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What happened to quick mission


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From last update:

 

AI Improvements


77. The AI pilots of the high-speed aircraft now try to use their advantage over significantly slower aircraft using the hit and run tactics;

78. The AI pilots of the high-speed aircraft aim better when firing the guns;

79. A failed bombing run won’t cause an AI-controlled bomber to fly beyond the map borders;

80. An AI pilot estimates the time required to destroy a ground target better;

81. The AI pilots won’t try to move the control surfaces of a crashed aircraft;

82. P-51D AI pilot will always close the canopy before taking off;

83. Gunners won’t do unnecessary motions when bailing out;

84. Additional improvements were made in the ground vehicle obstacle avoidance algorithm;

85. A rare issue that could cause vehicles of a column to move directly North after an emergency stop has been found and fixed;

86. AI-controlled ground based guns and MGs aim better in heavy wind weather conditions;

87. 76mm and 77mm AAA of World War I era aim better;

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4 hours ago, vx111vx111swift said:

Flying circus  quick mission used to be a lot of fun. Good Arial combat with AI. But since this last update, that is no longer true. Now your adversary runs off at extreme height and will not engage.

is their something changed in AI.  

 

I just tried a quick mission myself and everything was normal, e.g the AI basically fought the same way as before the update.

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6 hours ago, Gretsch_Man said:

I just tried a quick mission myself and everything was normal, e.g the AI basically fought the same way as before the update.

 

Load up an SE5a ace\novice doesn't matter..... after head on it just fly's straight away and climbs.... forever......  it didn't do that before the update.

Edited by J5_HellCat_
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2 hours ago, J5_HellCat_ said:

 

Load up an SE5a ace\novice doesn't matter..... after head on it just fly's straight away and climbs.... forever......  it didn't do that before the update.

Agreed.

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16 hours ago, vx111vx111swift said:

Flying circus  quick mission used to be a lot of fun. Good Arial combat with AI. But since this last update, that is no longer true. Now your adversary runs off at extreme height and will not engage.

is their something changed in AI.  

 

 

It happens to me right now...QUICK MISSION, with SPAD or another Entente planes.

Face to face with the enemy, AI goes to intercept me but, when he pass me, he goes straight away...

 

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only occurs in the single mission  1 on 1 mode . Fly multiple aircraft  and it works fine. 

12 hours ago, Gretsch_Man said:

I just tried a quick mission myself and everything was normal, e.g the AI basically fought the same way as before the update.

 

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2 hours ago, vx111vx111swift said:

only occurs in the single mission  1 on 1 mode . Fly multiple aircraft  and it works fine. 

 

Right, I should have mentioned that I was flying with multiple aircraft. As you said, with multiple aircraft (was flying DVII against Camel) I didn't noticed anything wrong.

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Yup, everything is still normal. Flying Circus, Arras map, SP, Offline, 1 vs random opponent. Me flying an SE5a Vs an He 111? Been that way since I bought this game. Altho it's not always an He 111, but always a WW2 bird.....🤷‍♂️

KB

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1 hour ago, Knarley-Bob said:

Yup, everything is still normal. Flying Circus, Arras map, SP, Offline, 1 vs random opponent. Me flying an SE5a Vs an He 111? Been that way since I bought this game. Altho it's not always an He 111, but always a WW2 bird.....🤷‍♂️

KB

 

Pick a specific opponent not "Random"

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Downloaded newest update two hours ago.  Flew three QM Duels in D.Va versus Dolphin; and two more in Dr.1 versus Spad.  

 

Same symptoms: AI hit and split in a straight climb unless brought down by gunfire.   

 

Expended ammo; disengaged to land; he came back around to try bouncing me again.  I evaded and pursued; he split.

 

Realism = Normal

AI = Random

 

I'm booted-up  right now; will make 'em Aces and Veterans and see what happens.  Will also test multi-plane skirmishes.

 

ADDIT: Two plane duels in QM: against aces and veteran AI: same symptoms.  One pass and climb straight away.

 

16-plane skirmishes: D7 and Dr1 vs SE5A and Camel.  Seemed pretty normal.  Twice, though, I put hundreds of rounds into a Camel's vital zone from maybe 20 meters distance and he refused to fall.  Eventually  he caught fire but it seemed like that took a lot of ammo.  Only had it happen a couple times so I can't say there's any bug or trend there. Could be just where my rounds hit at the time wasn't enough to do the trick; but it seemed like it took a lot more ammo than it should have.

 

I'll keep looking into it.

 

SECOND ADDIT: Checked the FR from a 16-plane QM Skirmish.  In all, I think the damage model is about right.  The shots I landed in vital areas had serious results; the ones that cut cloth, not so much.  

 

The Camel where I thought it took a long time and a lot of ammo from close range?  The sim is legit.  I missed the good stuff and popped a lot of holes in his empennage cloth before the fuselage tank finally caught fire.  

 

Otherwise most of my victories were pilots killed by gunfire; and checking the FR from his perspective and mine: I feel the sim is accurate.  

 

I've heard people say "one shot shreds the wings off the SE5A."  Could be but that's not what I saw this time.

 

The last Scout airborne at the end of the fight decided to run and was chased by myself, another Dr.1, and a D7F: all shooting.  Afterwards, I watched the FR from the Limey's perspective.  I saw his plane absorb a hail of lead and be slowly shot to bits; various sounds indicating cloth, wood, or metal.  Parts of the struts were getting blown away.  Then parts of the control surfaces.  Finally a well placed stitch of several rounds along the wing root literally sawed the lower left wing off; but it looked legit.  Really good.  The sim provided a realistic presentation.  I have no complaints there.

 

Still not sure about Duels where the AI is making one pass and then disengaging.  It is a tactic we've all used and some rely entirely upon; so I think it's a legitimate inclusion to the sim.  But if that's all two-plane duels are going to be like from now on, that won't sit well with those who enjoy a good ol' dogfight.  Keep the zoomies if you like but don't eliminate the turn-fighters, please!  

 

But overall, I like what I've seen of the new improvements so far and look forward to where it's going from here on.  Thank you, Devs.

 

 

 

Edited by Todt_Von_Oben
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8 hours ago, vx111vx111swift said:

only occurs in the single mission  1 on 1 mode . Fly multiple aircraft  and it works fine. 

 

 

No, it happens in both case: 1 vs 1 or multy-aircraft vs multy-aircraft.

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When I was testing the new DM, it was a hassle for planes to shot at me. I had to throttle back and swing around forever in front of enemy aircraft for one of them shoot at me. After an eternity, one would open fire and then go away. I had to switch planes, even though they would never engage me properly. I think one set was just with aces.

 

Did not further test it because I don't play single player, but the behavior certainly caught my eyes. Made my tests take way longer than I predicted because they would just not fire at me.

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1 hour ago, Knarley-Bob said:

In other words, it doesn't work right, don't use it?

 

No, don't igmore it, put in a bug report. It's been known about for over six months and needs fixing. To be fair, the devs have said that they will, but the squeaky wheel gets the grease. 

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16 minutes ago, 216th_Cat said:

 

No, don't igmore it, put in a bug report. It's been known about for over six months and needs fixing. To be fair, the devs have said that they will, but the squeaky wheel gets the grease. 

I have done what you suggest, more than once. In fact I posted there yesterday, but, my post seems to have vanished. So has the one I posted months ago. So what's the deal there? Just asking....

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After several test, with different setting of AI skill or AI plane, different altitude or place and so on...I arrived to this conclusion: it's seem like, once behind AI, AI no longer sees you. 

 

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Noticed the above. Came in low 6 behind an SE5 who didn't react at all

 

On 4/10/2020 at 7:17 AM, Todt_Von_Oben said:

Same symptoms: AI hit and split in a straight climb unless brought down by gunfire.   

 

Expended ammo; disengaged to land; he came back around to try bouncing me again.  I evaded and pursued; he split.

 

Noticed the AI extend away too. Definitely seems to be due to this:

 

77. The AI pilots of the high-speed aircraft now try to use their advantage over significantly slower aircraft using the hit and run tactics;

 

Which is actually a good improvement (from a realism perspective, if not a fun gameplay perspective). Previously these aircraft were at a disadvantage in single player as they would try to turn, and usually come off worst.

 

On 4/10/2020 at 7:17 AM, Todt_Von_Oben said:

The last Scout airborne at the end of the fight decided to run and was chased by myself, another Dr.1, and a D7F: all shooting. 

 

 

That may be (?) a useful improvement as well. Previously criticism of AI enemies fighting to the death all the time even if massively outumbered.

 

Also in QMB missions I'm seeing damaged AI head for home.

Edited by kendo
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21 hours ago, ITAF_Bradipo said:

After several test, with different setting of AI skill or AI plane, different altitude or place and so on...I arrived to this conclusion: it's seem like, once behind AI, AI no longer sees you. 

 

 

That's always been the case.  If you approach low at dead 6 they didn't see you.

Edited by J28w-Broccoli
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On 4/11/2020 at 4:10 PM, J28w-Broccoli said:

 

That's always been the case.  If you approach low at dead 6 they didn't see you.

On single player I would bet that the AI knows where you are every second of play. One doesn't sneak up on AI, ever, to my experience . Have flown other sims too......

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24 minutes ago, Knarley-Bob said:

On single player I would bet that the AI knows where you are every second of play. One doesn't sneak up on AI, ever, to my experience . Have flown other sims too......

 

Fly a bomber escort mission and wait until the interceptors start tailing your bombers.  Try a regular dive down on them, and they will evade.  Then try approaching and closing from low six.  They will keep tailing the bomber.

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I don't doubt what you are saying. I am limited to SP, and it doesn't seem there is any where to hide, especially when out of ammo. I wish I could play on MP, but that isn't in the cards at this time.

Edited by Knarley-Bob
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  • 1 month later...

I agree about all that... In the QMB, fighting against the fokker DVII, the AlbatrossDV or the Spad should be very frustrating because they fly away to avoid you even in they are in a better position than you. You have to follow them and if you catch them, they don't really fight, they just try to evade your passes.... Very frustrating

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Rather than QM's, MP maps you've accessed online can be played by going into the MP list, and clicking on 'Create Server' at the bottom right.

You can pick the maps from a list there, and configure a few settings.

Just un-tick 'available from the internet' so it doesn't show up on the server list.

There's 10 small maps on 'A Snarling Trolls Server' that are more fun than QM's.

 

S!

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