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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- MSDomino - 16.04.2009

FANATIC MODDER Wrote:I created a QM just to check the differences with the AI MOD: I took the new Spit XIVc (8 of each - a squadron in veteran another in regular) against 4 Bf 109K-4 in veteran mode, 4 Bf 109G-14/AS in regular. Indeed I realized that the enemy was much more unpredictable, and as a logical consequence I was shot down by a Bf 109. I was impressed by the fact that almost all the times they were using just their MG 131s.

It's only one thing that I found that I consider it a bug - when the Bf 109s tried to disengage, they created a V formation heading back.One lonely Spit attacked the G-14/AS formation (only one K-4 shot down and 2 XIVs) and while the attacked plane broke off (not in the usual roll manner but doing a wide right turn in the same level trying to built up speed, that was impressive) the other 3 planes of the formation DIDN'T react and instead REMAINED in the formation.As I understood, AI pilots go into defensive actions only when they are being attacked THEMSELVES, not their wingman or their formation (when they are in a formation).

Not a bug, a result from the coding of the game, once the AI are one wp before the landing wp, they enter into a passive behavior mode without any remaining agressivity. This "bug" or "code" was an issue when PF was released on some offline mission above the pacific whilst the AI have very little wps inserted : if U meet the AI 2 wp before its final it would result in a combat but if U meet the AI 1 wp before final wp, would result in a "skeet" shooting stage.

Its an issue if the creator of a mission (or in this case the QMB) does not insert two final wps very close to the landing wp (or might be implemented willingly to simulate a specific situation)

Cheers and btw many thanks to Certificate for this great mod ! For brainstorming on future evolution of this mod, instead of having different types of behavior per plane flown by the AI, we may have instead, different type per skill level (like T&B for regulars, H&B for veterans and B&Z for Aces)


- rossmum - 16.04.2009

You learn something new every day.

Here comes another story of me getting whooped by the new AI... I started QMB and gave myself a Ta-152H and a wingman (on ace) and a lone Spit XIVc with a PRU skin up at about 25,000ft. I managed to forget to set him to 'empty'... he whooshed straight past, and we chased. He began the dreaded spiral climb, and I was just getting ready for a long and drawn-out chase when suddenly he nosed over into a steep, tightly spiralling dive. I must've come too close for comfort, and he reacted in about the best way possible... there was no way I could follow him through the spiral because I simply couldn't hold the turn. My wingman and I were forced to break off our attack. My wingman started to try and climb back to cruising altitude (I wasn't ordering him about at the time), and the Spit gave chase and shot him down. I went after it and blew my ammo without doing any serious damage, then began to turn for home, expecting him to follow - which he did. I did my best to evade but literally nothing I could do would shake him. In the end I had to bail out as my plane had a very bad case of 'being on fire'.

:oops:


- Aviar - 16.04.2009

Posted by MSDomino:

"For brainstorming on future evolution of this mod, instead of having different types of behavior per plane flown by the AI, we may have instead, different type per skill level (like T&B for regulars, H&B for veterans and B&Z for Aces)."

I respectfully disagree. The plane and it's inherent capabilities should be the determining factor when it comes to AI behavior/maneuvers.

For instance, would you want an ACE biplane pilot to use B&Z tactics when his plane is obviously better suited for T&B? As you can see, it is hard to place a blanket condition on the AI, as there are so many variables involved.

Aviar


- nearmiss - 16.04.2009

Aviar

1x


- Stratodog - 16.04.2009

+2 with enthusiasm.


- Maico - 17.04.2009

Played me some spanish civil war this weekend. I was in the 109e4. It was an absolute hoot! I-16s and 153s no longer are easy kills. The scissors they made were unbeleivable. You no longer escape by going in low. The AI chases you down like a dog. You have to move your ass or else it gets shot off. Your head is on the swivel. You palms are sweaty.... Heart beats fast.... Must... get... kill....

AMAZING!


This is the best mod to come out of AAA.


- Burn - 18.04.2009

Firsts post in here (even if i am a long time reader of this forum) and i have to submit a problem with this excellent AI mod.

QMB, Okinawa map, me on Allies (my plane seems to not be important) with an ace I-16 on my coalition and an ace He-111H-2 on Axis coalition. I start and simply get out of the way with my plane to watch the AIs fighting. The I-16 start it's attack, but instead of going on the bomber's six he put some 300 m under the 111, spray some bullets and then breaks off to retry something similar later.

I tried also with other planes, Morko Morane also show this but i found out the I-16 more prone to this behaviour. I also tried leaving only the AI mod to exclude conflicts with other mods but the problem seem to persist.

Here's my .quick file:
Code:
[states]
  head (altitude=8,defence=1,map=0,our=true,situation=0,target=0,timeH=12,timeM=0,weather=0)
  wing0 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20C,planes=1,regiment=usa01,skill=1,skin=[4,,,,],weapon=default)
  wing1 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=I-16type24,planes=1,regiment=usa01,skill=3,skin=[4,,,,],weapon=default)
  wing2 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A5M4,planes=0,regiment=usa01,skill=1,skin=[4,,,,],weapon=default)
  wing3 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A5M4,planes=0,regiment=usa01,skill=1,skin=[4,,,,],weapon=default)
  wing4 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=He-111H-2,planes=1,regiment=ja01,skill=3,skin=[4,,,,],weapon=default)
  wing5 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A5M4,planes=0,regiment=ja01,skill=1,skin=[4,,,,],weapon=default)
  wing6 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A5M4,planes=0,regiment=ja01,skill=1,skin=[4,,,,],weapon=default)
  wing7 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A5M4,planes=0,regiment=ja01,skill=1,skin=[4,,,,],weapon=default)

Hope this may help improving this wonderful mod. Wink


- 4./JG53_Badger - 18.04.2009

I played a quick mission last night and it was nice to see my 109 wing man actually clear my tail and not only did he clear my tail but he went after the last hurricane and sawed off his wing tip. I came around after he broke off and finished him off.. Keep up the great job on this mod....its working for sure!


- creamy - 19.04.2009

since its possible to make adjustments to the ai any chance of fighter to fighter weapon fire range to around 250m?


- Stratodog - 19.04.2009

4./JG53_Badger Wrote:I played a quick mission last night and it was nice to see my 109 wing man actually clear my tail and not only did he clear my tail but he went after the last hurricane and sawed off his wing tip. I came around after he broke off and finished him off.. Keep up the great job on this mod....its working for sure!

Just wondering, did you give your wingman any instructions or did he act on his own when he blasted the Hurricane?


- US_GRANT - 19.04.2009

After reinstalling this mod, I have found that when my wingman has sufficient skill (veteran or better), he'll take off after enemy planes and does a much better job of clearing my six and I don't even have to say anything. Once he disposes of the threat, he is right back on my tail watching for the next victim.


- Ramstein - 19.04.2009

AI mod with moving dogfight mod. So far, it looks like the AI mod isn't working well in a moving dogfight mod mission. Even setting the AI to Ace does not help. The AI are back to being absolutely stupid. :roll: Anyone else see it working better?
:?:


- 4./JG53_Badger - 19.04.2009

Hey Stratodog,
I gave the normal command once we started air combat for the staffel to attack NME planes and that was it. usaually the wingman will stay with you but for some reason he broke off after I was being shot at by the hurricane and when I looked over my shoulder my wingman stayed with him when he broke off me. I then had to look over my other shoulder and thats when I saw my wing man bring him down..Its was one of the neatest things Ive seen so far in this game...I am going to pay more attention to my wing for now on


- RealDarko - 19.04.2009

Anyone know If this is a consequence of the mod?? My planes take off this way and of course AI can't Take Off cause it hit objects around the airfield

[Image: Takeoff.jpg]


- Aviar - 19.04.2009

RealDarko,

It is incredibly easy for you to answer your own question. Simply disable the AI Mod (this takes 15 seconds) and run the mission. You fill find the answer faster than it took you to post your screenshot...Smile

BTW, my guess is that your issue has nothing to do with the AI Mod itself.

Aviar