sammydee Posted January 9, 2017 Posted January 9, 2017 Having read many books on air warfare over the years it seems to me that in the majority of clashes a dogfight fight lasts seconds, a few passes and bursts of fire then if neither opponent has shot the other down they disengage sometimes deliberately sometimes not. Right through the Il2 series, CloD and now BoS every AI dogfight seems to be a deathmatch although in CloD if I remember correctly you could set the ammunition low which helped. I've only recently bought BoS so I'm not up to speed with the editor and I'm hoping one of the vets here could suggest an option for setting the AI dogfights so they don't finish the same way every time. Regards
Gambit21 Posted January 10, 2017 Posted January 10, 2017 AI is a weak point still unfortunately. Hopefully the team will dedicate someone to this area of the sim in the near future. They had a dedicated AI guy but lost him. For now it's a fight to the death it seems. I would love to AI climb to get away, or dive and extend,
Sketch Posted January 10, 2017 Posted January 10, 2017 There are ways to trick the player with the limited Ai... you could probably set an ondamage to waypoint for each plane. If recieved or given damaged then they fly home.
sammydee Posted January 10, 2017 Author Posted January 10, 2017 Thanks [TWB]Sketch I'll look into that.
TP_Jacko Posted January 11, 2017 Posted January 11, 2017 You can activate the rtb waypointnwhen bingo fuel ammo or damaged etc etc
Gambit21 Posted January 11, 2017 Posted January 11, 2017 So complex trigger/on damaged/report to desired waypoint...if I'm understanding this correctly.
JimTM Posted January 11, 2017 Posted January 11, 2017 Check out the "AI Return to Base Decision" checkbox on pg. 210 of the IL-2 Sturmovik Mission Editor and Multiplayer Server Manual and see if it meets your needs. 1
JimTM Posted January 11, 2017 Posted January 11, 2017 That Jim - he has a page for everything:) Extra, extra, read all about it.
sammydee Posted January 11, 2017 Author Posted January 11, 2017 Thanks to you all for your suggestions. I used the 'ondamage' with a 10% setting and AI Return to Base Decision and in a one on one AI dogfight the damaged aircraft does break off and attempt to get away. I've been trying to figure how to get the undamaged one to let him go. Thanks again for these fresh leads TP_Jacko and JimTM, I'll get right on to them and thanks for the heads up for pg 210 of your Mission Editor Jim. I'd have got no where without it.
sammydee Posted January 11, 2017 Author Posted January 11, 2017 So complex trigger/on damaged/report to desired waypoint...if I'm understanding this correctly. Thanks for this Gambit21.
JimTM Posted January 12, 2017 Posted January 12, 2017 (edited) Thanks to you all for your suggestions. I used the 'ondamage' with a 10% setting and AI Return to Base Decision and in a one on one AI dogfight the damaged aircraft does break off and attempt to get away. I've been trying to figure how to get the undamaged one to let him go. Thanks again for these fresh leads TP_Jacko and JimTM, I'll get right on to them and thanks for the heads up for pg 210 of your Mission Editor Jim. I'd have got no where without it. I'm glad that you are making progress sammydee. Note that the 10% setting in the plane advanced properties "Damage Report" field (in concert with "Damage (Threshold|Step))" determines only when the plane generates an OnDamaged event message. The "AI Return to Base Decision" only kicks in for damage once the plane is 50% damaged, in which case, the plane generates an OnPlaneCriticalDamage event message. You don't need a waypoint for the AI plane to fly to once it's RTB logic kicks in; the plane flies to the nearest friendly airfield object on it's own. Edited January 12, 2017 by JimTM
Habu Posted January 12, 2017 Posted January 12, 2017 So complex trigger/on damaged/report to desired waypoint...if I'm understanding this correctly. No, it's in the advanced properties of the plane. You don't have to use any trigger.
No601_Swallow Posted January 12, 2017 Posted January 12, 2017 (edited) You can activate the rtb waypointnwhen bingo fuel ammo or damaged etc etc About the "Bingo Fuel" Event. When is that triggered? When the tank is dry or when the game gives you the warning that you have 10 minutes' fuel left? (I'm having Trouble getting Bingo fuel to fire, in a Mission which starts when the player's fuel Level starts at 0.021 % Enough for about 4 minutes' flight! ) Edited January 12, 2017 by No601_Swallow
Habu Posted January 12, 2017 Posted January 12, 2017 In game i don't know but for real plane bingo fuel is the amount of fuel for go back to the airfield, and the time to do 2 or 3 trials for landing.
sammydee Posted January 12, 2017 Author Posted January 12, 2017 JimTM, Habu and No601_Swallow, thanks for your further input. I'm learning all the time.
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