Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Reply
 
Thread Tools Display Modes
  #191  
Old 06-12-2016, 12:37 AM
RPS69 RPS69 is offline
Approved Member
 
Join Date: Jan 2008
Posts: 364
Default

Quote:
Originally Posted by Asheshouse View Post
The introduction of ai for ships would provide a major step forward in air v naval action. Currently all ships have a simple course set in missions from which they never deviate until sunk.

Ship formations should have a lead ship with all others positioning themselves relative to the lead depending on their defined role. (Battleline, screen, scout, etc).

Ships under attack should react (weaving, turning away from torpedoes, etc)

Ships should avoid collisions, such as sinking ships.

Smarter ship objects would make much more challenging targets for aircraft, so improve the game for pilots.

The stock game could do with a wider range of ships specific to the Med, maybe taking oob for operation pedestal as a theme, but that could be addressed later.

Asked for this since 2008
Reply With Quote
  #192  
Old 06-12-2016, 02:59 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by Soldier_Fortune View Post
Therefore, the USN doctrine (and probably all the main powers involved in the 2WW had similar doctrines) was right: the torpedo-bombers should attack after the dive bombers, in big number, and from different directions.
Good description of tactics.

One possible change to ship movement, which would them maneuver realistically, would be to make ships zig-zag (or, more accurately, S-turn) on a regular basis.

This could either be achieved by changing the default pattern for ship movement, or by allowing mission builders to specify a zig-zag movement pattern along the ship's course in the FMB.

This option could be used for other vehicles as well, so make them deviate from their overall path in a predictable manner. For example, trucks could swerve, and aircraft could "corkscrew".
Reply With Quote
  #193  
Old 06-12-2016, 03:05 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by Sita View Post
Best way of work is when some gent's take care about planes from their own regions ...
I think that language fluency is more important than nationality. Any 3d modeler who is a native English-language speaker should be able to do a decent job with British-built aircraft.

Where nationality helps is access to preserved aircraft and high-quality reference materials.

Last edited by Pursuivant; 06-12-2016 at 03:22 PM.
Reply With Quote
  #194  
Old 06-12-2016, 09:04 PM
Verdun1916 Verdun1916 is offline
Approved Member
 
Join Date: Apr 2016
Location: Hässleholm, Sweden
Posts: 204
Default

The Beaufort would be a great asset to have as a flyable. It would fill the gap for a Commonwealth torpedo bomber for the early to mid war in the ETO, the MTO and the PTO.

The Swordfish would be a great aircraft aswell when it comes to torpedo bombers as a flyable.

And I really hope one day we will get to see the Wellington as a flyable aswell so there is atleast one British medium bomber. And I have the same hopes for the MS 406/410/Mörkö or the Dewotine 520 aswell.
Reply With Quote
  #195  
Old 06-13-2016, 03:41 PM
RPS69 RPS69 is offline
Approved Member
 
Join Date: Jan 2008
Posts: 364
Default

Quote:
Originally Posted by Pursuivant View Post
Good description of tactics.

One possible change to ship movement, which would them maneuver realistically, would be to make ships zig-zag (or, more accurately, S-turn) on a regular basis.

This could either be achieved by changing the default pattern for ship movement, or by allowing mission builders to specify a zig-zag movement pattern along the ship's course in the FMB.

This option could be used for other vehicles as well, so make them deviate from their overall path in a predictable manner. For example, trucks could swerve, and aircraft could "corkscrew".
Zig Zags were for anti torpedo tactics, anti dive bombers tactics, they turn hard all the time. You could see a confusion of circles while trying to evade bombs on a fleet under dive bomber attacks.

I prefer to be made not for mission builders, but as an automatic behaviour while under air attack.

Still, it is quite complex because it is very difficult to avoid bombing and that ships don't collide with themselves. Also some realistic movements must be added to ships. Nowadays, they just move as told, and as close as the mission builder asks.
Reply With Quote
  #196  
Old 06-13-2016, 06:37 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by RPS69 View Post
Zig Zags were for anti torpedo tactics, anti dive bombers tactics, they turn hard all the time.
My idea for "automatic zig-zag" option for ship movement in the FMB would be simpler than full AI for ships. All it would do is allow the mission builder to set a ship's course from Point A to Point B, and the "zig-zag" option would automatically turn that straight line movement into a series of S-curves by automatically plotting the additional waypoints needed.

You could use a simple sine wave function and plot new way points at maximum and minimum amplitude along a line described by the ship's baseline course. If the programmers wanted to get fancy, they could give options for amplitude and frequency to control width of each "curve" and frequency of course changes.

This would be realistic for "non-combat" movement by ships in a war zone, where zig-zagging was standard submarine defense.

For "emergency" movement against air attack, it would "good enough".

If you wanted to move into "pseudo AI" for ships, there are some simple "swarming" or "flocking" algorithms which could be used for basic station-keeping and collision avoidance, as long as ships are assumed to be in a convoy or some other formation and are programmed to keep a certain distance from other ships. These could be used to make a formation of ships all turn in the same direction when under attack.

Collision avoidance, especially realistic avoidance of shallow waters, and "intelligent" tactics vs. air attack, would require a lot more effort.

Realistic ship movement is way beyond IL2's ability, since it doesn't take factors such as hull draft, turning radius, acceleration, deceleration, heeling angle, waves, wind, etc. into effect when determining ship movement.
Reply With Quote
  #197  
Old 06-14-2016, 10:46 AM
Asheshouse Asheshouse is offline
Approved Member
 
Join Date: Oct 2007
Location: UK
Posts: 271
Default

Quote:
Originally Posted by Pursuivant View Post

You could use a simple sine wave function and plot new way points at maximum and minimum amplitude along a line described by the ship's baseline course.
Zig zag would normally be done as a series of straight lines not curves. Each leg would be for a standard time, 10min I think.

There were different "standard" zig zags. Commodore would use signal flags to order the start, thereafter each ship could work to the clock, knowing what turn was next. On each "leg" they would follow a straight line.
Reply With Quote
  #198  
Old 06-14-2016, 10:57 AM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by Asheshouse View Post
Zig zag would normally be done as a series of straight lines not curves. Each leg would be for a standard time, 10min I think.
You're correct, but since IL2 ships don't turn realistically (they instantly pivot around their Z axis), something resembling a sine wave path is needed to simulate a realistic turn. The long, straight "legs" you describe would be almost indistinguishable from a very relaxed sinusoidal path.

Obviously, not ideal in terms of absolute realism, and a crock when it comes to giving ships actual AI, but a potentially very simple hack (just 1 line of code for the movement pattern) for a programmer, which would make it slightly more challenging for players to hit moving ships.
Reply With Quote
  #199  
Old 06-14-2016, 08:42 PM
dimlee's Avatar
dimlee dimlee is offline
Approved Member
 
Join Date: Oct 2010
Location: Europe
Posts: 312
Default

Quote:
Originally Posted by Soldier_Fortune View Post
The USN aerial warfare doctrine during the 40's determined, for attacks against armed vessels, that dive bombers should begin the attack, and then torpedo- bombers should finish it launching torpedoes against the damaged and weakened targets.

Of course, the number of involved a/c should be really big for to achieve targets.

But, in the other hand, think about a medium bomber, like He-111 or Ju-88 or a Betty, into the role as torpedo attacker.

Against unescorted convoys they could launch torpedoes from less than 1000 m.
But against heavily escorted convoys with a good and dense screen of destroyers and also light cruisers, those big birds flying at 30-50 m @SL and at 200 km/h would mean the loss of several expensive flights or squadrons in one only mission.

No navy or air force could support such degree of attrition: the standard training for bomber's pilots demanded 55 weeks at least. Plus several weeks for specific misions like this which we're talking about.

3000 m becomes a good and safe distance if a convoy is sailing at steady speed and heading. But when enemy planes were spotted, the fleets started maneouvers for to avoid hits... and the torpedo-bombers should approach and penetrate into the dangerous range of the AAA, for to launch their attack from a shorter distance.

Therefore, the USN doctrine (and probably all the main powers involved in the 2WW had similar doctrines) was right: the torpedo-bombers should attack after the dive bombers, in big number, and from different directions.
I don't put the doctrine in question but I doubt that "3000m+" attacks could be successful, unless in rare circumstances as high ratio torpedoes/ships launched in good visibility and calm seas. I just don't understand how a pilot(navigator?) without possibility to measure distance accurately to a target could calculate angle of torpedo launch. Here my submariner's education revolts. I might be wrong, or I miss something.
__________________
Q: Mr. Rall, what was the best tactic against the P-47?
A: Against the P-47? Shoot him down!
(Gunther Rall's lecture. June 2003, Finland)
Reply With Quote
  #200  
Old 06-14-2016, 09:44 PM
sniperton sniperton is offline
Approved Member
 
Join Date: Mar 2011
Posts: 253
Default

Quote:
Originally Posted by Pursuivant View Post
since IL2 ships don't turn realistically (they instantly pivot around their Z axis), something resembling a sine wave path is needed to simulate a realistic turn.
This is exactly how ground units turn, and this has a lot of to do with how routes follow straight lines between two pivotal waypoints, no matter if ground or naval units are concerned. What TD could do (if they can do) is to change the code to support bezier curve calculations for waypoints. This would also enable realistically bent roads on maps, what has been long desired by the community.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:51 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.