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Autopilot and AI

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Brief description: Landing priority to damaged planes

Detailed description, conditions:During landings damaged AI airplanes do not have priority to land first. I saw them waiting and crash from damage/lack of fuel because they wait for undamaged planes to land.

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Brief description : He111 and Bf110 Gunners don't reload when they should.

Detailed description, conditions : This has been discussed somewhere else but that may need a report : AI gunners don't reload their weapons once the magazine is empty if there is no immediate threat. Usually once the mag is empty, they will wait until they have to shoot again to reload. The trigger for the reload action should be [magazine is empty] > [reload], for now it is [enemy is in the firing arc] > IF {magazine is empty} > [Reload] ELSE [shoot]

With the QMB It is easy to check the behavior in the He111 against ground target with the front 20mm. Usually the gunner will empty the clip on the first pass. When you make a second pass he will aim but not shoot, and only after a second or so, reload the gun. 

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Brief description : Pilots of single AI bombers are not affected by decreased visibility during the night and in clouds.

 

Detailed description, conditions : Since the release of the Bf-110G2 I am experimenting with night fighter missions. I've noticed a problem when attacking single bombers at night. The gunners are acting correctly and only open fire when they spot the attacking night fighter, but the pilots are not affected by the decreased visibility during the night.They will begin their evasive maneuvers when the fighter is within a certain range, exactly like in daylight missions, even if the fighter wasn't spotted by the gunner because of poor visibility. The same also happens when fighter and bomber fly in heavy clouds during daylight, which should normally prevent spotting.

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Since update 2.007 AI fighters pulling crazy deflection shots. When piloting an FW190 for instance and going into a very fast and sharp turn, the AI manage to pull of deadly deflection shots. When flying at tree top level at high speed, the AI coming from the opposite direction at plus minus 500 meters altitude dives on you spraying your aircraft with bullets and after that, they (AI) hit the mud.

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Brief description : He111 nose gunner stop shooting for no reason.


 


Detailed description, conditions : This issue can be experienced both in offline and online flying. Very often, the front gunner of the He111 just keep aiming at an enemy plane within range but without shooting nor reloading. Sometimes it even starts to shake a bit the gun like if he was hesitating at where to shoot. I believe this happens when asking them to shoot ground targets, but it is a bit less pronounced.


 


Additional Assets: 



 


This can be seen all along that video I made for another thread. The ventral gunner seems to do a better job a the shooting-reloading sequence but it could be double checked as well. Look especially from 2:20 to the end where it is obvious that something is wrong.


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Brief description: Stuka equipt with 7,7 mm gunpods prioritice air targets

Detailed description, conditions: Happens both in campaign missions an quick missions. The Stuka AI only attacks ground targets with the 7,7 mm gunpods after the sky is clear of enemy airplanes. The Stuka AI aggrassivly attacks the enemy planes. Surprisingly succesfull by the way.

 

I can confirm that this also happens with the 37 mm cannnon pods. AI's prefer air targets over ground targets.

Reproduction: every time. Easiest to see in quick mission with a few Pe2's and FW190 escort.

Edited by RedeyeStorm

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Brief description: AI wingmen broken after patch 2.010

 

Detailed description: AI wingmen doesn`t do anything else other than follow the leader in SP missions. They remain passive, won`t attack enemy or take any orders in action point. Tested in stock and scripted campaigns.

  • Upvote 2

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Brief description: AI wingmen do not function as they should after the 2.010 patch.

 

Detailed description: My AI wingmen do not respond to any orders nor engage any enemy targets. They remain useless while simply following the flights lead craft. I have tested in several SP missions with various types of craft with the same non performance experienced.

  • Upvote 1

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Brief description: AI on ground attack mission attack airplanes.

 

Detailed description: in campaign missions I noticed that ai planes ditch their bombs and start to engage the defending fighters. This for ground attack planes like the bf110e2, me109 e2 and 7. As in campaign missions there are always severaldefending fighters ground targets never get bombed only strafed after the defending fighters are destroyed.

 

Reproduction: every escort mission in fighter in 2nd stalingrad campaign with ground attackers as escortee.

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Brief description: Version 1.012  AI controlled Bf 109 E7 flies into the ground during attack.

Detailed description, conditions: During my recent mission building efforts, a bomb laden E7 was tasked with attacking ground targets in a designated area. The bomb attacks were successfully carried out but during any subsequent gun attack on a ground target the craft flies into the ground, buildings or trees. This happened repeatedly. I finally had to have the E7 bingo back to base after dropping its bombs to avoid it killing itself.

Additional assets (videos, screenshots, logs): None.

Your PC config data (OS, drivers, specific software): Windows 10 Home Edition

Edited by Thad

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Brief description: Low speed of AI controlled FW190 A3 during takeoff and climbing

Detailled description: In PWCG AI controlled FW190 leave the runway during takeoff to the left, and often one or two of them, positioned in front of me, are rolling through the rough with very low speed, so I pass them on my takeoff run. They sometimes make it in the air behind the runway, but sometimes they stay on the ground. After takeoff, they immediately make hard right and left turnes with less than 300km/h, and then start climbing at about 1.1ATA and around 2200RPM with 270km/h. I noticed the low climbing speed in Jade_Monkey's 'The Butcher' campaign, too. In the Bf109 F2 AI is climbing with around 400km/h, so 270 is quite slow.

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Brief description:

Pilots dive hiting ground

Detailed description, conditions:

If I send msg to Ai pilots to cover me and I'm close to the ground with a enemy on my tail. They dive bomb trying to get behind him but don't pull up in time and smash into the ground

Additional assets (videos, screenshots, logs):

 

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

Win10

 

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Brief description: end of mission report blank

 

Detailed description, conditions: after you finish a screen you are presented with a blank screen which normally has your mission report. At the top left is mission select

 

Additional assets (videos, screenshots, logs):

Your PC config data (OS, drivers, specific software): win10, 388.?? Nvidia.

Brief description:

Enemy pilots gang up on 1 plane

Detailed description, conditions:

I’m finding the enemy AI gets fixated on one plane ignoring all the rest. Sometimes you can have 3 enemy following one plane while ignoring all the rest. Not to mention your own wingman ignoring them. I’m really finding the AI of this game lacking and this some serious addressing

 

Additional assets (videos, screenshots, logs):

 

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

Win10

Edited by RedDogDecpper
  • Upvote 1

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I am getting reports of PE2s behaving like fighters.  The aircraft in question are loaded as bombers and assigned to a bombing mission.  All waypoints are medium priority.

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Brief description: Low speed of AI controlled FW190 when giving up altitude on approach to home airfield

Detailled description: In PWCG AI controlled FW190s give up altitude, when they are on the approach to their home airfield at a speed of 350km/h, when flying missions with the Bf109 F2 they do this with 500km/h, which, for a fighter, makes much more sense.

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Brief description: AI Hs129 having trouble taking off

Detailled description: When creating a SP mission, the AI Henschel HS129 has trouble taking off. It starts ok, then goes a bit to the right due to torque, and when it's getting too far to the right it compensates too hard to the left and ends up looping in the ground when it's in the middle of taking off.

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Environment: IL-2 version 2.012, Win7 x64

 

Brief description: AI cannot modulate engine power, they work in a 'all-or-nothing' mode on ground or in the air

 

Detailed description

 

Those were experienced for ex. with scripted campaigns (like The Butcher) in realistic mode.

 

1) On ground when taxiing: the AI iterates with

- a large surge of throttle at high RPM to start moving

- moves the throttle back to idle when it starts moving

- waits until it stops

- repeat

 

That makes their taxi awkward and very long, sometimes I have to wait 10 minutes before they get lined up on the runway (Fw 190 seems to be one of the worst). I do mean 10 minutes lining up on the runway, not counting the taxi. That is not good for the engine either, since they do that from the start when the oil is still cold.

 

2) In the air when flying in formation: the AI keeps up with the leader by applying the same behaviour, they either

- max the RPM to advance when they are getting behind, or

- have low RPM to slow down when they are getting level

 

I can hear them even when I'm sitting in another airplane in the formation. Beside the simple fact this is very irritating, this is not ideal for the engine.

Edited by Redglyph
  • Upvote 1

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Brief description AI Fw190 A5 crash into water during ground attack

Detailed description I noticed that after giving them order to attack closest ground targets and ships were closest they all (3) attacked that ship one by one, and they did not pull up on time and ALL crashed into water.

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Brief description: AI leader is too fast in climbs with Bf-109 (at least -f4 and -g2 variants)
Detailed description, conditions:

After take-off, an AI leader in Bf-109 airplane climbs at more than 400 km/h. It's simply not possible to keep up without overheating the engine.

- in career mode, tested in 3.001, for ex. Kuban JG.52. A similar problem arises from the bombers that the group is supposed to protect, they don't wait and rush to the attack waypoint. If they are Fw-190 it's impossible to catch them up and they end up killed by enemy fighters before the group has a chance to defend them.

- in scripted missions (try Allmost for ex), tested last in v 2.012.

- in generated missions (PWCG), tested last in v 2.012.
When the AI reaches the specified altitude, it slows down and accelerates in a cahotic way around waypoints, which makes it very hard to keep formation.

Sustainable playback conditions (if any, you have, need Step-by-Step description)

- career mode, Kuban, German side

- select a unit with Bf-109

- start a mission from the runway with AI as leader
Additional assets (videos, track. screenshots, logs):
N/A

Edited by Redglyph
wrong unit

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Brief description: Commands by sqadron leader missing
Detailed description, conditions: I t would be fine to have more possibilities to influence the Ai-mates by differentiated commands, like "attack bombers", "attack fighters", "attack AAA", etc.

 

Edited by I./ZG15_Karl_Modeller

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Gents,

On mobile so I can't totally check all posts, however is anybody aware if A20 bomber sight has been reported for acting irratically when trying to scan for targets in MP?.

If not I will raise it. I apologise if it has already been raised somewhere else. Raised here as believe losely related to autopilot/autolevel.

 

Thank you

 

H

Edited by Haza
  • Confused 1

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Brief description: AI flying into terrain while taking very risky shots
Detailed description, conditions: Career Mode, VVS Mig-3 career Moscow, intercepted over home airfield on return. 2 109s hit the ground as they try to shoot my landing plane.

 

Attached: _gen files of mission

 

 

 

 

VVS_Career_Moscow_109_SuicideAI.zip

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Brief description: autopilot doesn't turn completly off

Detailed description: when actvating the full autopilot (not just the wing leveler) it will not turn off completly when I wish to take control back. When pushing the engine the automatc rpm limiter turns on automaticly and can not be shut off. To be able to shut it off as awork around you have to actvate it with custom setup. It will also automaticly activate but can the be shut off again. Happens in career mode with both p40 and 109 f2. Not tested other planes. Frequency and reproductable in every mission.

 

 

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Brief description: FW190 pilots (AI) are frequently crashing on take off(~40% of the the missions)

Detailed description:  This based on Career mode in Kuban flying for the Sch.G1.  In many cases this impacts 1/2 or more of the wingmen.  Occasional erratic behavior after take off, such as circling at low level and crashing into cliffs next to air base (Anapa in this case).

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Brief description: AAA Gunners wriggle like crazy
Detailed description, conditions: Same as the brief description, nothing much more to add here...
Additional assets (videos, screenshots, logs): See Video below.

Your PC config data (OS, drivers, specific software): Client: Windows 10 Pro 64 Bit (Fall Creators Update), Intel Core i5-2500K, Nvidia GTX 970, 16GB RAM, game on SSD. Server: Windows Server 2016, Intel Core i7 4770, Microsoft Basic Graphics, 32 GB RAM, game on 2TB HDD.

 

Brief description: AI Planes land across the field and run into random objects.
Detailed description, conditions: In the Video below, AI was set to land on the airfield's runway. Instead they decide to land just "wildly" across the field and afterwards taxi into a nearby village for no reason
Additional assets (videos, screenshots, logs): See Video below.

Your PC config data (OS, drivers, specific software): Client: Windows 10 Pro 64 Bit (Fall Creators Update), Intel Core i5-2500K, Nvidia GTX 970, 16GB RAM, game on SSD. Server: Windows Server 2016, Intel Core i7 4770, Microsoft Basic Graphics, 32 GB RAM, game on 2TB HDD.

 

Cheers!

Mike

Edited by SAS_Storebror
Edited out footer of 1st post because forum decides to merge two subsequent posts on it's own...

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Brief description: Stuka dive bomb issues.


Detailed description, conditions: 

  • Stukas don't drop bombs due to steep dive angle. 
  • If bombs are dropped during dive they dramatically miss the target.
  • Sometimes bombs are dropped as high as 2000m. (should be below 1000m)
  • Wingman accelerate fast past flight leader once the attack mcu is triggered.


Additional assets (videos, screenshots, logs):

(It should be noted that I or anyone can produce a simple Stuka dive bomb test and odds are it will work just fine. However, in my Stuka missions both old and new, they DO NOT work. It took hours of attempting to reproduce this issue in a simple Lapino test setting.)

 

Edit: Reproduced a Stuka dropping a bomb too early/at high altitude during dive attack: Stuka Drops too high.rar

Edited by NETSCAPE

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1) Brief description: AI leader often leads flight through the clouds


Detailed description, conditions: Instead to fly under or above clouds AI often fly through them if the flight height from the briefing is the same as the height of the cloud layer. Noticed when clouds in the layer are scattered (ie. it is not completely overcast but approx 4/8 cloudy sky). Noticed especially since the new 2nd cloud layer has been added. The situation is worse because AI fly often at full throttle and that is why it is impossible to fly close to them for a longer time period and sooner or later visual contact is lost...

 

 

2) Brief description:   AI should fly in pairs, i.e. leader + wingman

 
Detailed description, conditions:  Currently programmed AI flight model consist of AI leader followed by all other A/C (regardless there are 2, 4 or 6 of them). IMHO AI deserves to be reworked to be able to fly with pairs. Player's role then would be different if he is a wingman, a leader or even a flight leader... Flying in pairs would add much realism to the combat sim. I know it would probably mean to rework AI completely but this would bring offline experience to much higher level...

Edited by Tapi

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Brief description: AI leader leads flight at full throttle all the way to the target area - the leader should user cruise settings instead


Detailed description, conditions:

(v. 3.003) e.g. soft column strafing mission Bf 109 G-2 Stalingrad campaign (I/JG53, Tusov). Waypoints 1 and 2 are on the way, waypoint 3 is the target area. Since the take off through the waypoints 1 and 2 AI leader's speed is 470 km/h. This speed is sustainable only at fully trimmed a/c, ball precisely centered and combat settings 1,3 ATA all the way! Only just before the target AI leader suddenly lower the speed considerably and drop the bomb. Such high-speed cruising is not only unrealistic but also impossible in case the player's plane involved has shorter time limited combat setting than Bf 109 G-2 (30min). IMHO this is one of the most distracting ill feature of AI in the game and often spoils the campaign missions. AI leader should fly slower to allow other members of his flight to join and retain formation without the risk of the engine damage or losing leader out of sight....

 

Additional assets (videos, screenshots, logs): 

I have the track of the described mission but rar has 95 MB - if you want it, just let me know I will deliver it to you.

Edited by Tapi

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Brief description: Searchlights don't track the player's plane.


Detailed description, conditions: The player's plane doesn't get tracked by searchlights. Searchlights only track AI aircraft. Can be tested in quick missions when flying above an enemy airfield at night alone or together with AI aircraft.

Edited by Juri_JS
  • Upvote 1

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Brief description: AI crashes into buildings when landing (and on the ground during the mission)


Detailed description, conditions:

- watched the enemy Bf-109 landing back at the airfield

- two that I've seen crashed into the airfield buildings during the final approach

- the airplanes were in apparent good state, just oblivious of the surroundings

 

On this particular mission,

- 4 allies AI crashed on the ground because they couldn't fly properly, not because of some damage or because they were shot down,

- 3 enemy AI crashed on the ground for the same reason.


Additional assets (videos, screenshots, logs):

- track

- screenshot


Your PC config data (OS, drivers, specific software):
- 3.006

- win7 x64

ai_landing.zip

2018_11_2__19_37_59.jpg

Edited by Redglyph
Adding screenshot

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Brief description: AI can't start La-5 engines.
Detailed description, conditions: When spawning AI La-5 planes (FN or series 8, doesn't matter) on ground in "parked" position and issuing the "takeoff" command, AI will attempt to start the engine but apparently fails to adjust mixture settings properly, resulting in the engine dying immediately after startup. This repeats in an endless loop:

Nav Lights on -> Start Engine -> Engine comes up -> Engine dies -> Nav Lights off -> Wait 10 seconds -> Back to Step 1.
Additional assets (videos, screenshots, logs): Not applicable.

Your PC config data (OS, drivers, specific software): Client: Windows 10 Pro 64 Bit (Fall Creators Update), Intel Core i5-2500K, Nvidia GTX 970, 16GB RAM, game on SSD. Server: Windows Server 2016, Intel Core i7 4770, Microsoft Basic Graphics, 32 GB RAM, game on 2TB HDD.

 

:drinks:

Mike

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Brief description: AI bomber pilot doesn't close the bomb bay doors after run
Detailed description, conditions:

- A-20B bomber mission 5 of "Havoc over the Kuban" (for example)

- equipped with internal bombs and extra bombs attached to the wings

- the AI drops the bombs over the target, but forgets to close the bay door, it remains open all the way back to base
Additional assets (videos, screenshots, logs): screenshot
Your PC config data (OS, drivers, specific software):

- version 3.009

2018_12_31__20_53_2.jpg

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Brief description: AI taxis some planes too fast, and will crash into planes ahead of them on the taxiway

Detailed description, conditions: Some planes, such as the Spitfire MkV, the AI will taxi at quite high speed, such that if you are taxiing at a more sedate speed, your wingman will zoom into the back of your plane. I've also seen that the Yak 1b is taxied by the AI quite a lot faster than the Yak 1 s69, such that a flight of mixed Yaks with a 1b behind a 1s69 can have the AI 1b crashing into the back of the AI 1s69.

Additional assets (videos, screenshots, logs): Mission file attached, track demonstrating AI crashing into back of player when flying this mission is at https://drive.google.com/file/d/18tjrIzSTSkRByQDhv-N45lhwlrFNSWbC/view?usp=sharing

Your PC config data (OS, drivers, specific software): Version 3.010

Spitfire 1943-06-17.zip

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Brief description:  If autopilot engaged after takeoff, it will unlock tail wheel (only tested Bf109s).

Detailed description:  Following the release of v3.10 the autopilot now unlocks the tail wheel if it is turned on after takeoff.  Seems to be no goood reason why it should do this.  It has caught me out on a number of occasions when I have not realised that the tail wheel is unlocked during my landing roll and ground-looped.  Still present in v3.10c hot fix.  Only tested the Bf109 series.

 

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