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JG27_Steini

carreers concerns

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Hi all,

 

from 2017 on is was really hyped after anounce career mode for BoK. I was reading forums every hour, i bought famous books about german and russian air war over kuban. After several weeks trying and retrying i am was really disappointed. The new campaign is in many ways better then the old one, but it is still worse in many aspect then the old IL2 campaign from 2002.

 

My biggest conerns are:

 

1. The bad KI. As most of you know the KI is not the best. But what is really killing me most, are the suicide tendencies. KI is attacking enemies in really dangerous situations. KI is maneuvering in very low heights. KI is fighting outnumbered with very bad tactics. KI is rarely using best tactics with the current plane (hold energy for german planes). 

 

2. Mission design. The mission design is also questionable. In most of my current german carreer my squadron is complety outnumbered. That is ok and might be realistic. But the mission design and the flight leader KI are so deadly that from the first enemy contact on, you are only trying to survive and can not try to fullfill the mission. 2 small examples:

 

- bombing mission with 4 BF 109 from II/JG52 50km behind enemy lines in 500m altitude. At target intercepted by 8 Yaks/LaGG from 3km above and plenty of flak. After shooting down 6 planes, i was chased by enemy for 60km. My comrades did not survived the first attack

 

- intercept mission for anapa airfield. Anapa holding 2-3 squadrons but the mission design forced my flight leader to intercept 12 A-20 bomber with 6 LaGG escort with only 4 Bf109 from very low altitude. Flight leader attacks from a very bad position not trying to gain altitude. After the first pass 3/4 109er were killed. Where were other squadrons?

 

3. Radio. The radio is in so many ways worse to old IL2. There is no communication between flight. You can not ask for help or will never be warned. After first enemy contact you are alone and you rarely see any other comrade again. Why the game is telling me that i am attacking, or that i am landing? Enemy is reported by myself, but i dont see anyone or no friend is coming alone to support. As a flight leader i dont feel my flight is doing what it has to do. In old IL2 your own flight was many times close to you and tried to support. In BoK you fly alone and you often die alone.

 

Those problems making the BoK carreer very disapointing to me. I want to fly in famous JG52 but after 3-4 days the whole squadron is wiped out. I am the only one with some kills. Dont get me wrong but the current campaing lacks in so many ways. Are there any plans by the developers to improve KI/radio and mission design? After 4 years i dont understand that it is so much below old IL2 standard. I bought BoBP but i am scared that carrer will disapoint me again like in BoS,BoM and now with BoK (sure it was a great improvement).

 

thx 

 

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In Kuban now, II/JG53 (Staffel # missing). As StaffelKapitän, I now have a turkey shoot everytime in "Intercept Bombers" missions as long as I assign 1 aircraft (myself with gun pods). The bombers come unescorted every time, as opposed to when I lead a Schwarm.

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46 minutes ago, JG27_Steini said:

Are there any plans by the developers to improve KI/radio and mission design? After 4 years i dont understand that it is so much below old IL2 standard. I bought BoBP but i am scared that carrer will disapoint me again like in BoS,BoM and now with BoK (sure it was a great improvement).

6

 

I agree, the new career is the great step but AI very often ruins it... I think we all would like to know if there is some plan to improve AI substantially in the near future (at least as a part of BoBP launch). We know you are a small team with limited budget and that you are hard working on BoBP but in spite of it do you plan to assign for some time one of your software engineers to rework or improve AI in the game? Please devs, give us some hope for the future 🙄 Improving AI would add so much appeal to that great sim!

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yes I have been saying this,AI bots need a lot attention.

i got a lot comments like go fly war thunder,fly multiplayer and I not know the history of the sim.

this forum is for all of us not just the few

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Well, the AI in the old IL2 games were using a simplified model, any direct comparison is extremely misleading. More importantly though, while I certainly support your opinion, please keep in mind that AI is an incredibly complicated and specialized skill, you can't just assign any engineer to nebulously 'improving' it. I believe the blocker or bottleneck for improving the AI in the game (which I agree would be very useful for career) is the lack of (or enough time for) an AI programmer. There are also performance issues to take into account. 

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Absolutely agree. I am well aware of the huge task such as the new or improved logic behind AI behavior. To tell the truth I am afraid that task like this is out of possibilities of such small company  - not because they do not have talented AI programmers but because of the lack of their time...  On the other hand IL-2 is a great sim but still not perfect and IMHO new AI is the improvement most desperately needed. Especially when Jason has repeatedly stated that majority of the customers do not play MP... 

 

As for me, I would prefer to sacrifice new planned features like fuel system and accepted less new planes in BoBP as well but with improved AI... (yes I know that more new planes mean more customers and that brings more money necessary for the team to exist but anyway...)

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+1 from me - weakest part to date is the AI that can ruin a campaign very quickly.

Its one of the main reasons why I've stopped playing the campaign after dozens of hours. For the long run it is just no fun to get wiped almost every mission because of dumb behavior of the AI. I really hope they can make another push in that direction - the overall mission structure deserves it, it could be really good if supported by a smarter AI.

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Career issues/balance is one thing, AI/AI interaction is a different thing and these could be addressed separately and improved in steps as the game evolves.

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Team Fusion have taken on the help of Daidalos Team (they of IL-2 1946 mod work) to help with their next update of Cliffs of Dover. The AI in the later versions of 1946 was pretty good so maybe there's room for outside help for BoX too?

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I  love practically almost all aspects of this combat flight sim, but i must agree with the comments in this post, I have posted in the past my thoughts regarding the involvement of the AI

 

By now we should be able to instruct and delegate section of our flight  to carry out specific orders, if i am a leader of a flight i should be able to call up any member of that flight and say -

 

attack this or attach that ! and to see them carry out the order.   I am still confident that the Devs will improve the AI in some update in the future. 

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Absolutely agree. I've been spending some time in the Career lately and quickly stopped caring about any AI comrades. And also, stopped flying in formation with the leader. They're dying like flies. Most often because they meet heavy opposition over the target and don't care about them at all, until it's too late and they're getting slaughtered. I haven't ranked up to squadron commander yet and the only thing I can do when in-flight is give 'em thumbs up through my side window. I want to yell for help over the radio when I have six!

Last two missions:

- bomb river crossing. Our flight gets there at 1km alt. Jumped by Migs from 3km. I put bomb right onto a pontoon and destroy it. Drag about 5 Migs away from there, behind our lines. Manage to down a few of them, then shotdown by one I failed to see. Bailed out, rest of the flight is dead. Mission result: failed (even though the pontoon was destroyed, so we did what we were ordered to).

- squadron transfer. Our flight gets to the airfield, everybody lights up the nav-lights. Then gets jumped by Migs. Nobody switched the nav-lights off, nobody even put up a fight. I saw a Mig target our leader, there were 4 109's behind him in guns range. Nobody fired a single shot at the Mig, they just watched how he kills their leader, then turned away...

 

AI decision making is really breaking the Career immersion...

 

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I would like to know if there is any way how we (community) would help devs to improve AI...

 

If it is only about money, devs would start something like kikstarter project to collect money to pay extra AI programmer. Personally, I would like to pay the same money as for the new BoX module to have reworked AI logic in the sim... But I am afraid it seems it is not only about money - If I remember correctly, Jason said some time ago, that new programmer should speak russian and should live somewhere near the devs to be able to effectively communicate with the rest of the team...

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Yes I for one would pay towards better AI bot.

such a great work of art that this sim is it needs extra manpower to help in this project.

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If you are the flight leader , the orders menu give you some means of control.. I just bombed a truck column (in a 109G4), then quickly ordered ”Cover Me” after the bombing run. My Schwarm ignored the oncoming Yaks and followed me to our own lines. 3 Yaks were still following, so I turned and fought. Got 1 Yak, the flight got the other 2. Good mission, it was a bit like IL2 46 where Engage-Disengage works pretty good (imo). 

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Improving AI is definitely something that needs to happen but prob also has a lot of roadblocks in the way.

 

The problem is, to get a "good" realistic AI, you need a lot of calculation power. We're talking Deep Learning Neural Nets here and that's faaar outside of what a single machine can handle for 10-20 AI simultaneously (and even then, Neural Nets are not realistic either). So shortcuts need to be made and as far as I understand the game engine, it's already pretty tight when it comes to CPU power. So until the devs manage to multithread stuff, don't expect much improvement on the AI front. And even then, AI will prob stay in the "cute but not really that realistic" area simply because there's not a lot of CPU time that can be dedicated to it to make more nuanced decision stuff.

 

What would be an interesting experiment though would be dedicated AI clients, clients that log into a server but run a more complicated and indepth AI for let's say... 3-5 AI drones, so the server itself is not taxed with it. These clients won't have a human player, just provide the AI functionality. Devs won't have time and money to provide such a function or even the API necessary to do such a thing though:)

Edited by Mauf
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I think good way to fix AI is let player command your team + lots of fixes for AI anyway. AI wont be able to make decisions like player do so for best experience we have to start as squad leader and we need way more commands. We should be able to pick a wingman and order him to attack certain target. For example order 2 wingmen to attack fighter cover and 2 other to go for ground attackers. For sure AI needs to be able to drop bombs all over objective and not everyone on 1 enemy bunker :mda:even if mission is done, all these ju87 should still drop their bombs on remaining enemies. AI needs to bail out if having HUGE damage and not sit there and get shot while even unable to turn anymore, they should go back to base is x% planes was destroyed, not fighting till the end. And this huge waves of new enemies coming over and over vs your 4 fighters also should be gone.

 

With time i am sure AI will get better and better, especially if we will keep buying new stuff :P but it's good to talk about it and show devs that AI should be priority.

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5 hours ago, Tapi said:

 

I agree, the new career is the great step but AI very often ruins it... I think we all would like to know if there is some plan to improve AI substantially in the near future (at least as a part of BoBP launch). We know you are a small team with limited budget and that you are hard working on BoBP but in spite of it do you plan to assign for some time one of your software engineers to rework or improve AI in the game? Please devs, give us some hope for the future 🙄 Improving AI would add so much appeal to that great sim!

 In the announcement for BoBp, one of the things listed is AI improvements. See this quote from Jason:
 

"Larger Picture

 

As you can see we have ambitious plans for Sturmovik. No doubt you will have many questions and concerns about what we have announced. The bigger picture is that are now ready to try making parallel products for our WW2 fans, WW1 fans and possible new customers who enjoy tank battles. But beyond that, we hope to accomplish the following in our next development cycle.

 

-          New MP matchmaking system and lobby with chat

-          Improvements to aircraft fuel systems and add drop tanks

-          Oxygen masks for pilots at high attitude

-          Jet engine technology and associated physics of higher Mach numbers

-          Improvements to AI

-          Option for 4K skins by default and preview pics in the GUI for Custom skins

-          In-Game Model Viewer (hold over from Kuban)

-          Mods On/Off (hold over from Kuban)

-          More attractive GUI and better GUI optimization

…. and many other small, medium and large improvements to usability, functionality and performance."

 

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Great! Thanks RedKestrel.

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Totally agree! I've been simming since early 90th, and I'm really missing communicating with AI plane. At least it could offset absolutely  generic AI behavior ( rather than historic)

Also those suicidal persistent AI  chases after my  XX miles away - is probably the most unrealistic aspect of air combat ever. 

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AI Improvement is pretty vague to say the least. That it is hard to build AI that is believable and challenging is obvious but not insurmountable. And if your building a simulation with staying power it's absolutely essential. I wonder how realistic that is given the attempt to build a tank sim and WWI CFS and continuing to develop IL2 all at once but we shall see. I hope they give AI the time and energy needed to make it special so that it lives up to the rest of this great game. 

Edited by TheSNAFU
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6 minutes ago, TheSNAFU said:

AI Improvement is pretty vague to say the least. That it is hard to build AI that is believable and challenging is obvious but not insurmountable. And if your building a simulation with staying power it's absolutely essential. I wonder how realistic that is given the attempt to build a tank sim and WWI CFS and continuing to develop IL2 all at once but we shall see. I hope they give AI the time and energy needed to make it special so that it lives up to the rest of this great game. 

My hope is for ai on a similar level to 1946 at version 4.12 and above. If you put 1946 level Ai in a plane with BOX fm I’m a happy camper.

 

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15 hours ago, Mauf said:

Improving AI is definitely something that needs to happen but prob also has a lot of roadblocks in the way.

 

The problem is, to get a "good" realistic AI, you need a lot of calculation power. We're talking Deep Learning Neural Nets here and that's faaar outside of what a single machine can handle for 10-20 AI simultaneously (and even then, Neural Nets are not realistic either). So shortcuts need to be made and as far as I understand the game engine, it's already pretty tight when it comes to CPU power. So until the devs manage to multithread stuff, don't expect much improvement on the AI front. And even then, AI will prob stay in the "cute but not really that realistic" area simply because there's not a lot of CPU time that can be dedicated to it to make more nuanced decision stuff.

 

What would be an interesting experiment though would be dedicated AI clients, clients that log into a server but run a more complicated and indepth AI for let's say... 3-5 AI drones, so the server itself is not taxed with it. These clients won't have a human player, just provide the AI functionality. Devs won't have time and money to provide such a function or even the API necessary to do such a thing though:)

 

I find this analysis irrelevant to the OP's concerns.   If you were trying to make the AI dogfight one on one at the same level as an experienced MP pilot, then you might be right. But that is not what is needed for career and SP in general.

 

The dogfighting flying/fighting behaviour of the AI is a fairly plausible representation of average/green pilots (which most were) and shoots quite a bit better.  The problem is in decision making, not manoeuvring.  The AI should be much more inclined to avoid a fight when heavily outnumbered. It should generally attempt to RTB as soon as it is damaged. It should often make only single passes on ground attacks if there is LAA present. It should almost always stay with the leader until ordered to attack, not go off on it's own as soon as it sees an enemy bomber.  On defensive patrols it should not chase enemy aircraft far into enemy territory.   And so on: I am sure people have other situations which need some changes.  

 

This kind of AI is not especially calculation intensive: it does not have to be performed that often, and need only take into account a few salient facts.  The AI just needs some simple heuristics with a bit of random variance.  There are many wargames that have managed to make AI units perform simple decision making of this type, some of them 20 years ago. It really is not that difficult, and it is the single major failing of this series as an SP game, IMHO.      

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57 minutes ago, unreasonable said:

The dogfighting flying/fighting behaviour of the AI is a fairly plausible representation of average/green pilots (which most were) and shoots quite a bit better.  The problem is in decision making, not manoeuvring.  The AI should be much more inclined to avoid a fight when heavily outnumbered. It should generally attempt to RTB as soon as it is damaged. It should often make only single passes on ground attacks if there is LAA present. It should almost always stay with the leader until ordered to attack, not go off on it's own as soon as it sees an enemy bomber.  On defensive patrols it should not chase enemy aircraft far into enemy territory.   And so on: I am sure people have other situations which need some changes.  

4

+1 IMHO very good summary of AI related drawbacks

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AI improvements were frequently asked question during Q&A, they did improve it a bit with release of Kuban so i believe next updates will bring more AI improvements over time.

As a MP pilot i do fly career sometimes but mostly as a VVS pilot and i can tell setting difficulty to hard those 109 AI fly and aim good (not perfect but good), they don't turn fight and they use energy tactics and climb as their main maneuver skill, while defensive maneuvers could be improved a lot for individual type of planes according to their advantages.

Still there is a lot of free room for improvements, as i would like to have some challenging dogfight among mountains.

I'm sure we'll see improvements in all aspects of a sim, as we did so far.

BoX is taking huge leaps forward despite dev team being small, comparing it to other bigger game developers.

This is the only game alongside Arma i do preorder expansions/dlc since KS/preorder era turned to be scam era.

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2 hours ago, unreasonable said:

The dogfighting flying/fighting behaviour of the AI is a fairly plausible representation of average/green pilots (which most were) and shoots quite a bit better.  The problem is in decision making, not manoeuvring.  The AI should be much more inclined to avoid a fight when heavily outnumbered. It should generally attempt to RTB as soon as it is damaged. It should often make only single passes on ground attacks if there is LAA present. It should almost always stay with the leader until ordered to attack, not go off on it's own as soon as it sees an enemy bomber.  On defensive patrols it should not chase enemy aircraft far into enemy territory.   And so on: I am sure people have other situations which need some changes. 

Good summary, I'd like to add two more obious behaviours. In ground attack missions, climbing into the clouds, when reaching the target, to dive down out of the clouds, doesn't make sense, because human doesn't see through clouds, so AI should stay below the clouds before attacking.

But the most obvious thing to be changed, when turned on the nav lights for landing, and enemy aircrafts approach at the airfield, they have to turn off the nav lights and attack the enemies.

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I would like to see the developers pick off the low hanging fruit.  RTB when damaged should be relatively easy.  Give up the chase after x amount of time should also be manageable.

 

More complex decision making like calculating odds would be next.  I would like to see an algorithm that looks like this:

1. I outnumber enemy fighters : fight

2. I am outnumbered but I have an altitude advantage: sometimes one pass and run, sometimes do not engage, sometimes engage fully

3. I am outnumbered but have an altitude disadvantage.  usually disengage, sometimes engage fully

 

These sorts of higher level decision making processes will not be easy to implement.

 

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Patrick, regarding giving up the chase. I think a trigger to a Force Complete MCU, Deactivate “Attack” then 1 sec timer to RTB waypoint. Have you tried this yet?

 

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53 minutes ago, Gambit21 said:

Patrick, regarding giving up the chase. I think a trigger to a Force Complete MCU, Deactivate “Attack” then 1 sec timer to RTB waypoint. Have you tried this yet?

 

 

I have not.  Questions:

How do you know when to invoke this?  Is there a way to determine that an enemy plane has been following?

What does the plane do after the attack has been deactivated?  Is it passive (i.e. a sitting duck)?

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I can think of a bunch of ways - but a trigger zone around the base is one way, a proximity trigger (between the enemy AC and player)  that becomes active when the player gets within a certain range of home (check zone) is another. A simple timer from whatever MCU initiated the attack is yet another.

 

After an attack is deactivated, you simply trigger the next waypoint.

 

A counter with a 1 output, with certain conditions plugged into the input is another way. Output force complet/RTB.

 

The enemy would turn towards his first RTB waypoint set to ‘high’ after that successive waypoints can be set to ‘low’ making him dangerous again.

 

We can chat on the phone later if you want - typing on my phone right now.

Edited by Gambit21

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If I had to say the things that I think deserve the highest priority for career improvements, they would be:

 

  1. Cross-chatter and dialogue improvements inside of a flight (i.e., ask for vectors to flight lead, call for back-up, etc.).
  2. Less relentlessly aggressive hostile AI (I really shouldn't be jumped 5-10 miles behind Soviet lines by German fighters during the return leg of the flight).
  3. More mission variety for career mode (I'm not really worried about this, the devs have stated this is high on their priority list)
  4. More customization for career settings (if I want to fly eight sorties an in-game day, then God help me, I should be able to!)

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33 minutes ago, FarflungWanderer said:

If I had to say the things that I think deserve the highest priority for career improvements, they would be:

 

  1. Cross-chatter and dialogue improvements inside of a flight (i.e., ask for vectors to flight lead, call for back-up, etc.).
  2. Less relentlessly aggressive hostile AI (I really shouldn't be jumped 5-10 miles behind Soviet lines by German fighters during the return leg of the flight).
  3. More mission variety for career mode (I'm not really worried about this, the devs have stated this is high on their priority list)
  4. More customization for career settings (if I want to fly eight sorties an in-game day, then God help me, I should be able to!)

I disagree about number 2. I think it should be possible to be jumped anytime, anywhere. Fighters didn't just operate over their own territory, aggressive patrolling behind enemy lines is part of establishing air superiority. I DO, however, think that the AI pursuing you halfway across the map all the way to your own base is overdone. If you get jumped in friendly territory and make a run for it, the AI shouldn't pursue endlessly, they should break off the chase after a reasonable amount of time, or start catching flak from the airfield.

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33 minutes ago, FarflungWanderer said:

If I had to say the things that I think deserve the highest priority for career improvements, they would be:

 

  1. Cross-chatter and dialogue improvements inside of a flight (i.e., ask for vectors to flight lead, call for back-up, etc.).
  2. Less relentlessly aggressive hostile AI (I really shouldn't be jumped 5-10 miles behind Soviet lines by German fighters during the return leg of the flight).
  3. More mission variety for career mode (I'm not really worried about this, the devs have stated this is high on their priority list)
  4. More customization for career settings (if I want to fly eight sorties an in-game day, then God help me, I should be able to!)

 

#2: Why not?  10km is a few minutes flight time from the front.  It seem not at all unlikely that enemy planes might be there.  As for AI decision making, if you are egressing low and slow you make a lovely target.  Why would a flight of enemy fighters not bounce you?

2 hours ago, Gambit21 said:

I can think of a bunch of ways - but a trigger zone around the base is one way, a proximity trigger (between the enemy AC and player)  that becomes active when the player gets within a certain range of home (check zone) is another. A simple timer from whatever MCU initiated the attack is yet another.

 

After an attack is deactivated, you simply trigger the next waypoint.

 

A counter with a 1 output, with certain conditions plugged into the input is another way. Output force complet/RTB.

 

The enemy would turn towards his first RTB waypoint set to ‘high’ after that successive waypoints can be set to ‘low’ making him dangerous again.

 

We can chat on the phone later if you want - typing on my phone right now.

 

I do make enemy planes disappear when they are not that close.  The idea of a combat timer is interesting.  I could randomize it.  My concern is that in the middle of a fight one group goes passive while the other is still in attack, resulting in a slaughter.

 

Something worth doing a test mission or two.  Once I have a viable example in the form of a mission I can generally turn it into code ia short while later.

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4 hours ago, PatrickAWlson said:

I would like to see the developers pick off the low hanging fruit.  RTB when damaged should be relatively easy.

 

I think that's already happening.

15 minutes ago, RedKestrel said:

I disagree about number 2. I think it should be possible to be jumped anytime, anywhere. Fighters didn't just operate over their own territory, aggressive patrolling behind enemy lines is part of establishing air superiority.

 

The only problem with that is that it contradicts with how the Soviets operated their fighters during most of the war, i.e., they rarely ventured over the front lines, and when they did, it was because they were escorting bombers or sturmoviks. 

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12 minutes ago, LukeFF said:

 

I think that's already happening.

 

The only problem with that is that it contradicts with how the Soviets operated their fighters during most of the war, i.e., they rarely ventured over the front lines, and when they did, it was because they were escorting bombers or sturmoviks. 

My understanding is that the Luftwaffe operated fairly aggressive 'free hunts' over soviet territory, so I don't really feel safe in a soviet fighter until I've landed. I had thought the VVS were somewhat more conservative in their tactics but didn't realize they engaged in offensive patrols only that rarely.

Still, precisely where the AI jumps you is more a mission design issue than an AI issue. The AI issue is really how long and how recklessly they pursue you. An improvement to mission design would be to try and conform to each air force's standard doctrine at the time, insofar as that's possible.

And any Luftwaffe pilot had better not get too comfy behind his lines...in BoBp the order of the day for the Allies is going to be aggressive armed reconnaissance patrols, fighter sweeps and airfield attacks...

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1 minute ago, RedKestrel said:

Still, precisely where the AI jumps you is more a mission design issue than an AI issue.

 

No doubt about that. I'm sure more subtle improvements like this will come with time.

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1 hour ago, PatrickAWlson said:

 

I do make enemy planes disappear when they are not that close.  The idea of a combat timer is interesting.  I could randomize it.  My concern is that in the middle of a fight one group goes passive while the other is still in attack, resulting in a slaughter.

 

Shouldn't be a problem - each AC piped into the Force Complete MCU separately. 

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2 hours ago, LukeFF said:

I think that's already happening.

Unfortunately it is pretty rare. I see AI very often staying on mission, flying into enemy territory, however they have a clear black, green, or white trail behind them. Today I even saw a 109 with the engine already died, gliding with east direction, instead trying to make the ten kilometers west to the frontlines. Fighters evading some fluid, staying in the fight, instead of trying to come home, is the default behaviour.

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5 minutes ago, Yogiflight said:

Unfortunately it is pretty rare. I see AI very often staying on mission, flying into enemy territory, however they have a clear black, green, or white trail behind them. Today I even saw a 109 with the engine already died, gliding with east direction, instead trying to make the ten kilometers west to the frontlines. Fighters evading some fluid, staying in the fight, instead of trying to come home, is the default behaviour.

Every once in a while a damaged comrade will radio that he is heading for home after getting damage. 50/50 chance they make it. On the other hand sometimes they continue attacking while trailing black smoke. It seems hit or miss at the moment.

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1 minute ago, RedKestrel said:

Every once in a while a damaged comrade will radio that he is heading for home after getting damage.

I heard this radio calls as well, but very rarely and that is what concerns me, it should be the default behaviour. Of course if you have the chance to make a fast kill, you'll take it, but then RTB. I do it that way an AI should handle it that way, too, I think.

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A lot of really good thoughts here. Much to act on if there is a real desire to spend the time and resources to do a bunch of it. 

 

I have to say honestly that combat behavior needs work. I cant be the only one going around in endless circles chasing down a target. And in the process something gets on my tail and hangs there like a crazed dog who's bite it as accurate as a laser. Really!!

 

 

Edited by TheSNAFU

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