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Autopilot and AI

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Brief Description: gunners does not warn pilot about approaching ennemy fighters
Detailed Description: I get regulary attacked in multiplayer IL2 sessions by fighters without beeing warned by my gunner. I discovered the attack by seeing ennemy bullets are flying around and listening by gunner firing back in the same time. At least it should have warned me when going to combat station...
Additional Assets: I do not know if it is a bug or a missing feature. It should be great to have also indication of type, heading and altitude (ex: unknow plane at 6 hours high). And also to not have the same behaviour  than described in http://forum.il2sturmovik.com/topic/12258-autopilot-and-ai/page-2?do=findComment&comment=279905. I also do not know if wingman warn player about ennemy planes...they should !

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Brief Description: Ju-87 AI crash after takeoff

 

Detailed Description: After takeoff they follow me but they are very close to the ground and one after another crash into the ground just seconds after takeoff. Sometimes it works but most of the time they just crash leaving me alone. 

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Brief Description: He111, ventral gunner don't use the forward facing gun

 

Detailed Description: When flying low on the deck for ground support purposes, the "Gunners attack ground target" works nice for the nose gunner with the MG-FF, but the ventral gunner never uses his own 20mm, and only uses the rearward facing MG15 on the ennemy. 

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Brief Description: Fw-190 wingmen crash at take off

 

Detailed Description: At the take off with the Fw-190 AI wingmen try to follow the flight leader with too harsh stick movements at low speeds. They lose control of their plane near ground and crash. At least one of them do that, usually the closest one. I think this has gotten worse with 1.103 patch.

 

 

 

Brief Description: Ju-87 AI struggling when taking altitude

 

Detailed Description: Stuka AI wingmen can`t follow their flight leader during climb. They are yanking their plane up and down but not really climbing. Sometimes all do this, but always someone falls behind. They are pumping their throttle also at the same time.

Edited by Zami

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Brief description: Bf-109G2 level autopilot odd behaviour

 

Detailed description: Bf-109G2 level autopilot is wobbling up and down when turned on.

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Brief Description: Fw-190 wingmen crash at take off

 

Detailed Description: At the take off with the Fw-190 AI wingmen try to follow the flight leader with too harsh stick movements at low speeds. They lose control of their plane near ground and crash. At least one of them do that, usually the closest one. I think this has gotten worse with 1.103 patch.

 

Adding to this: It seems that this happens escpecially with bombloads attached.

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Brief Description: He111, ventral gunner don't use the forward facing gun

 

Detailed Description: When flying low on the deck for ground support purposes, the "Gunners attack ground target" works nice for the nose gunner with the MG-FF, but the ventral gunner never uses his own 20mm, and only uses the rearward facing MG15 on the ennemy. 

Confirmed, same for flying with MG15 only. I doesn't help to bring the belly-gunner in forward position manually, he's switching back, no forward firing. Easy to check in Quick Missions.

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Brief description: AI is unable to handle the new ground physics


 


Detailed description: AI aircraft can't taxi over snow reliably now.. They will either bend props or will get stuck trying to transition between snow and taxiway areas.


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Brief description: Il-2 Sturmovik AI gunner still firing when expired - intermittently occurring.

 

Detailed description: Il-2 Sturmovik's rear gunner slouched over and non-responsive but the rear gun is still tracking targets, shooting, and acting like the gunner is still present.

Edited by FuriousMeow

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Brief description: Il-2 Sturmovik AI gunner still firing when expired - intermittently occurring.

 

Detailed description: Il-2 Sturmovik's rear gunner slouched over and non-responsive but the rear gun is still tracking targets, shooting, and acting like the gunner is still present.

 

Adding a screenshot of an expired rear gunner firing away.

post-9266-0-71625900-1446076451_thumb.jpg

 

I also have a track of it. 2 of 3 quick missions the gunner was slouched over but the weapon continued to track myself and fire.

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Brief description: Boat AI ignores boat dead in water in front of it

 

Detailed description: Skip bombed a ship, the ship following it kept plugging away after the ship in front of it was heavily damaged and stopped moving. When second ship ran into it, put a good 1/8th of its front hull up the front ship's enclosure before deciding to turn around it. It did successfully push the ship in front of it for a bit, but both ships should have been heavily damaged and front ship in this rearward intrusion should have been sunk. Or they both remain stuck together but that is more for a boat simulation. However, the second ship's AI that was directly behind the first ship should have detected that the first ship's propulsion was down and that it needed to navigate around it.

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Brief description: Escort AI engaging bombers

 

Detailed description: I was flying BoS campaign part 1, chapter 2 with Ju-87 on ground support mission. I was flying from Evlampiyevskiy. I was escorted by 4 Bf-109G2. On the way to the target flight of three unescorted Pe-2 appeared ahead and way above us. They overflew our flight at high altitude. Our escorting fighters announced that they are engaging the bombers and started to climb after them. They had no chance to catch them and after a while they gave up the chase. Fighters on escort duty should not engage bombers at all. 

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Brief Description: P-40 AI bug causing spins.

 

Detailed Description: There is a bug in the P-40 AI. P-40 AI pilots sometimes get into a spin during dogfights and lose control of the aircraft. If the altitude is high enough they usually manage to regain control, but at low altitude they often crash into the ground.

  • Upvote 1

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Brief Description: AI gunners die when aircraft is considered destroyed

 

Detailed Description: All AI gunners will die when an aircraft's engine is destroyed, or when it meets that criteria of being destroyed.

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Brief Description: AI gunners engage at xxxx distance not working.

 

Detailed Description: Tested with a Ju87, the rear gunner fires on enemy up to 1.4km away, even if told to engage at close distance only.

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Brief description: Pe2 in formation refuse to dive

Detailed description, conditions: several times air start for "bombing" in autumn campaign. Leading formation of 2 to 6 planes, height from 5000, 5500 and mostly 6000. While formation was able to react on orders and sometimes, rarely released with the lead (me), they never dived, even if ordered by "do like me" (F6). Pe2 usually refused any order to engage on heights above 4000.

Additional assets (videos, screenshots, logs): no need, should be easy to reproduce

Your PC config data (OS, drivers, specific software): BoS 1.106, medium hardware, standard Win7-64bit with NVidia

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Brief Description: Multi-engine planes start taxiing too soon after starting engines
 
Detailed Description: After He 111 AI starts the left engine, then the right - it does not wait for the right engine to get from low RPM and starts taxiing forward immediately - making it steer to the right due to lack of power on the right engine. The solution would be for the AI to delay the taxiing a bit.

Edited by Sim

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Brief description: AI planes don't attack player planes in multiplayer
Detailed description, conditions:

Start the mission in DServer, join in the game.

Spawn at the only spawn available, in a yak. Fly north.

There are several zones that try different methods to get the AI to attack:

- 018: AI with low prio complete order.

- 019: AI with defend ground unit order (high prio)

- 012: AI with low prio attack area, air targets

- 013: Same as above, med prio

- 014: Same as above, high prio

- 008: AI flies a square pattern, low prio

 

In all cases, AIs do not attack the incoming player. They will fly defensively when approached, and the AI in 008 fired once at me during a frontal merge. Other than that, they won't attack the player.

If you save the mission as single player and try it again, you will find the AIs are now much more aggressive.

 

Other bug: spotting range of ground spotters is incorrect. It seems it's set to 2km or so in the game, despite being set to 10km in the editor.

 

I also noticed, when playing with icons, that AIs turn red immediately when they appear (about 9km away), despite still being gray on the O map.

 

Additional assets (videos, screenshots, logs): Attached mission, airattacktest dogfight.zip
Your PC config data (OS, drivers, specific software):

intel core i5 4690K @ 3.5Ghz, nvidia gtx970.

 

EDIT: striked two bugs which were fixed in 1.107b

EDIT: striked two bugs which were fixed in 1.201d. Case 014 wasn't tested, but I suspect it's fixed too. It would seem the bug is fixed, as it's not clear if fighters are meant to attack in situations 018 and 014.

EDIT: I no longer think 1.201d fixed anything. In more complex missions, fighters are still passive, it seems. Still experimenting...

Edited by coconut
  • Upvote 1

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Brief description: AI planes very passive against attacks during landing

 

Detailed description: When AI planes start to land they ignore all attacks made by enemy planes and continue to fly in landing pattern like nothing happened. They should retract their wheels and get back to the fight if there is fuel and ammo left. 

Edited by Zami

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Brief Description: AI Fw-190 loosing altitude and crashing into the ground when a Command:AttackArea MCU is used in a mission.

 

Detailed description: There seems to be a problem when Fw-190 groups receive a Command:AttackArea MCU in a mission. The flight leader of the group will correctly circle around the AttackArea point, but the rest of the flight can't follow and will slowly loose altitude and after some time will crash into the ground.

For testing I've re-run the same mission with other fighter types and the problem did not happen, so I guess it is an issue of the Fw-190 AI.

Here's a test mission to show the problem:

 

 

FW_Test.zip

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Brief description: Wingman AI is oscillating in pitch while flying in formation

 

Detailed description: All AI wingmen seem to have issues flying straight in formation and will oscillate back and forth in pitch constantly. This seems to happen more with some of the planes than others (particularly with P-40).

 

Additional Assets:

 

Gcf7XJa.gif

Edited by Sim

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Brief description: P-40 wingman AI is damaging engine while trying to catch up with leader

 

Detailed description: While trying to catch up with the flight leader (because of range difference) - P-40 wingman AI will damage their engines at some point. To reproduce the problem - create a two plane formation and give some distance between them (also make them climb).

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Maybe related to the issue mentioned by Sim in the post above:

 

Brief description: AI planes lose altitude when their human flight leader climbs too fast.

 

Detailed description: When the human player in a flight group climbs too fast, the AI pilots are unable to keep formation and will lose altitude. After some time they will crash into the ground. It's especially obvious with the Il-2. For testing create a 4-plane Il-2 flight in QMB and do a fast climb. 

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Brief description: Ju 88 wingmen RTB'ing just after takeoff.

 

Detailed description: I am flying the BoM campaign as a Ju 88 pilot and I have discovered something odd. During my last four missions my wingmen RTB as soon as I give them the order to form up after takeoff. It has also happend without me giving any formation orders. It worked fine in the first ten or so missions I flew but now they report "[callsign] Out of ammo, returning to base!" just after takeoff. On the last mission I flew one of the planes stayed but the other RTB'd. This means that I have to fly the missions pretty much "under-staffed". Question is if this is a bug or a feature?

 

I am flying Full length flights in Expert mode in case it is relevant.

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Brief description: P40 AI pilots exceed engine limits constantly during climb

 

 

Detailed description: AI will broke his engine during climb. First this issue occured with PWCG before BOM beta campaign was released. Now when i tested how AI will manage engine limits with official campaign it seems that problem still exist. It is possible that leader will handle his throttle so that the engine stays alive, but often wingmen who try to keep same speed and altitude will burn down his engine. RPM should be limited to 70-72 % for AI when not in a combat.  

 

Additional assets (videos, screenshots, logs):

First pic official campaign with one wingmen. Player autopilot ON with test purposes

2016_4_6_8_30_25.jpg

 

Second pic from PWCG

2016_4_6_8_14_57.jpg

 

Your PC config data

Win10 64, Z68 pro3, 8gb ram, GTX970 Asus strix, i5 2500k 4.5Ghz

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Some observations and queries after a while of playing both BOM and BOS.

 

Concerning AI fighters:

 

1. Could we have an option to order fighters to ignore target until the Player is ready to release them? A kind of `Stay with me and do NOT attack.` Order?

 

2. Is it possible to give the AI Wingman the ability to warn the Player if a bogey is on his (the Player`s ) 6? Verbally?

 

a, Could we have the AI fighter in squad inform the Player if one bogey is on his (the friendly AI`s) 6? This could be randomly set so sometimes he calls and sometimes he doesn`t.  This could work for rear bomber gunner AI as well.

 

This often helps in spotting in non-icon missions.

 

3. Could you either, a, shorten the wingmen`s ability to see much further than the Player or b, increased the range that distant targets become visible to the Player, so that the Player sees the targets at about the same time the friendly AI wingmen detects it?

 

4. Could we have commands to order our wingman to spread out or close in?

 

Other observations:

 

1. Enemy bombers when landing have their landing nav lights on while still too close to enemy fighters (like me). Shouldn`t they keep their lights off while the enemy is within spotting distance.

 

2. Enemy trains don`t turn off their train lights when under attack (at dusk). While it looks nice, it isn`t logical unless maybe those trains of that time can`t turn off their lights while in transit? I`m pretty sure they should be able to. They are easy to spot with their white smoke as it is.

Edited by seafireliv
  • Upvote 1

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I would add : could it be possible that AI don't see through clouds ? Getting swarmed and sniped while flying in the middle of the overcast layer is just not fun.

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Brief description: AI P-40 hitting ground

 

Detailed description: P-40 AI can`t pull up in time when diving or flying near the deck. They crash to the ground very often.

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Brief description: AI leader is always climbing at maximum climb power


 


Detailed description: If the player is a wingman - it's not possible to catch up with the leader during a climb - as it will go on maximum climb power. Maybe it would be possible to use lower climb power settings for AI leader if it's not in combat? Waypoint command speed does not seem to have any effect on this right now.


Edited by Sim

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Brief Description: AI Fw-190s are unable to follow level bombers when "Command:Cover" is used.

 

Detailed description: When groups of Fw-190s escort level bombers using "Command:Cover" only the flight leader is able to correctly follow the bombers. The wingmen are unable to follow their leader and will lose altitude and sometimes even crash into the ground. For testing start an escort bomber mission in campaign mode, select duration "Full" and see what happens.

 

I guess the problem is related to the issue I've reported here:

http://forum.il2sturmovik.com/topic/12258-autopilot-and-ai/page-3?do=findComment&comment=341628

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Brief description: deaf Il-2 gunner 

Detailed description, conditions:
Sometimes  in multiplayer sessons AI gunner in Il-2 '42 doesn't respond to ordered commands. There are no messages  displayed  in the hud nor voice confirmations  that he will obey orders.


Brief description: AI MIG3 ramm

Detailed description, conditions: BOS campagin. In He111 bombing missions  AI MIG3 pilots ram straight into my flying He111. There were historical events of VVS pilots occasionally ramming enemies but now it looks like to much of them are too eager to become soviet heroes.

 

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Detailed description, conditions (friedly AI  109-F4-G2):  AI planes are too stupid and crash with me in final aproach, or when I am too slow with stop engine or damage. AI planes are more dangerous than enemy. (and never follow the instructions that I give them)

 

Detailed description, conditions (enemy AI-Lag-3-5, P40): Or too smarts, always know AI enemies where I am, with clouds.

 

And please, remove the "aura" of the planes inside clouds, is like a stroboscopic light marking the targets.

Edited by =gRiJ=Toro111

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Brief description: Enemy AI ganging up on the player

Detailed description, conditions: The Enemy AI follows the player and only the player. Even when they get shot down by friendly (to me) AI, they continue to pursue the player. Why?

 

Brief description: Difference in AI gunners

Detailed description, conditions: When I let my friendly AI fighters attack an enemy AI that has gunner(s), they get shot down fairly quick as they approach from the 6 o'çlock position and are vulnerable there. No problem.

Whenever I am flying a machine with gunners, the enemy AI fighters attack me from my 6 o'çlock and my AI gunner does not hit them. Why?

  • Upvote 2

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Brief description: Enemy AI ganging up on the player

Detailed description, conditions: The Enemy AI follows the player and only the player. Even when they get shot down by friendly (to me) AI, they continue to pursue the player. Why?

 

I confirm this. I think it has been getting worse lately. Something strange about their targeting.

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I confirm this. I think it has been getting worse lately. Something strange about their targeting.

 

I can confirm this is happening with PWCG.  This used to happen only when you are flight leader now as a non-AI pilot, no matter flight position, the AI get into target fixation on the non-AI pilot.  If not the flight leader I can also confirm that the friendly  AI will not help unless you are the flight leader.  As the flight leader you must continue to order the friendly AI to attack the nearest enemy aircraft.  Further, as stated earlier, even if the AI enemy  pilot or pilots are getting shot up by friendly AI they will stay on you util badly damaged or shot down.

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Brief Description: Wingman AI behavior

 

Detailed Description: BoM Chapter 1, Pe-2 ground attack mission from Kolodezi airfield with two wingmen. Pe-2s armed with 2 bombs and 10 rockets (default load). At the target AI only dropped their bombs. After first pass I used the [F1] Order: [F3] attack nearest ground targets not the [F3] Patrol: [F3] patrol for ground targets. There was no acknowledgement by AI and they did not attack, but flew over the target convoy toward me. I turned directly to the target and tried [F1] Order: [F6] do like me. A wingman acknowledged the command but did not fire their rockets as they flew over the target again (third time).

 

I turned away and flew toward Kolodezi, both wingmen rejoined in a timely manner (this is a good AI behavior). 6 km from base instructed them to return to base, and they both salvo fired their rockets barely missing my Pe-2 (this is REALLY BAD AI behavior). They split off and flew individual circuits on the same side of the airfield (this is good AI behavior).

 

The aircraft out front #3 asked for and received clearance to land.

#2 rolled out on final, asked for clearance but was denied.

#2 acknowledged and said he was going around. He did not go around, he continued his approach.

#3 landed uneventfully but stopped halfway down the landing area.

#3 was instructed to clear the runway and acknowledged.

#2 landed and plowed right into #3.

 

post-19230-0-33443600-1479003882_thumb.jpg

 

post-19230-0-76717800-1479003899_thumb.jpg

 

post-19230-0-43290300-1479003910_thumb.jpg

 

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Brief description: Ju88 fails to taxi to take-off position

 

Detailed description, conditions:

In a flight of 2 Ju88s, the second ju88 fails to advance to the spot where the AI requests take-off to the air traffic controller.

It happens with a full bomb and fuel load on an autumn map (lapino and moscow). I haven't tried lighter loads or other seasons.

If you replace the Ju88s with Bf110, the problem disappears.

 

Additional assets (videos, screenshots, logs):

AI-takeoff-autumn.zip

 

Your PC config data (OS, drivers, specific software):

Win 10, Nvidia 980ti, intel core i5 4690K

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Happened in Ten days of autumn.


 


Brief description: AI is blind for enemies when landing procedure is started. 


 


 


Detailed description, conditions: Just finished JU52 escort mission and noticed one issue with friendly AI. I landed succesfully after junker was escorted and saw my friendly Bf109 starting his final approach with nav lights on. Suddenly AA started fire and there was still one MIG-3 trying to shoot that BF109 down. Friendly 109 behave like nothing was happening and i was forced to take off again to save him.


That was fun and unpredictable situation, but still i hope that AI could handle that kind of situations and start fighting.


 


Your PC config data (OS, drivers, specific software): Ver 2.006C ,Win10, GTX 970 latest drivers 376.33, i5 2500K 4,6Ghz, Asrock z68 pro 3


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Brief description: Enemy AI ganging up on the player

Detailed description, conditions: The Enemy AI is ignoring all other friendly (to me) aircraft and following only me. This occurs even when the enemy AI are getting chased and shot at by friendly (to me) AI.

 

I have even had enemy attack aircraft (Ju 87s) pursue me in this fashion.

 

EDIT: I tested some 4 v 4 quick missions and the AI did not specifically target me (the player).  I think the problem is with PWCG.

Edited by ICDP

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Brief description: AI do not break off or RTB when damaged, they hav eno sense of self preservation.

Detailed description, conditions: During Single Player missions involving multiple vs multiple AI any damaged AI are not breaking off to RTB.  They fly until their aircraft becomes uncontrollable or their engine dies and only then will they bail out.

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