BraveSirRobin Posted September 4, 2019 Posted September 4, 2019 2 minutes ago, danielprates said: If the AI knows its way around a 3D space well enought that it can choose a target between two possible targets, aim at one of them and shoot, it could be aware that a no-go target is in the way. It’s only going to be aware if you have the game do the extra calculations necessary. Which is probably a lot of calculations. Or the human player can just use the AI as bait and get out of the way when he realizes that an AI is after the same target. That’s a lot less frustrating.
Yogiflight Posted September 4, 2019 Posted September 4, 2019 1 hour ago, BraveSirRobin said: That’s basically the same thing I just said. It requires the AI to check a “no attack” cone behind every enemy contact instead of in front of every friendly. It’s lots of calculations. No, it is searching for one enemy and then looking, is there a friendly behind. If not, attack, if yes do not attack, but look for the next. It is exactly the same way, I do it. I can not either look at all enemy aircrafts at once and see is there a friendly behind.
BraveSirRobin Posted September 4, 2019 Posted September 4, 2019 1 minute ago, Yogiflight said: No, it is searching for one enemy and then looking, is there a friendly behind. If not, attack, if yes do not attack, but look for the next. It is exactly the same way, I do it. I can not either look at all enemy aircrafts at once and see is there a friendly behind. It still requires that the AI check a “no attack” area behind every enemy that it wants to attack. Keep in mind that every AI would be doing this constantly in a fight. That’s probably a significant extra load on the processor. And what if you are under the AI’s nose where it can’t see you (which probably happens a lot in a fight)? Then it’s going to shoot past/through you anyways.
Yogiflight Posted September 4, 2019 Posted September 4, 2019 3 minutes ago, BraveSirRobin said: And what if you are under the AI’s nose where it can’t see you (which probably happens a lot in a fight)? Then it’s going to shoot past/through you anyways. He is coming from somewhere and not suddenly behind the enemy, so he will see if there is another aircraft around it. 7 minutes ago, BraveSirRobin said: It still requires that the AI check a “no attack” area behind every enemy that it wants to attack. Keep in mind that every AI would be doing this constantly in a fight. That’s probably a significant extra load on the processor. They do check every aircraft anyway, to see is it friendly or enemy. Should be possible to let them check, is it a target or not, and define, what is a target (enemy without friendly behind it).
BraveSirRobin Posted September 4, 2019 Posted September 4, 2019 (edited) 12 minutes ago, Yogiflight said: He is coming from somewhere and not suddenly behind the enemy, so he will see if there is another aircraft around it. They do check every aircraft anyway, to see is it friendly or enemy. Should be possible to let them check, is it a target or not, and define, what is a target (enemy without friendly behind it). Well, it’s been an issue that goes back many years in both this game, RoF, and IL2-46. I guess you should send Jason a message and let him know that you have solved it. Edited September 4, 2019 by BraveSirRobin 1
J2_Trupobaw Posted September 4, 2019 Posted September 4, 2019 In my experience player gets credit in career even if AI lands some hits/finishes the damaged plane. Most of the time I'm stealing kills from AI, not other way around. Are you sure it's you hitting the target? These wing Hispanos are very easy to miss with even in certain hit situations (trying to fly Spit Mk.V in career made me realise I am Soviet pilot at heart - I hate hate hate the wing guns only setup). I suppose AI may be much better at landing hits with Hispanos than a sane human being. Record tracks when wingmen and you gang up on enemy plane and watch them to see what really happened.
BraveSirRobin Posted September 4, 2019 Posted September 4, 2019 @YogiflightI'm not joking. If you think the dev team has not considered your "check for friendly aircraft behind target" idea, you should let them know about it.
HansBlitz Posted September 4, 2019 Posted September 4, 2019 4 hours ago, BraveSirRobin said: Keep in mind that every AI would be doing this constantly in a fight. That’s probably a significant extra load on the processor. Exactly. I can't second that enough. That's my issue with all the pet wishes that people have. Maybe sound nice but all come with a cost. Everything additional takes processor cycles. Although I don't do this kind of software, I've seen where a single line of code is placed in the routine can have a big outcome on how things run, let alone what adding routines beyond what already exists could have as an impact. Everyone knows that is the reason they've said why we don't have 4 engine heavies (all the AI gun stations & current engine would be loaded down too much). Anyone that doesn't believe start a campaign first try it with sparse activity & easy then try it with dense activity and Hard -- see what more planes and ground units does to your frame rates. Higher end systems are more forgiving than low end. They are trying to get the best they can across the whole range of systems that are running Great Battles. They've already done things that have allowed me to improve the settings I'm able to run on while still adding features, so I'm happy. I hope they can still keep adding things here and there without my having to upgrade hardware very soon. 1
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