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Old 04-05-2017, 10:26 AM
sniperton sniperton is offline
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Quote:
Originally Posted by Pursuivant View Post
I think that one of the problems that IL2 AI suffers from, which might not be correctable, is that it only defines three classes of aircraft - level bombers, attack, and fighters.
If my memory serves, Il2 has the following basic classes:

Transport
Scout
Seaplane
Ground Attack ('Stormovik')
Level Bomber
Dive Bomber
Fighter
TNB Fighter
BNZ Fighter

Each plane is defined as belonging to one or more classes, e.g. the 190 is a 'Fighter', a 'BNZ Fighter', and a 'Stormovik'. New classes could be defined and added, I'm pretty sure, but all this would only affect tactics, not aggressivity.

I think this is the way to go, and this is basically what I had in mind:

Quote:
Originally Posted by Pursuivant View Post
A simpler way might be for AI to count up all the enemy planes in sight, compare them to the number of friendly planes in sight, multiply or divide by factors such as favorable/unfavorable position (altitude advantage/ disadvantage, advantageous/ disadvantageous attack position as defined by QMB), relative quality of planes involved, damage to plane and crew, and assigned mission.

If the resulting number is above a certain threshold, AI aircraft will attack. Otherwise, they will avoid contact or disengage.
I would disregard 'relative quality' (think of the pathetic attacks of the Polish and the Finns), but would add
- remaining ammo
- remaining fuel (distance to base)
- territory (friendly/hostile) and, yes,
- self-confidence (aka skill).

Once you calculated the success/risk ratio (which shall be higher for an ace pilot), you can define a kamikaze to attack even with zero chance, a braveheart with 50% chance, and a cautious pilot only with 75% (or higher) chance.

As a result, a cautious British pilot over Kent will be more aggressive than his braveheart German adversary. The crucial point is, I think, to define the conditions when a plane has to disengage and RTB.
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