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

Keep in mind that one of the best ways to get the AI to attack a specific enemy plane is to padlock that plane and simply command your wingman (or flight) to 'Attack My Target'. *(The 'Target' is the padlocked plane.)

Once the command is given, it's not necessary to keep the 'Target' padlocked.

Aviar
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thx aviar I didnt know that! I thought that "my target" was airplane in front of me. 8)
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yeah i agree if it is possible for an attacking plane to attack the wingman first would be better even i wldnt attack the leader if the wingman was behind him giving cover
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Aviar Wrote:Keep in mind that one of the best ways to get the AI to attack a specific enemy plane is to padlock that plane and simply command your wingman (or flight) to 'Attack My Target'. *(The 'Target' is the padlocked plane.)

Once the command is given, it's not necessary to keep the 'Target' padlocked.

Aviar

That sounds easy enough...

We really need a new command..."Wingman Attack the ferret on my Six"
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Dudok22 Wrote:thx aviar I didnt know that! I thought that "my target" was airplane in front of me. 8)

I think when you padlock any enemy aircraft you actually make it the target of "Attack my target"

The purpose of the padlock is basically to keep track of the aircraft you are targeting to kill.

Therefore, if you padlock and tell AI to attack your target... The AI doesn't know you may be after the enemy aircraft right in front of you.

The AI just gets a command to shoot the target you have defined by padlock.

It make sense
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For me this AI is really great
got A dogfight yersterday in a P38 late against a veteran G2, and this f+++er really turning the s++t out of me

a few days ago a 109 Climb in front of me, turn hard, and give me a headon it she dives again in my direction....never see something like this before
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Is there anything you can do about the AI perfectd landings? I would like to see randomness in the AI landings and even a few crashes. They all come in on rails and make perfect landings even if damaged.
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Question for certificate:

I've been flying some jets lately and they only go to 100% power instead of 110%. I've noticed that an AI flown jet of the same type (ex. XP-86 vs. XP-86) can run away. Any thoughts on this ?
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This happens with other planes in the game as well, not only with jets.

I don't know how many times I've been at 110% and then have a wingman seemingly effortlessly pass me by, often climbing higher as well, to engage the enemy ahead.

I think it's a sort of in-built advantage the game assigns to itself where it concerns AI planes.
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agracier Wrote:This happens with other planes in the game as well, not only with jets.

I don't know how many times I've been at 110% and then have a wingman seemingly effortlessly pass me by, often climbing higher as well, to engage the enemy ahead.

I think it's a sort of in-built advantage the game assigns to itself where it concerns AI planes.

Yes, but I thought there was a fix for this in this AI mod?
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I'd say it is now a bit less glaring than it was pre AI Mod, but wingmen still manage to fly ahead of me.

Before the AI mod, they were shameless in their show-offsmanship. Zoom past, shoot high above and then come striking down like a hawk on the enemy while your engine strains at the seams ... you'd think their engines never overheated ... ha ha

Anyway, it is much better now, but winmen still manage to overtake me ... then again maybe I'm just a lousy pilot.
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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).
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So far, good

I agree with the past few positngs.

I still the enemy jumping on the player six and the AI following along behind that enemy with an easy target right in front of him.

The AI performance is not an easy tweak. There are just too many things that are going on.

How many times do you see the AI enemy flying alongside one your flight mates separated by less than 100 meters altitude and neither of them see each other.

The flight tragectory (pattern) has to have some problem interpreting or interpolating movement of other aircraft. I sure hop this is fixable.

The AI is very much improved for most part. Online mission builders at least have AI that are more effective, even if there are some anomalies that keep popping up.

I am anxiously awaiting the next AI_Mod FIX.
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I am having a really good time with this mod. Now even the AI wingmen take shots at me. It made the game more challenging. I been playing offline for six years. This is the most fun you can have with the AI.

BIG THANKS
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Aircraft Tactics Chart

http://tailslide.firelightsoftware.com/atchart.asp

Here is a tool for working with Ai performance.

I don't know if it is possible to apply tactics per specifc aircraft revision type. The application of the tactics in this is chart to the AI would be a great start.

What I mean by that is... F4U and P38 are Boom and Zoomers, F6F can turn fight pretty well across the board with the Zero, Claude and Tony. Yet F6F might B & Z because the tactic is better for real combat to save lives.

The P40 had a great roll rate, and great dive speed. When the P40 pilots faced the Zero they used the B & Z from altitude and used dive speed to advantage. P40 climbed like a rock so keeping enery levels up was important for P40 pilots to stay alive.

The of course it would make a difference applying this chart to whether your player aircraft was in an offense or defense mode.

This is an old chart released long before the Pacific Fighters. There are many plane types that would need to be added for across the board tactic improvements.

Anyway, I thought the information might have some value.

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I have noticed when I choose veteran for Player flight groups they always do well against Average enemy flight groups. That is pretty well across the board regardless of aircraft type. This isn't real bad, because in your missions the higher skill level is a determining factor, offline of course.
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