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#35
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![]() Quote:
But, for Average and Rookie AI, ability to maintain a "lock" on a target is perhaps too generous. One thing that I've never seen for AI for any airplane sim is the possibility of "sensory overload," where if you try to track multiple targets simultaneously you lose track of almost all of them, allowing one or more to get onto your 6. Quote:
A simplifying factor, which is realistic, is to treat distant formations of aircraft as a single group, and have AI check for line of sight to that group at less frequent intervals, or not at all. Another way to reduce CPU cycles is to limit the maximum number of aircraft a given crewman can track by skill level (For example, 1 for Rookie, 2 for Average, 4 for Veteran, 16 for Ace). AI will focus on attacking enemy aircraft first, wingman second, other nearby enemy aircraft third, other flights (treated as a single unit) fourth, distant enemy aircraft fifth, and distant friendly aircraft sixth. If there's a risk of collision with the ground, barrage balloons, or similar, attacking enemy comes first, terrain comes second, then wingman, etc. Finally, you could make the chance of losing a "lock" on an airplane you can't see a function of time that aircraft has spent outside of line of sight - assuming it isn't flying straight and level. Check more frequently for loss of line of sight for less skilled pilots. |
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