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AI Commands and Routines: TFS Update 05/19/2017


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69thSpiritus
Posted

A rather quick and to the point update for today but one that is extremely important. We hope to get as much feedback as possible from the community on this, so spread the word.

 

Work is pushing forward with a lot of great things happening this last month. With 4.5 approaching quickly, we will enlighten you all very soon to all of this, but today's topic deserves not to be encroached upon any further.

 

We have started work on the AI commands and routines and are seeking comments from the community on any bugs and issues they have encountered while flying in single player and dealing with AI.

 

The first priority of our work with AI is the commands and while we hope this might be included in 4.5, there is no guarantee that it will.

 

So, reply back with your bugs/issues/suggestions/comments and STAY ON TOPIC please, we will be watching this thread carefully and will be reading your posts. 

 

:salute:

 

 

 

 

  • Upvote 4
Posted

Thanks! Been awfully quiet around here. Can't wait for 4.5!!!

  • 2 weeks later...
74_jim_nihilist
Posted

Holy shit, I hope I have time the next days to play. But that Team Fusion will and can work to make the AI better is not really a dream come true, because I never dared to dream of it.

 

Oh joy!

  • 1 month later...
Posted

Spiritus,

I will try to budget some time this weekend for flying and concentrate on Wingman AI and post my observations here.

While we are on the subject of AI, can you indulge me by telling us what TFs current plans are for addressing other aspects of the AI in the future? I refer specifically to combat maneuver and dogfighting skills that are of great importance to we Single Players-

Cheers, and keep up the GREAT work!

69thSpiritus
Posted

Thanks, look forward to your post. The first thing is the commands, but everything about AI will be looked at eventually. 

Posted

Spiritus,

Just to let you know I haven't forgotten about this. Do you have a testing agenda you would like me to follow ? If you have nothing specific I can freelance some tests re: wingman commands and simply record my observations. I should have some bandwidth to do so tomorrow, possibly some time Sunday as well. If there are specific areas that would be of more value to this effort I can use the time more efficiently-

Let me know,

Cheers,

Chris

Posted (edited)

AI commands work for:

 

Formation and formation space - very well.

 

If formation became broken after combat, or some wingman decide return solo due be out of ammo, low on fuel... the command for rejoin will take time to make effect, but in the end will work,  people say that is broken because the wingmans don't rejoin "instantly", seem this will happen after they cross the mission waypoint to which they are going.

 

Attack my target work, if: the wingman has ammo - what with the "triggerhappy" tendency of Rookies.... and has "visual" contact with your target.

 

This command result in a unpleasant sound effect, because the command is not for individual wingman but for all squadron, so all answer simultaneous in cacophony "Attacking now" - I replace this voice with microphone whisper. In DCSW you can give order for individual wingman (don't remember in IL-2:46).

 

All other initial planed AI command was "swept under the rug" in MG patches.

 

Rest the infamous Request landing, well this "work" (1), but the answer in code is inverted: so we hear Not when should be Yes and vice versa. Like the nose art issue I discover this by chance.

 

(1) - But if player is Squadron leader he need await all squadron landing first, and is required that player landing in the base defined in mission files, if is Manston, he can't go for Hawkinge and ask for landing there, if landing will lead AI wingman "fly through ground".

Edited by Sokol1
Posted

Sokol,

In order for "Attack my target" to work, must the intended target be padlocked first by the player?

Posted

No, I don't use padlock.

 

I just stay behind the target and give order for wingman's, if they have ammo they make pass, usually in that "spraying all around' way, :) but eventually can bring one enemy down.

Posted

Like the nose art issue I discover this by chance.

 

 

What did you discover regarding the noseart?

Cheers, MP

Posted (edited)

That noseart work in Tiger Moth of London Flight School squadron (Regiment):

 

https://theairtacticalassaultgroup.com/forum/showthread.php?t=21097&p=217591&viewfull=1#post217591

https://theairtacticalassaultgroup.com/forum/showthread.php?t=21485&p=221440&viewfull=1#post221440

 

There's a video of Salmo about what was wrong in config (text) files.

 

Besides this seems are a issue with noseart transparent area.

 

About the  landing request - always answered negative, is because the answer is linked wrong in code - how I know?

 

Because here I am in situation that tower should negate the landing - there's a Blenheim in runway (see the "Firefly bug" - overdone - flash), but the tower answer are "Landing_Permited" - should by denied.

 

https://theairtacticalassaultgroup.com/forum/showthread.php?t=23374

 

Remain the issue that for this tower "radio talk" the voice answer is not played - like for several other voices (I listed some in ATAG forum time ago).

 

It's very frustrating to deal with these "little" CloD bugs - it even seems like the programmer did it on purpose.  :(

Edited by Sokol1
Posted

My testing continues. At this point, it mirrors what Sokol has said exactly. Took a flight of two wingmen from Tangmere to Hawkinge and put them through their paces with formation flying. No problems there. I wanted to go through the landing sequence with them, but my engine started to smoke and eventually seized. (3 pounds of boost with prop in low RPM..... not sure what I did wrong) so we had to abort......

I will try again tonight, after that I want to test some air to air and air to ground commands.

Posted

but my engine started to smoke and eventually seized. (3 pounds of boost with prop in low RPM..... not sure what I did wrong) so we had to abort......

 

 

Was your radiator open? 

Posted

I think I just had it cracked. Might have been the issue

Posted

Managed to get the Ai to land correctly without crashing :)

Will post a video tomorrow. Credit to ACG's Larry for his tuition ;)

Posted (edited)

Well, I watched the video and tried to do the same thing, but ended up belly-landing with my gear still raised.

I certainly hope TF will look into this.............

(Smiley face not showing up in this post.........clearly I am being facetious here)

Edited by chris455
  • Upvote 2
Posted (edited)

No problems Chris....I took about 3 attempts before I didn't nose the Hurricane over :)

(AI still landed perfectly though!)

Edited by Mysticpuma
  • Team Fusion
Posted

Also make sure your engine is not using lean mixture... which in the Hurricane is the lever forward and the value at 100%.

 

It should be 0%, but is currently reversed, something we will fix for TF 4.5.

 

It starts default in the 0% position so if you don't change your mix you will be ok.

 

Radiators should be set to 75% in almost all situations... 100% if you go full power and +12 boost.

Posted

Thanks all,

Pretty sure I had the rad buttoned up- all OK now

  • 2 weeks later...
Posted

Chris455

 

Original CLoD AI commands (non functional on release, "swept under rug" after):

 

Clo_D_Radio_commands.png

Posted

Thank you very much Sokol,

I hope the devs can see this

Mystic???

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