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BlackSix

Autopilot and AI

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Brief description:  Using Custom realism the Throttle auto limit activaties by itself even if off in options

Detailed description: I am using Custom settings for my SP experience. I have the following items selected:

  •  Object markers
  •  Navigation markers
  •  Allow spectators
  •  Warmed up engine
  •  Autopilot

In every campaign or mission (PWCG) somewhere during my flight the Throttle auto limit activates by itself and can't be turned off again. In PWCG I have no time stamp when it occures. In campaign missions it always happens when arriving at the target waypoint. Workaround for now is to also select Throttle auto limit in custom realism so I can turn it off mid flight. 

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Brief description: Too low cruising speed of the FW190s in PWCG missions

Detailed description: When I fly a FW190 A, no matter which one of those three, in PWCG, My flight flies with cruising speeds between 250 and 300km/h, however I set it in the Aircraft file to 420km/h. With other aircrafts the setting of the cruising speed in the Aircraft file works as intented, just the FW190 A does not work anymore since one of the last game updates.

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Brief description: New Fighter AI is suicidal in 3.201

Detailed description, conditions:

Career Mode, Realist, Normal dificulty, Medium Activity.

The new Fighter AI is amazing, seems much more realist, but they often die crashed.

It happens to my team-mates with Mig-3, and to enemies with 109 F-2 and F-4

It seems like they faint because they push to hard on the stick and are affected by the new G system.

80% of fighters die icrashed n different type osfmissions.

 

unknown.png

Edited by =SFF=_cercataa
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Brief description: The new AI really likes the ground
Detailed description: 

For the most part I'm loving the new AI.  They're more aggressive and unpredictable, are now far more accurate, and have become an actual challenge to contend with.
Unfortunately, in becoming more aggressive it seems as if they've become a lot more reckless. 

 

Pre-update it was already a slight issue that the AI could get a bit overzealous and dive into the ground, though it didn't happen that often. 

That seems to have changed however, as I was just in a large dogfight in my Stalingrad career involving 18 Bf-109 F4s and G2s engaged with 9 I-16s, 6 La-5s, 6 MiGs, and 12 IL2s.
Now in an engagement of that size and general chaos there are bound to be heavy casualties on both sides, and there were, but of the 9 Bf-109s which were destroyed, only 2 were actually shot down, the rest simply flew directly into the ground.
The same was true for the Soviet aircraft as well, though more were shot down rather than crashed, several times I watched MiGs careen off mid turn straight into the ground.
My theory is that the new G-Force effects combined with the AI's more aggressive flying has proven to be a fatal mixture.

As a side note: at one point during the engagement I attracted the attention of 4 La-5s and was forced to dive for the deck.  They pursued me at treetop level, and actually managed to score a few hits (which the prior AI would never have been able to do), but some time after that as we crested a hill at around 500 km/h, the pilots of the 2 lead La-5s began to rapidly pitch up and down looking almost as if they were vibrating.  The force of which at 500 km/h promptly tore off their elevators.  Now I don't know exactly what caused the AI to do this, I just know that I lived as result when I probably shouldn't have.
Can't really depict the La-5s vibrating in image form, but pics related are one of them.

PC Config:
64 Bit Windows 10
Intel i-5-8600 @ 3.10 GHz, 6 Cores

Nvidia GTX 1080 GPU

16 GB RAM

 

20191002012810_1.jpg

20191002012751_1.jpg

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On 10/27/2014 at 10:07 AM, BlackSix said:

The purpose of this topic is to provide us, the devs, with readable and structured information about the issues of corresponding types

How should a message be formatted:
1) Make sure that the issue is actually a game bug, and it has not been reported yet
2) Copy the template text (as shown below this list)
3) Fill in the blanks
4) If you are not reporting a new error but want to add to somebody's message, please, just quote it and use the same template for your addition.
 
Recommended form:

 
The topic is under strict moderation rules. Any message that does not follow the guidelines will be deleted without warning. This topic is for bug reports.

 

1) This bug has been (partly?) reported. AXIS airfield Ai take off, in my case sets of 8 and 4 He111 bombers. START is on Runway, checked all waypoints for range, speed and height.

Various tests, and always and some planes start but won't get off the ground (looks like they have not enough speed). Or crash: in the set of 4 the leader and number three survive the start, number 2 crashes into the ground, and number 4 gets stuck in the field after the runway (Venlo, Rheinland map).

The complete route is linked and the planes are meant to land on the same field used for take off with a land command MCU.

 

Also it seems, using F3 view,  the leader cannot really make speed; drags on through the grass after the runway and then all of a sudden increases height and speed.Tried various locations for mission begin, timer and takeoff MCUs. 

 

Please note, a taxi after parking is NOT the issue here, but i'll try that sometime.

 

Remark, there's 4 planes, Allies, Spit Mk ix, Leader (player) and 3 wingmen, taking off from parking on a different airfield, already. I could upload a mission file if any dev is interested, pm me then please. For now i give up, spent too much time on finding it. I also guess this Ai coding business is probably very complicated. But maybe there is some trick i couldn't find so far. J

-------------------------------------------------------------------------------------------------------------------------

ADDED 10-10-2019 : Tried the same Ai departure of 4 ju88 bombers instead of the He111s, they all took off,  the runway seems just long enough now (Venlo again) ...

 

Edited by jollyjack

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Brief description: AI controlled arcraft fail to drop bombs!

Detailed description, conditions:

Offline mission, several flights of Bf-110's are set to attack the airfield with AttackArea trigger, they perform attack runs, dive to the targets but all of them fail to drop the bombs; instead they go around for another run!  

 

BombingTest.rar

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Brief description:  AI P-39s regularly blow their engines.

 

Detailed description:  Flying the Kurban career on the blue side, if I bounce AI P-39s and maintain an altitude advantage through the fight, the AI aircraft invariably destroy their engines trying to climb up to engage me.  I’ve seen this on multiple occasions, where the engine failure is preceded by a large belch of black smoke followed by the engine stopping. 

 

The P-39 seems to be the only aircraft effected but have not tested extensively.

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Brief description:  AI pilots positioned outside cockpits

Detailed description 4.001, first career mission Spit IX, all pilots (myself included from external view) positioned outside cockpits since take off. This mission was flown for the second time. For the first time, AI pilots were positioned OK.

 

 

err2.jpg

Edited by Tapi
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Brief Description: AI Tank Crews become unresponsive to targeting and move to point commands. 

Detailed Description: When driving the Tiger I to test out the new Crew Command system my crew suddenly became unresponsive to any targeting and move to point commands and would sometimes act erratically such as moving the turret away from the target or going in the wrong direction. I restarted the mission several times and it failed to resolve the issue.

Edited by BBarnes005

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Brief description: Terrible / ridiculous AI of the enemy BOS
Detailed description, conditions:

I can fly allone against 5 ACE-Enemys (and more) without Problems?

There is no Dogfight, this is clay pigeon shooting.

The enemy dont makes evasive action like turns or rolls?!

Even if i hit him, he continues to fly big rounds.

if the attitude was beginner - it would be ok, but not on ACE !!! :-(

So the air fight is boring, and for me that's the most important thing in the simulation.

I tried it in quick missions and self created missions, without distinction.

 

why this? in "rise of flight" or "il 2 1946" it was nearly perfect. :-)

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19 minutes ago, FlyingMat69 said:

Brief description: Terrible / ridiculous AI of the enemy BOS
Detailed description, conditions:

I can fly allone against 5 ACE-Enemys (and more) without Problems?

There is no Dogfight, this is clay pigeon shooting.

The enemy dont makes evasive action like turns or rolls?!

Even if i hit him, he continues to fly big rounds.

if the attitude was beginner - it would be ok, but not on ACE !!! 😞

So the air fight is boring, and for me that's the most important thing in the simulation.

I tried it in quick missions and self created missions, without distinction.

 

why this? in "rise of flight" or "il 2 1946" it was nearly perfect. 🙂

Can't speak for devs Mat, but IL 2 1946 had simplified FM for AI. This game had full FM for AI so it is much more difficult for them to get AI fly properly. As far as we know they continually improves AI but it is unfortunatelly tedious and slow process. My advice: try not only QMB but also Career and set the AI to the highest difficulty in the career settings. IMHO AI fighters in the career are not so bad on max settings... (but AI behaivour varies and is obviously dependent to many factors).

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4 hours ago, Tapi said:

Can't speak for devs Mat, but IL 2 1946 had simplified FM for AI. This game had full FM for AI so it is much more difficult for them to get AI fly properly. As far as we know they continually improves AI but it is unfortunatelly tedious and slow process. My advice: try not only QMB but also Career and set the AI to the highest difficulty in the career settings. IMHO AI fighters in the career are not so bad on max settings... (but AI behaivour varies and is obviously dependent to many factors).

I can get a good dogfight in qmb, but i havent played career after release of the bobp because AI is unplayable. In every mission i get something hilarious or ai is just passive.

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Brief description: AI is able to completely see, track and aim on targets through clouds
Detailed description, conditions: AI is able to navigate in overcast conditions, track target and shoot in zero visibility.  To test and replicate - setup 1vs1 quick mission, Overcast at 1300 meters, Starting altitude 1500 m, fly straight, visibility zero. AI is able to fly past 1.8 km do a 180 turn, track player and shoot it down (graphic cloud settings do not matter). According to Jason, AI has LOS blocked by clouds, so I consider that this is currently a bug because of new clouds tech or updates in AI. Here is Jason's post on this matter:

Additional assets (videos, screenshots, logs):  I am attaching screenshots and a track that AI is able to shoot player down in completely blind conditions. 

AI_Zero_Zero.thumb.jpg.8bf8a6cf288a6da2d619af5f9ba0215c.jpgAI_Zero_Zero2.thumb.jpg.804798e841623948f438face57f9cdf1.jpg 


Your PC config data (OS, drivers, specific software): Intel i2700k, 32Gb DDR RAM, Windows 10, 250 GB SSD, Nvidia drivers, TrackIR 

AI_clouds.zip AI_clouds_mission.zip

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Brief description: AI Bomber ignore "command Attack area"

 

Detailed description, conditions: Since 4.002  enemy AI Bombers in my missions, wich worked fine before the last patch, ignore the attack commands.
Before the Patch they dropped the bombs where they should, now they flight straight on after reaching the last way point before the "command: attack area" (attack ground).

 

For testing i changed the "attack area" into "command: attack" that causes the Bombers to cycle endless at the last way point before the command attack.
Tested it also in a quick'n dirty new mission, same behavior (tested with  B25 and A20). 

 

 

Edit:

Tested the simple quick'n dirty mission (1Waypoint -> Attack area  relativly close to each other, ~10km, on Lapino) with 4.003 and 4.003b which are working fine. 
Now, after 4.003b, I got some time to test my Rheinland  map  mission which is more complex and the distance between wp and atack area is ~30 km. Sadly the B25s (3 groups of 3 planes each) are ignoring the attack area.

 For testing i set the waypoint closer to the Atack area (~10km) for one of the groups and this Bomber group attacked the target propperly. Did this for all three groups, now they act correctly.👍

Edited by CorvusX

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The escorted AI bombers don't drop their load when I'm flying an escort mission.

 

I had this the third time now on the Moscow map after the last update.

Today it happened when I flew in career in the IV./51 Squadron 'Mölders' starting at the airfield at Vjazma on 11.03.41 and had to escort a flight of Ju-88 to Polotnjaniy Zavod. After the 'hold your height/prepare to bomb' order from their leader they flew straight over the target without doing anything, kept their flight path and didn't return to base. In another case they made a slight curve until they left the map below.

 

 

Edited by vonGraf
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Brief description:  Total aircraft control autopilot enables with no reason (and I have no key assigned to this) and AI plane disappear and appears again (can`t see with external camera option)


Detailed description, conditions: In map Rheinland winter, mission made with mission editor. After take off about 3-4 minutes, total control autopilot enables with no reason (and I have not configured with any key) and I don`t have control of my plane. The same situation happens to the 3 AI planes that go ahead of me, they turn left and don`t follow the waypoint. The 3 AI Me 262 are independent, no with leader. All planes turn to left automatically. After some seconds, total autopilot controller off and I can control my plane again (and AI planes return to its route too). 
Another 1 minutes, all bug  again.


Additional assets (videos, screenshots, logs): Video attached (issue start about 19:00 minute)
Your PC config data (OS, drivers, specific software): I5 7600K / Win 10 pro / EVGA 1070ti with last driver (441.66) / Saitek X45 stick / X55 throttle / Saitek rudder pedals 

 

 

Update: -Tested in a new map in Rheinland winter, and same issue.

               - Tested in map Moscow winter and NO issue. All flight OK

 

 

 

Edited by GOA_Walter_Nowotny
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Brief description: AI pilots crash into one another when taxiing or landing


Detailed description, conditions:

Career mission, Bodenplatte, TempestMkVs2 flight of 7 coming back from mission.

The first plane stopped in the middle of the runway after landing, the next planes crashed into it, even though there was ample place to break and stop before (they were taxiing at low speed at this point). The next 4 planes did the same, this ended up with 6 crashed planes.

 

I had other similar behaviour from the AI on the ground

- when I was overflying the runway, I saw a similar event of a plane stopping on the runway instead of freeing it after landing, another plane crashed into it

- after I taxied back to a parking lot and shut down the engine, a 1st wingman stopped near my plane (nose in my direction, engine still running as if he wanted to continue taxi), another one came behind and crashed into the 1st wingman

 

So I observe the following issues:

- the AI has no awareness of the obstacles ahead when taxiing after landing

- the AI often stops on the runway and doesn't free it, even though the plane seems in pristine condition, and with engine still running

- the AI lands even though other planes are still on the runway


Additional assets (videos, screenshots, logs):

I have screenshots, please give an email or a way to upload them, these forums refuse the IL-2 screenshots.


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

IL-2 version 4.003b

 

2019_12_21__19_18_29.jpg

Edited by Redglyph
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Posted (edited)
On 12/22/2019 at 6:31 PM, Redglyph said:

Brief description: AI pilots crash into one another when taxiing or landing

[...]

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

IL-2 version 4.003b

 

 

 

Problem is still very much there in 4.004. It's mandatory to stop the game after the 1st plane has landed, or they will destroy one another.

 

 

taxi.jpg

Edited by Redglyph
editor bug that merges different problems

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I know is not very scientific but has the AI become very poor in the recent updates? I notice that Ace AI fighters basically do nothing, they hardly engage in attacks and are very easy to avoid and defeat. They are better at defending but when it comes to attacking there doesn't seem to be a change in difficulty.

 

I have also noticed that when flying as a leader the AI are terrible at keeping formations, they lag behind and sometimes get lost altogether. I will fly slow and slow but they never seem to catch up. Just wondering if anyone else encountered such behavior. If other people have similar issues then I will investigate further, maybe it is just placebo and some set circumstances causing these perceptions.

 

Gunners on ace are still just as deadly though.

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On 12/23/2019 at 1:31 AM, Redglyph said:

Brief description: AI pilots crash into one another when taxiing or landing

Fixed

 

On 3/1/2020 at 5:06 PM, Redglyph said:

Problem is still very much there in 4.004. It's mandatory to stop the game after the 1st plane has landed, or they will destroy one another.

I'm not sure what was fixed, I'll check again, thank you.

 

On 4/20/2020 at 9:23 PM, Retrofly said:

I know is not very scientific but has the AI become very poor in the recent updates? I notice that Ace AI fighters basically do nothing, they hardly engage in attacks and are very easy to avoid and defeat. They are better at defending but when it comes to attacking there doesn't seem to be a change in difficulty.

I can only say that work is being done on AI.

 

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Brief description: AI keeps fighting after depleting ammo


Detailed description, conditions: AI keeps fighting after depleting ammo, chasing enemies even tho they can't shoot a bullet. They should go back to base once they can't fire anymore, or at least disengage. You can also see this by activating autopilot during engagements when you have no ammo left, your plane will have the exact same behaviour.

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Not sure if this is the right topic, but it has to go somewhere. 

 

Brief description: 

AAA gun having unreasonably high rate of fire.
Detailed description, conditions:

Observed in multiplayer on Wings of Liberty server. Animation looped and there was most probably no enemy plane around.

Additional assets (videos, screenshots, logs):

Sorry for shaking, I was laughing at what we saw ;)

 

 

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Brief description: 

AI stuck at firing to bad location
Detailed description, conditions:

Panther tank(AI) was hit in the engine area, he kept firing to the location when he was aiming before the hit. Nobody was there.

Additional assets (videos, screenshots, logs):

 

Panther.jpg

Panther2.jpg

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Brief description: 

AI firing skills of fighters and bomber gunners in QMB


Detailed description, conditions:

AI fighter planes don't make deflection shots. They only fire during  head-on attacks or when they are at your six.

The AI bomber gunners on the other hand are very skilled compared to the AI fighter pilots.

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What level of skill do you set for fighters?

On 5/25/2020 at 10:31 PM, Voidhunger said:

Brief description: 

AI stuck at firing to bad location

In such cases, we need a track, maybe there was an enemy tank behind the forest.

On 5/21/2020 at 6:17 AM, RavN_Sone said:

Brief description: 

AAA gun having unreasonably high rate of fire.

88mm AA was standing?

On 5/4/2020 at 6:17 PM, Tarkus8 said:

Brief description: AI keeps fighting after depleting ammo

FC or WW2 fighters?

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4 hours ago, -DED-Rapidus said:

In such cases, we need a track, maybe there was an enemy tank behind the forest.

There were only the four T34, which are on the screenshot. The panther slowly moved turret to my location, firing all the way.

I let him shot twice (to the forest) before I ended his suffering.

 

Sometimes the AI is stuck forever in firing animation, when damaged. Only the firing animation, no actual shell is fired.

 

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Posted (edited)
On 11/14/2019 at 7:48 AM, Tapi said:

Can't speak for devs Mat, but IL 2 1946 had simplified FM for AI. This game had full FM for AI so it is much more difficult for them to get AI fly properly. As far as we know they continually improves AI but it is unfortunatelly tedious and slow process. My advice: try not only QMB but also Career and set the AI to the highest difficulty in the career settings. IMHO AI fighters in the career are not so bad on max settings... (but AI behaivour varies and is obviously dependent to many factors).

 

So what benefits does this full FM bring to us except complexity?

Edited by elegz

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On 5/28/2020 at 1:23 PM, Voidhunger said:

Sometimes the AI is stuck forever in firing animation, when damaged. Only the firing animation, no actual shell is fired.

 

We have caught a possible reason, there will be a fix in the next update, I ask you to look at this point carefully.

5 hours ago, elegz said:

So what benefits does this full FM bring to us except complexity?

Same that the plane does not fly on rails and is controlled in the same way as the player controls.

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Posted (edited)
6 hours ago, elegz said:

 

So what benefits does this full FM bring to us except complexity?

 

What major benefit does a full Flight Model in a flight simulator have? The various planes do NOT fly or perform exactly the same. They have their own character, strengths and weaknesses that need to be learned, used or overcome by the pilots.

grin.png

Edited by Thad
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Posted (edited)
14 hours ago, Thad said:

 

What major benefit does a full Flight Model in a flight simulator have? The various planes do NOT fly or perform exactly the same. They have their own character, strengths and weaknesses that need to be learned, used or overcome by the pilots.

grin.png

 

Obviously I meant FM for AI. It's great that AI has to deal with exactly the same level of realism and difficulty as the player but it's useless if AI is a dummy and it takes years to fix that. Maybe, it was not the best design decision then and it's not the best excuse either, IMHO. Per my understanding, IL-2 1946 had FM simplified for AI but it was an overall better SP experience for me. Not to mention flight structure, management, and communication. Wingman 1...5 is a joke that should've not appeared in a WWII flight combat simulator at all but it's still there. Would be great to see more dev blogs on AI and SP improvements instead of "you do not undestand how complex and cool it is!" Maybe, more people will understand then.

Edited by elegz
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On 7/6/2020 at 3:46 AM, -DED-Rapidus said:

We have caught a possible reason, there will be a fix in the next update, I ask you to look at this point carefully.

Same that the plane does not fly on rails and is controlled in the same way as the player controls.

 

Hi, this bug is still there.

AI t34 was hit (probably destroyed, enemy tanks didnt fire at it no longer), started to smoke (which is probably from the firing the main gun) and fire like madman :)

anyway once I saw t34 smoke exactly the same way like in this video, but there was no visible firing animation.

I thought that is a new added smoke effect in 4.008 , but its not :)

 

 

I just made a quick video (bad quality)

https://www.youtube.com/watch?v=cZAnrusWxQQ&feature=youtu.be

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Brief description: Waypoint "Low" Priority behaviour change on version 4.008.
Detailed description, conditions:
Fighters do not engage air combat anymore if they are flying between waypoints with "Low" priority. This has been the setting thus far to get your AI planes to actively seek targets and engage targets of opportunity while transiting. Happens on single missions and DServer too.

 

They do seem to notice the opponent but they just avoid contact and keep flying. Actually "Low" and "Medium" seem to behave same way now.

 



 

Testi.zip

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