All-Aircraft-Simulations
CERT AI MOD V.30 (03/27/09) - Printable Version

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+--- Thread: CERT AI MOD V.30 (03/27/09) (/showthread.php?tid=60286)

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- Alien_12 - 01.04.2009

Yes, I agree
PS. Certificate, what's with Hurricane VIC formation, will you work on it?


- rossmum - 01.04.2009

ojcar Wrote:Both Vals and Dauntless were used as "emergency fighters" in some naval battles. Same for Su-2. Not correct for Stukas (well, Rudel had a victory against a Sturmovik in a Ju-87G, but that's other story...)
Yeah, though this certainly wasn't common... I wouldn't mind seeing it occasionally, just not every single time and to the point where a mass of Stukas or Vals will break formation and behave like fighters, ignoring all and sundry in terms of waypoints or objectives.


- ojcar - 01.04.2009

Yes, you are right, dive bomber pilots going berseker is not very realistic. On the other hand, P-47's or Corsairs in jabo mission becoming sitting ducks are not realistic too. Maybe interchanging routines is the solution


- Sturmbock - 01.04.2009

+1

If it is possible.


- Stratodog - 01.04.2009

+2

Again, if it's possible.


- mort 1 - 02.04.2009

Just gone through the 10 pages of posts and I have not seen any reference to the wingman covering the leader. On recent missions I have noticed that wingmen take up station where they are supposed to but do not interfere with attackers. On my last mission I even ordered my wingman to "attack fighters" when I was under attack and again nothing. In frustration I started the Tab 7 dance and again nothing. I have never seen this before and perhaps it is a blip but I would like to hear from others if that is their experience.


- US_GRANT - 02.04.2009

Mort1

I too have noticed that. On more than one occasion, my wingman was just too happy to sit there and watch me get my butt waxed and as I'm going down, I hear,"One hold on, I got it, Bandits at 4 o'clock."


- Pongie - 02.04.2009

..mh. Not with me at last. Sure, after three orders or so about any command is getting ignored by the squad.
My wingman though manages to clear my tail at least once in melee on average, latest version applied.

Great mod growing better. Wink

Greets,

Ppngie


- Sturmbock - 02.04.2009

No problems at all with this issue.
My wingman follow me every time, and if I need help he attacks when I tell him if he doesn


- Stratodog - 02.04.2009

My wingman recently almost collided with me while going after the same target aircraft after I ordered him to attack enemy fighters.

On the other hand I've witnessed element leaders pass up a perfectly good wingman target in order to pursue the leader, thus getting in between the targeted leader and his wingman. In other cases (head on or frontal attacks) I've seen the a lead aircraft go straight for the wingman and take a shot at him, passing the leader.


- Guest - 07.04.2009

hi certificate
I've been busy with a lot of ground attack missions recently, and here's something i thought you could try and fix if you come across the relevant code...when AI aircraft are armed with rockets, attacking ground targets, they almost always fire 2 salvos of rockets at one target. It's a bit of overkill, and it would be great if we could somehow get the AI to delay firing the 2nd salvo, at least until the 1st salvo has hit/exploded. It would improve effectiveness of these rocket-armed AC greatly, because they are effectively wasting one salvo on each strafing run... Cry
So, not a request, just something to keep in mind, if you do happen to stumble onto this... 8)
Thanks again for all your fantastic effort so far! Big Grin 8)


- nearmiss - 07.04.2009

Principal issue with AI has always been the lack of response to Tab commands.

On the wingman thing:

I think it a pain in the wazoo, but I constantly remind wingman to "cover me".

The wingman gets diverted easily.

IME, the AI MOD wingman has shot down enemies that dropped in between the player and wingman.(player six) This is an improvement over the default AI for sure. There may be some flying condition that must be met, but I have experienced the wingman shooting enemy aircraft in pursuit of player.

You can see this if you do outside views and follow behind the wingman only.

Then keep tweaking the "cover me" command.

So far, I think the AI are improved.


- nearmiss - 08.04.2009

Just ran a bunch of missions

The Wingman is definitely better, but still passes on some very easy kills.

Especially, when the player has made a pass and didn't get the kill. The AI wingman is often positioned perfectly to take the kill, which would take him off track following the player (not much off).

To bad there is no command for player to tell wingman to take the kill, when player is out of position.

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The AI is a lot better, especially if you are using AI in your missions. The veteran or ace level is very competent against the enemy with an equal or better performing aircraft.

Can't wait for the next installment on this great mod.

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I'm going to run some missions now very close to the level of the water. Earlier the AI would not drop down onto lower flying AI over water. It was funny looking with about 4 to 6 AI aircraft dropping down, and swarming all around (1) little A6M2-N seaplane. They flew around like a bunch of bees, but the AI seaplane just skimmed the water and finally got away.

Trying to repeat this.. is difficult, because if the AI is stupid enough to try to climb out or away the enemy AI would nail him everytime. If he stayed low on the water he was untouchable.


- rockyalexander - 08.04.2009

"To bad there is no command for player to tell wingman to take the kill, when player is out of position."

Ordering my wingman to "Attack all fighters" after I miss a kill usually works in such a situation.


- nearmiss - 08.04.2009

rockyalexander Wrote:"To bad there is no command for player to tell wingman to take the kill, when player is out of position."

Ordering my wingman to "Attack all fighters" after I miss a kill usually works in such a situation.

Hmmm thanks for that.

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Just finished several missions

The pairings in FMB over water 4 - F4U1a vs 4 A6M2-N (seaplanes)

The seaplanes altitude waypoints set at 30 and 220 KPH. Did a water start on the seaplanes and a land takeoff on the F4s.

I set weapons on default for f4U and set empty for weapons on seaplanes. I wanted to get the seaplanes to stay a low altitude and see what the F4s would do.

The seaplanes went up and down, didn't stay steady at 30 altutude. The leader of the seaplanes did maintain a steady low altitude. All his AI buddies varied from formaiton and would go up and down.

The F4Us would not go down low enough to take them out. They seaplanes had a swarm of F4U flying around them like honey bees.

The seaplanes were all in the same flight, but they would not maintain formation. The strayed all over, making them vulnerable. Eventually after about 10 minutes the F4U were able to be at the right time and place where the seaplanes lifted off the water a little too high. In a real mission it is doubtful any player would waste his time messing with the situation. He would do a next waypoint or return to base I'm sure.

I will arm the seaplanes in the next round of missions to see if that causes them to try to engage the F4s.

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The result was interesting. It would be better if AI did keep better formations even when they were enemy. As it is, when they broke off they were more vulnerable. IMO, of course.

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If a formation can be defined for friendly A/C maybe the enemy AI can be tweaked as well. I repeat the leader of the seaplanes maintained a steady speed and low altitude from start to finish and never took a single hit or was even shot at by the F4Us.