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Posted

What are the essentials for making a fairly even AI dogfight in a mission. I 've tried Attack and Attack Area commands, various skill levels and everything else I can think of but both sides in a potential dogfight seem almost reluctant to fight unless they have a marked numbers or skill advantage.

Posted

Can you define what "a good dogfight" is in your eyes? I ask, because to me - a good dogfight is where the enemy has no idea I'm on their six and about to shoot them. I suspect that's not what you're after here, and I wonder if the AI is capable of your request. If you could clearly define what you're looking for, it would be easier for myself and other mission designers to point you in the right direction with MCUs and triggering events.

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Posted

The one where you win?

  • Like 2
Posted
1 hour ago, Sketch said:

Can you define what "a good dogfight" is in your eyes? I ask, because to me - a good dogfight is where the enemy has no idea I'm on their six and about to shoot them. I suspect that's not what you're after here, and I wonder if the AI is capable of your request. If you could clearly define what you're looking for, it would be easier for myself and other mission designers to point you in the right direction with MCUs and triggering events.

Thanks for your reply Sketch. I don't seem to be able to figure out how the AI works. I'm not looking for anything complicated and what I mean by a 'good dogfight' is a simple say three against three, all AI, where both sides are fairly evenly matched in skill as well as numbers but obviously with different outcomes if the mission is replayed. I believe in real life air warfare dogfights could last only minutes and I've found I can replicate that but something surprised me last night when I put three Allied fighters in a vic formation against three Axis aircraft, Spitfire Vbs against  Bf 109 Es, a fairly even match I would have thought ( I think an advantage to the Spitfires in performance ), put the 109s a hundred metres lower and both groups flying towards each other thinking the Spitfires would be bound to react but no, I ran it half a dozen times and each time the 109s reacted while the Spitfires simply flew on. I'm a poor mission builder so I understand it's my failings not the games. ?

Posted (edited)

sammydee

 

I tried your mission and it ran for about 11 mins with 2 109's surviving.

 

Make sure both Attack Area, are ticked Attack Air.

..

Edited by Gingerwelsh
Posted (edited)
6 hours ago, Gingerwelsh said:

sammydee

 

I tried your mission and it ran for about 11 mins with 2 109's surviving.

 

Make sure both Attack Area, are ticked Attack Air.

..

Thank you Gingerwelsh 

Edited by sammydee
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Posted

There is another trick without using command attack or command attack area.

 

You can use the waypoint priority. It's what i use for my furball training.

 

With a low priority, IA will search oponent and engage them as soon they see them. It's like you give the order fire at will.

 

 

  • Upvote 2
Posted

That's true for trains too; same with ships and vehicles?

Posted
13 hours ago, Habu said:

There is another trick without using command attack or command attack area.

 

You can use the waypoint priority. It's what i use for my furball training.

 

With a low priority, IA will search oponent and engage them as soon they see them. It's like you give the order fire at will.

 

 

Thank you Habu. Sounds just what I might be looking for. ?

Posted
7 hours ago, jollyjack said:

That's true for trains too; same with ships and vehicles?

I don't know for train, but for others yes.

Posted
5 hours ago, Habu said:

I don't know for train, but for others yes.

Same for trains that have AAA guns. Use a train waypoint with priority set to "Low" and the AAA guns on the train vehicles will fire like hell on whatever enemies are around and at range.

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