12.03.2009, 01:56
I did several missions with the Mod 17 and it worked pretty well.
F4U1A against zeros. The odds were 4:1 against me. I flicked into Autopilot to let the AI go for it.
The F4U stunted like crazy and dodged a lot of bullets.
The strange thing is the F4U was running away like crazy and the zeros were everywhere.
Often the zero would be within shooting range and the F4 wouldn't shoot.
When the F4U had space to gain altitude and get some "E" he woulld persist at same altitude.
Actually the F4U outlasted all the zeros, they just left the scene. One lagger zero persisted on the tail of the F4U and eventually took him out. The starnge part was the F4U quit jinking and flew straight taking all the fire from the zero. When it was one on one the F4U just kept running and he could have probably turned or done a hammerhead or something. The F4U very power aircraft should have done very well against zero..
There is a way to really test the AI. Do missions are quick missions, record the mission. Make sure the player goes into autopilot, then turn on wingtip smoke. I just go to outside trailing view and use the mouse to push in an out to view the action. Then when I get all done I run the video. I can jump around from plane to plane and fly through every aircraft in the mission if I need to.
I usually either replay the video and tag behind the player or his wingman watching the action of the two from outside views. Sometimes, if the player gets taken out I replay and tag outside view the tail of the plane that nailed him.
Trying to fix the all seeing Ai, well I can tell you it hasn't been a biggy with th BOB II WOV users.
The most important thing is performance against the AI. Most of us just turn off the clouds and weather and fly daylight when we're getting into a furrball with AI. The AI have no advantage that way (visibility wise). Online against other human players it doesn't matter, because your enemy can't see anything you can't LOL
Oleg, has messed alot with the AI between releases. So, I would think getting the AI to perform in various air combat situations is difficult to program. It is true humans will usually make a limited number of choices when flying combat. Yet, to know what and when the human will do it.... probably best handled with some type of random action generator.
You'll find everyone is patient. You're tackling a job none of us thought could be done. We're happy as Skunks eating Peanut Butter.
F4U1A against zeros. The odds were 4:1 against me. I flicked into Autopilot to let the AI go for it.
The F4U stunted like crazy and dodged a lot of bullets.
The strange thing is the F4U was running away like crazy and the zeros were everywhere.
Often the zero would be within shooting range and the F4 wouldn't shoot.
When the F4U had space to gain altitude and get some "E" he woulld persist at same altitude.
Actually the F4U outlasted all the zeros, they just left the scene. One lagger zero persisted on the tail of the F4U and eventually took him out. The starnge part was the F4U quit jinking and flew straight taking all the fire from the zero. When it was one on one the F4U just kept running and he could have probably turned or done a hammerhead or something. The F4U very power aircraft should have done very well against zero..
There is a way to really test the AI. Do missions are quick missions, record the mission. Make sure the player goes into autopilot, then turn on wingtip smoke. I just go to outside trailing view and use the mouse to push in an out to view the action. Then when I get all done I run the video. I can jump around from plane to plane and fly through every aircraft in the mission if I need to.
I usually either replay the video and tag behind the player or his wingman watching the action of the two from outside views. Sometimes, if the player gets taken out I replay and tag outside view the tail of the plane that nailed him.
Trying to fix the all seeing Ai, well I can tell you it hasn't been a biggy with th BOB II WOV users.
The most important thing is performance against the AI. Most of us just turn off the clouds and weather and fly daylight when we're getting into a furrball with AI. The AI have no advantage that way (visibility wise). Online against other human players it doesn't matter, because your enemy can't see anything you can't LOL
Oleg, has messed alot with the AI between releases. So, I would think getting the AI to perform in various air combat situations is difficult to program. It is true humans will usually make a limited number of choices when flying combat. Yet, to know what and when the human will do it.... probably best handled with some type of random action generator.
You'll find everyone is patient. You're tackling a job none of us thought could be done. We're happy as Skunks eating Peanut Butter.