables there IMHO -and it could be done with a decision table like that:
-Highest priority: Plane on fire, Pilot bleeding.
-Second: Plane already out of fuel or engine dead.
-Third: Plane with heavily damaged engine or running out of fuel in very short time(e.g.<120sec).
-Fourth: Plane with any other engine damage, plane with injured pilot, plane with fuel low, but enough for say 5 minutes.
-Fifth: Plane with any other damage.
-Sixth: Plane in undamaged condition.
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  #9  
Old 01-28-2014, 05:46 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by majorfailure View Post
-How will you handle multiple flights (10+) approaching their respective different bases -you can't be everywhere?
Here's one idea:

A) Map makers and mission builders could define fixed camera views at each airfield as "Ground Control" positions. One Ground Control view per airfield.

B) Pressing some key allows you to cycle through the different ground control views.

c) Pressing Ctrl-C (or some other bound key) has the same effect as switching to a different crew position, in that the previous crew position you occupied goes to "autopilot", but rather than switching to a different position within your plane, you instead switch to the ground control "crew" you're currently monitoring.

Alternately, there can be keys bound which allow you to instantly move from an air crew position to a ground control position.

Quote:
Originally Posted by majorfailure View Post
-Online it will be difficult, making a break is akward at best.
Yes, but in that case you can have the option of assigning a player to just play ground control for some side. This could also include options like allowing a player to be a Forward Air Controller who can shoot off flares, lay marker panels and pop smoke grenades to mark targets, or a operations officer in charge of vectoring flights of friendly aircraft towards unidentified radar contacts.

Quote:
Originally Posted by majorfailure View Post
-I believe such a task as setting landing priorities for (damaged) planes can very well be done by AI -there are not to many variables there IMHO -and it could be done with a decision table like that:
-Highest priority: Plane on fire, Pilot bleeding.
-Second: Plane already out of fuel or engine dead.
-Third: Plane with heavily damaged engine or running out of fuel in very short time(e.g.<120sec).
-Fourth: Plane with any other engine damage, plane with injured pilot, plane with fuel low, but enough for say 5 minutes.
-Fifth: Plane with any other damage.
-Sixth: Plane in undamaged condition.
Additionally, planes which fall into the first four categories should divert to the nearest airfield and shouldn't bother circling prior to final approach, but should go right in to land.

Realistically, planes with damage that doesn't require them to land immediately, but which does make it more likely that they'll crash should either be diverted to a different runway or should land last so they don't risk delaying landing for the other planes using the airfield.

Badly shot up carrier aircraft shouldn't even try to land. Instead, planes which are on fire or are very damaged should attempt to ditch close to a friendly ship.

Finally, crew aboard planes which are very likely to crash on landing (e.g., landing gear inoperable) should attempt to bail out at a safe altitude over a friendly airfield or next to a friendly ship leaving just the pilot and co-pilot to try to land the plane.
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