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I don't like the AI

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More than one of us reporting an issue with the AI targeting the player after hours of testing and reproduction..?

 

I would agree with that.

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Yes, [edited], that is what I meant.

 

Last warning. Getting tired of your tone and your backs and forth nonsenses with other members.

Edited by SYN_Haashashin

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Oddly - in the most recent test of that mission, after changing the weather to overcast/snow the AI now attack the other aircraft in the flight.

 

I haven't gone back and re-tested the previous version yet.

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Oh - and that reply from Han was word for word what I was told after sending him the mission.

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More than one of us reporting an issue with the AI targeting the player after hours of testing and reproduction..?

 

I would agree with that.

 

I did a lot of SP testing, still do by the way ;), and this issue presented only in certain occasions. I do agree it exists as I saw it before but to me it doesnt happens allways at all.

 

Haash

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Well, surprise surprise.

 

EDIT: AI ganging on player confirmen in my own test. F... too often I got to re-check things by myself :( To be fixed in 2.008. Thank you for rising this issue again.

 

OK, so not word-for-word but pretty damn close. ;)

 

I'd imagine, he'd say 'thanks for bringing this to our attention...

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You called it. :)

Since it was via PM I didn't want to post it here, but Space_Ghost pointed out to me that he posted the same in the Questions thread afterword.

Edited by Gambit21

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You called it. :)

Since it was via PM I didn't want to post it here, but Space_Ghost pointed out to me that he posted the same in the Questions

thread afterword.

Nice work Gambit, I think every SP player owe you one for this :)

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Confirmed again (thought for a minute there was a hotfix) that in the original mission I posted about above, the AI still gang up on the player aircraft.

However when I changed the weather to overcast/snow (with the flight still above the weather) the AI behave in a completely different manner and attack

the flight leader or other aircraft in the flight...which is why before testing the original version again, I thought for a minute they'd changed something.

 

These are the kinds of quirky, nonsensical things we have to deal with when building missions.  :mellow:

Edited by Gambit21

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I did a lot of SP testing, still do by the way ;), and this issue presented only in certain occasions. I do agree it exists as I saw it before but to me it doesnt happens allways at all.

 

Haash

 

Agreed - I have not done systematic tests like Gambit21 - but in a recent play through of "Ivan's War", 20 missions or so plus a few repeats, there were plenty of fights in which the AI enemy were shooting down AI friends. I never once felt that I was being gang-banged. Perhaps I was but too panicky to notice!

 

It will be interesting to see what was actually causing Gambit's results now that Han is alerted.

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Seems to be highly situational, depending on seemingly unrelated mission parameters.

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Which is odd - it would be easier to "explain" the variation in results if they were random outcomes each time you ran the mission.

 

For instance, if three enemy attack three friendlies including your own, and each enemy randomly selects one friendly for it's attention, then your plane will get the undivided attention of all three enemy on (rounded) 4% of events, two in 22%, one in 44%, and none in 30% of events.

 

Alternately, if the enemy wingmen always attack the same target as their flight leader, who choses randomly, then you would be attacked by all three 33% of the time in the same scenario.

 

Perhaps the unrelated mission parameters are somehow pre-determining the "dice roll"?  Just speculation anyway, I am sure we will soon find out what is going on.

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Well in the original mission with clear weather (actually light clouds below the flight) the AI P-40's behave as described above.

In 4 tests with overcast below the flight (and snow below that) the player aircraft has been the victim of a collision with the enemy AI once, but on the other 3 occasions

emerged unscathed while other planes in the fight were attacked.

 

If I lower the flight just 50 meters, or raise the clouds 50 meters so that the fight is just flying through the upper whisps of the clouds, but still very exposed and 

visible, the AI leave them completely alone and engage the 109 escorts only.

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I have made same observation as unreasonable while playing scripted campaigns, both official and user made. AI did not chase me any more than other planes in the air.

 

AI ganging on player happens but not on every mission.

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Might have something to do with the Ju52 itself in the case of my testing

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I have made same observation as unreasonable while playing scripted campaigns, both official and user made. AI did not chase me any more than other planes in the air.

AI ganging on player happens but not on every mission.

No but if it happens in any particular mission every time then there's a problem - as Han found in his own testing.

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If I lower the flight just 50 meters, or raise the clouds 50 meters so that the fight is just flying through the upper whisps of the clouds, but still very exposed and 

visible, the AI leave them completely alone and engage the 109 escorts only.

 

I think the issue of changing results from raising or lowering the cloud might simply show that what we see graphically is not identical to what the AI "sees" in terms of a bubble of awareness, presumably with the clouds defined as a block of opacity of somewhat simpler shape than we see on the screen. So sometimes we can see an object but the AI cannot, and vise versa.

 

 

No but if it happens in any particular mission every time then there's a problem - as Han found in his own testing.

 

Indeed - perhaps the "seed" for random events/AI decisions is made during the mission saving process somehow, rather than on the fly during mission play. The program then just reads the numbers from a predetermined list, rather than having to regenerate at each time a random number is needed. As long as the player is not doing anything much different in run through the mission, the AI will take a "decision" at the same point and read the same number.

 

Change the mission a bit, re-save it, and a different number string is generated, so different results in the test.

 

More speculation of course (I like these intriguing mysteries :)). 

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No but if it happens in any particular mission every time then there's a problem - as Han found in his own testing.

There is a big problem, no doubt about that. I`ve experienced it myself many times, usually flying stock campaign or PWCG missions. That`s why I was amazed that AI ganging did not happen at all in scripted campaigns I played.

 

Now that Han has spotted the problem with your help, I think we will get rid of the problem when 2.008 patch arrives. Which is soon I hope.

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1. Fw 190 A-5 fighter is available for Battle of Kuban owners;

2. He 111 H-16 bomber is available for Battle of Kuban owners;

3. New La-5 modification added: M-82F engine with unlimited boost time;

4. New Battle of Moscow scenarios created by Juri_JS and Coconut added to the game;

5. Fw 190 A-3 engine cowling material corrected;

6. Bf 110 G-2 guns damage probability corrected (decreased);

7. Guns damage probability corrected for all planes;

8. Engine stop procedure corrected for all Bf 109 and He 111 planes;

9. He 111 H-6 trim corrected for FFB joysticks;

10. La-5 pre-stall shaking starts at larger AoA;

11. Mouse wheel sensitivity reduced;

12. BK-37 recoil animation restored for Bf 110 G-2 and Ju 87 D-3;

13. Minor graphical artifacts next to pilot pedals fixed on Bf 110 G-2;

14. P-40E-1 altimeter scale corrected;

15. Mirrored spots on IL-2 windows removed;

16. Central rhomboid armored glass window part on IL-2 planes corrected (increased in size);

17. Right turret MG reloading sound corrected on Bf 110 G-2;

18. AI pilots start dropping bombs earlier (instead of dropping them right on target) to increase a chance to hit;

19. AI taxiing corrected for Bf 110 G-2;

20. AI taxiing corrected for Fw 190 A-3;

21. AI pilots won't crash into each other on mission start;

22. AI pilots can choose to use all, 2 or 4 bombs or rockets at once depending on their loadout;

23. AI pilots are less likely to target the player plane;

24. AI pilots are more likely to evade during head on attack;

25. Runways on Novosokolniki map were corrected;

26. A 'ghost horizon' won't be visible through trees during morning hours.

Excellent!  :yahoo:

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What is the best way to prepare crow?

Do you think he want's it barbecued? I'd be willing to do that for him.

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