CERT AI MOD V.30 (03/27/09)

During the landing after a 4 to 4 offline dogfight in QMB, my AI wingman frequently crashes on its final. What am I doing wrong?

Laziness is the mother of progress. My QMB missions can be found here:
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First of all, that action has nothing to do with this AI mod. What you can do is order your wingman to either loiter or land.

Aviar
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Is there any hope of this mod being merged with the Carrier Takeoff mod? That would be divine!
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Aviar Wrote:First of all, that action has nothing to do with this AI mod. What you can do is order your wingman to either loiter or land.

Aviar

Please, how can I order my AI wingman to land?
I do not see such order in the game. Excuse my inexperience.
Thanks to your time.

Laziness is the mother of progress. My QMB missions can be found here:
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You tell them to "return to base", with the TAB menu.
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Certificate this mod is a real improvement to aircraft AI. Thank You muchly.

A few thoughts for you - some of which you may have already considered.
I was pleased to hear that some of the AI tactical decisions became a measure of the AI experience.
Did you incorporate any nationality type traits ? - I realize that to do this has the risk of personal bias, but it could be an additional element to the experience factor, and would certainly be interesting.
For instance, I have read (can't remember where, sorry) that American pilots in the pacific preferred to dive out and right after an attack pass on a zero, as it was felt that the zero could both turn left and climb more quickly ( I don't know the technical reason - perhaps the zero prop turned in the opposite direction creating torque opposite to that of the american aircraft - Sakai reinforces that the zero turned more quickly to the left in his biography). Or that Japanese pilots tended to split up on contact and go hunting individually, while US pilots learned very early to work in elements no smaller than two to minimze the advantages of the Zeke.
It was also great to hear that you curtailed the perfect efficiency of all AI to reflect some human failings.
Is it possible to affect such traits as gunnery accuracy, Situational Awareness and pure distance effective vision - this would go a long way to being able to develop very personal Ace flight characteristics. (Hartmann's reluctance to engage in any situation in which he did not hold an advantage, Marseille's preference to execute a long dive at high speed from superior altitude and to whip up behind an unsuspecting aircraft from below, Beurling's precise gunnery, and his willingness to shoot from extreme angles of deflection, McGuire's preference for head on attacks, etc).
Is it possible to have the AI behaviour reflect the theatre and date? This might address some of the issues that others mentioned re : formation types as well - though (and I stand to be corrected here) I didn't think that US fighters picked up the finger four as early as some of the previous postings suggested. Certainly the ability for (US bombers particularly) to fly in box formation (which doctrine was constantly being modified) would be a big bonus for ETO operations.
Did you (is it possible if you did not) modify AI behaviour to suit particular aircraft types?

And for the big query, have you given any thought to work on the characteristics of AA fire?
To me their are a couple of characteristics that make the ingame AA fire unrealistic. Firstly, I can see no difference in the accuracy of AA fire, regrdless of gunner experience. Perhaps the game models this; if so I can't tell the difference. Secondly, and perhaps more important in terms of potential effect on the sim, the AI AA seems to be perfect at target identification. It is a common tactic online to fly over your own flak to get a persistent enemy off your tail, while from all the reading I have done no sane pilot would ever risk the likelihood of friendly gunners opening up on him. In point of fact, fighters intercepting enemy aircraft would only do so out of the zones covered by their own flak for the very reason that flak opened up on just about anything in their sector ( given certain altitude restrictions). It would be very realistic if a (flak ceiling) level could be added to the FMB under the properties of AA guns, and the AA ability to correctly identify enemy vs friendly aircraft and gunnery accuracy was mitigated by factors of altitude, weather and wind force, experience etc.

Keep up the great work.

Kopfdorfer
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Awesome!

Only 2 problems. I don't know if it's in your MOD.
1. The pilot only jumps when the plane lose a wing or something.
The pilot doesn't jump when the plane is on fire or after he survives a crash in the water or if the aileron fails or if the elevator fails.
2. The crew can't jump if the pilot is dead.

I think the pilot needs to jump when:
Lose a wing or something.
Aileron fails;
Elevator fails;
The plane is on fire;
After he survives a crash.

Thank you very much.
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That's nothing to do with this mod; I never had any of those issues.
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Hey, Cerificate,
One vital and ageless AI question, which no doubt you have wrestled with already -is it possible to change the AIs interaction behaviour in regard to the position of sun and clouds. If there is one AI considersation that would transform this game I think anyone who plays with any AI at all would agree that this would be the absolute piece de resistance for AI development.

Kopfdorfer
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The Tu-2 is still acting very stupid, by shaking around like nuts !
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I have waited 8 years for this mod! Well, sort of. :lol: Thank you VERY much, Certificate!
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Hi Certificate,
Really great mod, thanks a lot.
One hint: the "atmosphere mod" does use clouds and produces turbulence when entering a cloud - so the system "knows" that you're in a cloud. Would it be possible to switch an A/C (when entering a cloud) "off" like being killed? Then the other AI A/C would react as if they don't see the A/C in the cloud anymore and turn away - like when an A/c is killed.
The bigger problem would be turning the A/C "on" again after leaving a cloud. I don't know how the ohter aircraft react, when you suddenly rebirth in the middle of a dogfight arena ;-).

Another thing: the AI-Aircraft sometimes remind me of very old versions, esp. the old early-war tchaikas and rata. tchaikas are very hard to destroy and ratas change direction very fast.
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Besides of hiding after the clouds from AI planes, it would be also nice to respect the attack from sun side. I mean that AI should not see me when I am attacking from the sun. I do not know if it is feasible, but very realistic immersion IMHO. I hope CERT reads this Smile

Laziness is the mother of progress. My QMB missions can be found here:
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certificate Wrote:AI Gunners on player controlled aircraft remain with default accuracy... There's nothing that can currently be done about this.

If you guys can figure out how to fix the ridiculous AI gunners for player controlled aircraft so that they can't snipe you while the human pilot is doing snap rolls and other such nonsense, that will be one of the greatest days ever for this sim.
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Any chance on getting a version of the mod that will work with the Carrier Catapult MOD.

Though I fly through the valley of death, I will fear no evil.....
For I am the meanest SOB in the valley!

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