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[MOD] AI Mod V.17 *UPDATE*
#61

certificate Wrote:
Radoye Wrote:I can clearly see the difference, the AI performing different maneuvers each time, and that's a good thing. But i also noticed them to be somewhat easier to catch, almost too easy. Is that because they're not flying with 100% efficiency all the time anymore?

Probably... they're running with ~95% efficiency now, I pretty much arbitrarily picked that, so if other people find they're unrealistically slow, I'll bump it back up.
No i don't say it's unrealistic or something like that... But being strictly an offliner (well, i did flew online maybe a couple of times, and i fly Il-2 since the original game) i got used to AI's being so hard to catch. And now i can catch up with them quite easily, they do different things now which is a good thing but i'm able to get on their tail again... I test-flew it using a mission where i would usually get 1 or 2 kills and i made 5 kills or more each time i tried.

maybe you could make this be a factor of skill too if that's possible, the rookies to fly at these settings, regulars and veterans a bit better and ace level at 100%?
#62

Radoye Wrote:
certificate Wrote:
Radoye Wrote:I can clearly see the difference, the AI performing different maneuvers each time, and that's a good thing. But i also noticed them to be somewhat easier to catch, almost too easy. Is that because they're not flying with 100% efficiency all the time anymore?

Probably... they're running with ~95% efficiency now, I pretty much arbitrarily picked that, so if other people find they're unrealistically slow, I'll bump it back up.
No i don't say it's unrealistic or something like that... But being strictly an offliner (well, i did flew online maybe a couple of times, and i fly Il-2 since the original game) i got used to AI's being so hard to catch. And now i can catch up with them quite easily, they do different things now which is a good thing but i'm able to get on their tail again... I test-flew it using a mission where i would usually get 1 or 2 kills and i made 5 kills or more each time i tried.

maybe you could make this be a factor of skill too if that's possible, the rookies to fly at these settings, regulars and veterans a bit better and ace level at 100%?

Great idea, and very doable.
#63

This is one of the most exciting mod I've seen released here. I realise it's 'just' a beta, but the scope for improvement you have created is enormous.

Many many thanks, you deserve a medal, a really big and shiney one Big Grin

Pirate Smile
#64

Would you be able to alter the "escort" behavior of AI fighters that are assigned to other flights as escorts?
#65

I hosted several co-op missions this evening with my squad-mates and can confirm that the host (in this case myself) controls AI behavior, and having this mod on the host's machine guarantees all players see the same AI performance as the host. No need for the clients to have the mod installed.

Several of the missions I hosted had medium bombers (A-20's and B-25's, all AI) in them, all of them took off, flew, attacked and landed without incident. Haven't had any missions yet with heavies in them however (using a DCG generated Italy '43/'44 campaign).

The AI fighters are quite aggressive, one AI Spitfire I was watching pressed several attacks after his engine had been damaged and was smoking thickly. That in itself is a great change over stock AI performance (they would usually fly straight and level out of the combat area if slightly damaged).

The AI now make ample use of vertical maneuvers instead of that cursed roll, almost too much... I saw several go into very steep dives and extreme climbs when it wasn't really necessary for them to do so. The AI aggressiveness can be a double-edges sword however. They tend to flock onto targets and get a bit careless if other friendly AI -or human- are around. "Shoulder-shooting" was rampant.

On the plus side ... the AI can shoot now. They still haven't mastered leading a turning target, but their shooting from a slight deflection is much better. Conversely their extreme deflection shooting (snap-shots at a crossing target) seems just as good as it ever was. Engine shots and pilot kills from that type of shooting were at about the same level as before. In my campaign AI Spits were having a field day downing AI MC-202 XII's, leaving us human P-38 drivers with little to do but watch the fun and hope for scraps. Wink

Haven't noticed any issues or conflicts with other mods, however the AI nav lights being on at all times during darkness was mentioned earlier in this thread.

One curious incident occurred during a QMBPlus mission on the Slovakia map ... an AI Spitfire MkI came in for a landing and flared ... then went up about 20 meters and then did a nice -if steep- 3-point landing. Any human flown plane doing that would have ripped the entire undercarriage off the plane.

Short version: I am very impressed with this mod. This one little mod will make a very visible and dramatic *positive* change in how folks play both single-player campaigns and multi-player co-op missions. Old-timer IL-2 pilots will have to re-learn combating the AI all over again, which makes this entire sim new all over again. Two thumbs up!
#66

certificate: cudos to you! Really. Great mod, even though its still WIP. One question for you regarding speed adjustments you made and bomber problems on TO: would it be possible to reduce AIs speed after they reach pre-set altitude? I don't know how the game records this and one problem could be airports that are not on 0m but still, if you could set that AI gets power reduction at say 500-700m that should be swell.

Just a thought. Great job again. Finally we have a chance to get close (somewhat) to the AI BoB2 has Smile
#67

omg this is the real deal!!! i did a test fight with a mustang vs fw190 wow...it was soo fun! every time i get alittle closer to him he starts doing scissors and actually makes me overshoot him! no more crazy barrel rolls and i noticed that it likes to do a power dive and actually fly low over a city! ( i stoped playing about a month ago and now with this mod i am enjoying this! ) Thanks ALOT!!!
#68

Tigertooo Wrote:
The_Psy Wrote:Are the Nav Light for AI still off with it? Because it use the same file.

what MOD is this Psy ??

Found it! It's located here (The link is inoperative)
#69

Very nice startingmodding AI:!: :!: :!:
I think it looks nicer but I just started to test.

I did a test "pure" AI vs AI, 4 Bf109G2 against 4 P40M, head on no advantage, average skill.

A.outcome without mod : 4 Bf alive (one smoking a bit), 2 P40 alive.
B. outcome with mod:4 Bf alive and 0 P40 alive. This is a bit disturbing, The G2 is clearly an overall better AC than the P40M, but I wasn't expecting such a " 4 to 0" result.
But maybe it's not so visible when you have a lot of planes engaged in battle. Are there AI instructions specific for a given type or they are only global?
Hm
#70

lowfighter Wrote:Very nice startingmodding AI:!: :!: :!:
I think it looks nicer but I just started to test.

I did a test "pure" AI vs AI, 4 Bf109G2 against 4 P40M, head on no advantage, average skill.

A.outcome without mod : 4 Bf alive (one smoking a bit), 2 P40 alive.
B. outcome with mod:4 Bf alive and 0 P40 alive. This is a bit disturbing, The G2 is clearly an overall better AC than the P40M, but I wasn't expecting such a " 4 to 0" result.
But maybe it's not so visible when you have a lot of planes engaged in battle. Are there AI instructions specific for a given type or they are only global?
Hm

Thanks for the test. It might have just been a coincidence, or something has changed with the 1.1 version.

I ran your pure AI test 4bf109G2 vs 4p40m, head on no advantage, average skill. The first time, the BFs took it 4-0, with some damage, the second time the P-40s took it 4-0, with some damage.

Not too sure what to tell you, other than to try the new version.
#71

certificate Wrote:
lowfighter Wrote:version.

I ran your pure AI test 4bf109G2 vs 4p40m, head on no advantage, average skill. The first time, the BFs took it 4-0, with some damage, the second time the P-40s took it 4-0, with some damage.

Not too sure what to tell you, other than to try the new version.

What means "first time" and "second time"?
Also was the test "pure" AI that means no player in the mission (there's randomness even if you hit autopilot right at the start of the mission, that's why I wanted a "pure" ai test, if you repeat you get always the same result, no randomness)

The outcome depends of course of head on altitude and speed, I'll see what happens if starting conditions are different, anyway here's the mission.

[MAIN]
MAP Empty4a/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
army 1
playerNum 0
[Wing]
r0100
g0100
[r0100]
Planes 4
Skill 1
Class air.P_40M
Fuel 100
weapons default
[r0100_Way]
NORMFLY 4780.72 15987.15 3000.00 400.00 &0
NORMFLY 21693.17 23235.34 3000.00 400.00 &0
NORMFLY 41741.37 31717.27 3000.00 400.00 &0
NORMFLY 42204.02 40816.06 3000.00 400.00 &0
LANDING 40768.46 42189.63 0 0 &0
[g0100]
Planes 4
Skill 1
Class air.BF_109G2
Fuel 100
weapons default
[g0100_Way]
NORMFLY 29558.23 26525.30 3000.00 400.00 &0
NORMFLY 19534.14 22207.23 3000.00 400.00 &0
NORMFLY 2724.50 14907.63 3000.00 400.00 &0
LANDING 12312.37 10973.09 0 0 &0
[NStationary]
[Buildings]
[Bridge]
[House]
#72

in real life, there was much more concern about surviving, and hence more cautious actions than we often see in players, heck, we arn't risking our lives.

When actions become less cautious and more aggresive, you will see greater losses on both sides.

I don't know if it is possible to do, but it would seem to me that sense we can't model personalities in this game, more inexperianced rookies would be more likely to break off if damaged, as well as the more experianced an cautious aces, who didn't surive that long by being reckless, while the average and perhaps veterans press their attacks more often.

this way there would be greater survival rates, which would seem to me to be realistic, in a fight.
#73

Hey Certificate,

Did you get to read my reply back on page 3, there are so many coming in thick and fast you may have missed it. Check below.

cheers, AP.

certificate wrote:
CPS_fraggmann wrote:
We all know that the AI can see through clouds..can that be altered?



Unfortunately, no. The ai will know where you are as long as your're within x metres from it. That distance "x" is dependent on the ai skill level.



Hey Certificate, This mod sounds great, thanks. Being new here and fairly new to IL2, can you tell me what distance the "X" is equal too or at least where to find out?
It would be great to know for those time's your running for home all shot up with an enemy approaching.

cheers, AP
#74

i love this mod Big Grin

PS. certificate, could you make it compatible with AI_navigation lights_off mod in next updates ?
#75

Thanks Certificate, brilliant mod Smile
BTW, must I uninstall the v3.2 AI MOD?
edd
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