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AI - the elephant in the room?


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Posted

Can your Squadron (with the new Ai) RTB, land and taxi by using a Radio Command from the Tab menu? 

Posted
5 hours ago, 56RAF_Stickz said:

its possible he is out of ammo after several passes, but I know they were prone to going passive. One I flew late last night made 5 or 6 passes but didnt shoot on all, then I got sloppy and got hit. But particularly once the landing waypoint is engaged they slave to it (as does BoX) and appear to just defend.

So to an extent it is completing in that its flown the waypoints. But it has never fought to the death, I never had a complaint about the boom n zoom method, but do wonder what the criteria was for leaving and radius of waypoint action ie passes last whilst engaged with you/us so go to rtb mode.

So what do you expect extra/different to happen except a continous re-engage or it to dogfight?

Never had any issue with it, works the same as any other flight sim with it (fpr me). In some ways a mouse was better but only had 4DoF, and required a 100% free hand but I could track a target better, particularly when looking through the canopy roof. Only difficult in my house with sunlight interfereing with its operation (then again living in Scotland this is seldom an issue).

 

Sorry not gonna play that game before its even flyable to me.

Certainly if Blitz/DWT won't/can't support Tacview much info relating to how the AI functions will remain a mystery e.g. AI ammo usage. Whenever I mention Tacview seems everyone averts their gaze, but I really think Tacview support is a must for a CFS or at least explain why that support cannot happen. One thing I would like to see is that the AI stay in fight mode if I loiter over its' base. I don't expect the AI to fight to the death if it can crash land or bail out, but the AI should insist on clearing its landing field of intruders.

Posted
On 8/3/2020 at 9:04 AM, Mysticpuma said:

This is the best Ai I have ever fought against - Battle of Britain: Wings of Victory II which was Ai coded by Buddeye. Never have I fought against Ai that used rolling scissors and secondly in the finale of this video I created in 2007 (during the guncam footage), I am chasing a damaged 109 low on the deck. The Ai tries to manoeuvre away but due to the damage it actually stalls into the deck....incredibly clever programming!

 

Here's the video showing the Ai in action, guncam should be where the video starts as this shows most of the Ai trying to get away, if not, skip to the 7m 20s mark,   9m 10s mark is the damaged Ai flat stall into the ground:

 

 


Man that brings back fond memories. WOV 2 is in my opinion the best WWII CFS ever. Buddeye’s ai was the best hands down. From take off to landing there was rarely any “you gotta be kidding” moment as related to ai behavior. If the graphics hadn’t become so dated it would still be my go to sim. The campaign was awesome. So deep and full of control points. The atmosphere was rich with fighter command direction and great radio comms. That was how to make a sim. If Buddeye was involved in a major way in this project it would be great but I’ve seen no indication he was. 
 

I will continue to have faith in this project and soon we will all know. 

  • Like 2
Posted
2 hours ago, Mysticpuma said:

Can your Squadron (with the new Ai) RTB, land and taxi by using a Radio Command from the Tab menu? 

 

In this mission are only 2 planes, with only Bf 109 assigned for land in nearest France airfield. Spit if left under AI control circle their waypoint #2 until have fuel.

 

But I test and Tab-7-2 give me (in Spitfire) bearings for this France airfield, and asking landing permission (TAB-7-5) is authorized, that broken* message "Landing_permitted".

 

* Broken because normal radio messages don't have "_" between words.

Names with "_" are the names of the voice records in Samples folder.

 

The thing work as: the voice file .ogg  "_" name trigger a text message, not always saying the same thing of .ogg name (another "bug"), but for the majority (~90%) is correct,

so the name of sound file, the one with "_" should not be visible in screen, but seems in the cases in what correspondent text message is not available the name of .ogg sound file is show instead.

 

The file "Landing_permitted.ogg" has only 4 KB in size and don't play any sound, probable a "to do thing", as the various other files with 5Kb or less. 

"Elephants" are everywhere. ?

Posted

I must say I like the improvements in this area - AI fights a lot better now.

  • Upvote 1
  • Team Fusion
Posted
6 minutes ago, sunrrrise said:

I must say I like the improvements in this area - AI fights a lot better now.

Thanks sunrrrise, we put a lot of time into this. 

 

And there is the potential for a lot more improvements.

On 8/4/2020 at 5:10 PM, TheSNAFU said:


Man that brings back fond memories. WOV 2 is in my opinion the best WWII CFS ever. Buddeye’s ai was the best hands down. From take off to landing there was rarely any “you gotta be kidding” moment as related to ai behavior. If the graphics hadn’t become so dated it would still be my go to sim. The campaign was awesome. So deep and full of control points. The atmosphere was rich with fighter command direction and great radio comms. That was how to make a sim. If Buddeye was involved in a major way in this project it would be great but I’ve seen no indication he was. 
 

I will continue to have faith in this project and soon we will all know. 

We approached Buddye, and we have his blessing, but he is too busy with real life to join us.

Posted (edited)
On 7/25/2020 at 10:45 AM, Buzzsaw said:

 

All of these elements have been looked at and have been substantially modified for TOBRUK.

 

Many of these issues are related to the mission builder selecting poor quality AI.

 

Regarding AI using rudder deflection in turns, this is simply a graphics convention rather than an actual use within the physics engine.

For what it's worth, I'd sooner have AI fly with no visible rudder deflection than full rudder.  Could be relatively simple to implement, if agreed.

Edited by DavePro
  • Team Fusion
Posted
22 hours ago, DavePro said:

For what it's worth, I'd sooner have AI fly with no visible rudder deflection than full rudder.  Could be relatively simple to implement, if agreed.

We are working on this now.  We know we can remove use of things like flaps.

 

The issue is we do not want to deprive the AI or maneuver options in critical situations.

 

Obviously we would keep their use in landings or takeoffs (some aircraft use in takeoffs) but when we eliminate their use in turns, we don't want to cause the AI to have issues in flying safely.

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