All-Aircraft-Simulations
[MOD] AI Mod V.17 *UPDATE* - Printable Version

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+--- Thread: [MOD] AI Mod V.17 *UPDATE* (/showthread.php?tid=58844)

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- certificate - 23.01.2009

Checkyersix Wrote:First, thank you thank you thank you for this MOD. I play off-line exclusively and the AI acrobatics were driving me crazy. This really livens up the offline game and gives a real sense that you're flying against another person.

Second, a request - do you think it might be possible to get fighters to fly in formations when they are set to "escort" each other. As it is, the AI will treat fighters as bombers when set to guard them so you get a whole stack of planes madly swooping and diving. It would be great for mission building if we could get the fighters to fly in nice formations.

Cheers and thanks for all the hard work,

CY6

Haha, I know the feeling. I flew online a lot this summer, but now I don't really have the time. After flying against human pilots, those constant AI barrel rolls made crazy.

I'll see what I can do about your request!


- Anders_And - 23.01.2009

Certifcate you really really impress me with your dedication to this MOD. As soon as anyone reports a problem, you fix it!! Im really really greatful. And the fact that we already have so many replies is a testament to your sucess!!
THANK YOU!


- Guest - 23.01.2009

By the end of today, it looks like this thread will have cracked 20000 views.
And that in about 5 days!!!
If thats not testament to the interest in this mod, then I don't know what is... :lol: 8)


- el bradipo - 23.01.2009

GREAT GREAT GREAT GREAT MOD!!!!!!!! MANY THANK'S!!!!


- Lieuwe - 23.01.2009

Would it be possible for AI to break when the leader goes to land? Now they will try and match your airspeed and altitude which leads them to crash most of the time. You CAN order them to land but that is annoying to as then they will constantly start to radio for permission etc. and the whole situation just gets very messy.


- fabianfred - 23.01.2009

I wish AI would just go in and land without too many times going around the circuit :roll:


- chas1963 - 23.01.2009

Mmmm....

Time to give V.14 a try (good morning-been dreaming about this) :Smile)


- JG109_Grisu - 23.01.2009

Hi

very good job Confusedhock:


Maybe you can change this:

If you shot down a bomber in a nightmission he turns on his nav-lights again.

Going down on fire seems to be a kind of landing. :twisted:


- Potenz - 23.01.2009

Certificate, this mod is epic!!!

Yesterday we flew some online mission with my squad mates, and the AI mod works perfect, now it's hard to diference between Ai pilots from human, as Ai now perform diferents manouvers and angles of attack.

I will download and install every update of this mod!

Potenz


- slipper - 23.01.2009

Certificate,

thanks again for another great update, the way you are progressing with this the possibilities seem endless, this really is the best mod to come out in my opinion,( i only play offline).

Was wondering if any of the following could be fixed/implemented

1 AI break off engagement when damaged

2 Any chance of undercarriage dropping sometimes when damaged, to simulate hydraulics failure.

3 Landing routines, as already mentioned

4 Do not know if this is an AI thing, but random defects such as oil pressure, oxy failure, engine overheat. That will force a return to base, or even a crash landing/bail out

5 AI routines looked at to get A20's,B-25,s etc to act like level bombers, rather than ground attack, and maybe for planes to bomb in formation, rather than going into line astern. Also maybe a bit more random bombing. for example if i set a group of bombers to attack a bridge they will always hit it smack on, there never seems a possibility they may miss. Also for AI to bomb on Human controlled planes order.

6 Different and/or larger formations, you can order AI into different formations as flight leader, but not available as default

7 Ability for Aircraft to take off in pairs, threes, or fours

8 weather conditions to be taken into account, to affect bombing accuracy, ability to seek opponents etc

9 sniper bomber gunners toned down

I realise this is quite an extensive list, and I'm more than happy with what you have done so far, but just thought i would share my wishes, if you are able to sort any that would be a bonus.


Thanks again for the great work you are doing

regards

slipper


- der-blaue-max - 23.01.2009

I have testet V12 V13 and now V14
V14 is much more better for Fightingf against a Bomberpulk


Thank You


- pursuivant - 23.01.2009

I've got no problems with "sniper" bomber gunners as long as:

1) The gun is in a turret, preferably with a reflector sight.
2) The bomber is straight and level.
3) The attacker is coming in with minimal deflection (i.e., 12 or 6 o'clock level).

Anything else should degrade accuracy, especially at range. In particular, a hand-held gun angled out into the bomber's slipstream should have its inherent accuracy go down, and accurate gunnery should be virtually impossible while the bomber is pulling any sort of Gs. There is no way that the tail gunner on a dive bomber can shoot as the plane is coming out of a dive, or that a gunner who isn't seated and strapped into his seat (e.g., waist gunners, or the tail gunner on the Betty) can shoot if the bomber isn't basically flying straight and level.

The issue of bomber gunners opening up at long range is a different topic. It's common for inexperienced gunners to open fire way too soon (perhaps that could be worked into the AI for Rookie pilots as well), and even experienced gunners might "spray and pray" at targets 700+ meters away. Unfortunately, coming up with routines for shoot/don't shoot based on a bomber's strategic position would be tricky. A bomber crew might be more conservative with ammunition on the inbound leg of a long mission, than on the outbound leg of a short mission.


- Bearcat - 23.01.2009

Talk about fast and furious.. I'll have to see how the friendly AI behves... I have just the QM too.. it is one where every time I run it I look around see a bandit trying to get on my 6 and I stell my wingman to cover me.. and he says roger.. then he flies along side the guy who is blasting me to bits.. my wingman or if I say attack fighters he says roger... and wings over away from the guy right next to him , who again is getting ready to blast me to bits... and either goes for some rookie way off on our low 7 .. or even worse.. starts going for my target who is in front of me... LMAO... If you wind up fixing that I'll be a happy camper.. so far from what I have seen from 1 , 2 & 3I like it.. I havent tested that though...


- Bearcat - 23.01.2009

By George I think you've done it... I ran that mission... and this time.. when I told my wingman to attack.. he actually went for the leader whoose wingman I was closing in on.... I had the wingman in my 1.. my wing man was on my 5... the leader was about at my 3.... and my wingman actually tightened his turn and broke for the leader.... NIIIIZZZE


- pursuivant - 23.01.2009

rollnloop Wrote:AI wingman detection, depending on skills, should also be oriented, ie rookie wingman should only "see" in front of him (so if there's an ennemy between him and the lead, he should be able to see it). Medium AI should also see on the sides (9 to 12 to 3), Veteran on the rear (8 to 12 to 4), Ace more to the rear (7 to 12 to 5). Ace wingman should not see at 6 beacause it is supposed to keep an eye on its lead. AI wingman having detected abandit on lead's 6 should fire at it, but not follow systematically when the bandit is disengaging. It should follow in fewer cases, randomly. Random chances should be nationality dependant, with germans, japanese, poles, french, italians and US being more agressive, brits and russian more disciplined.

I'd suggest that any Average or better wingman should check all angles he can see (for a fighter, this means everything except 6 o'clock low, and 6 o'clock level if you don't have a rearview mirror), but that as soon as the wingman detects a threat, there is a pause and then the leader might respond to it, with the wingman following. That is, if wingman sees threat, he calls it in to his leader, and the leader makes the break/no break decision. Ignore this routine if the planes don't have radios.

I'm not sure that the AI can handle differences in national character (although it would be cool if it did). Better to make the "follow the leader"/"chase the bandit" decision based on wingman skill, or just random.

I've noticed two stupid things about AI behavior:

1) If you're behind enemy lines, and you encounter a flight of fighters or fighter bombers programmed to land or to carry out some mission, they will pretty much ignore you, except for defensive breaks. Sometimes they won't even break at 300 meters, the way they usually do. While this makes for a fine turkey shoot, it's unrealistic.

2) AI planes ignore gunfire unless they're actually hit by it. You can fill the air with tracers and as long as you keep missing, they never know you're there. I suspect that fixing this problem would be a bear, since you'd have to be able to figure out how to get the AI to "see" tracers at a distance. Of course, if you could do this, then you've basically cracked the "see through clouds" problem.