[REQUEST] Smarter AI landings
#1

I'd like to request a review of the AI code related to "emergency" landings.

1. Dead-stick landings - When an AI plane looses it's engine, it just randomly glides to a wheels-up crash landing anywhere even when there is an airfield or roadway within range. Could the AI be made to try to make a dead-stick landing at airfields if they are close enough?

2. Priority landings - AI planes in a flight will form-up in landing pattern even when one is badly damaged or on fire. This leads to the rediculous situation where the first undamaged plane in the flight begins to land while the plane in distress circles overhead. Could the distressed plane be given priority in the landing sequence by making it the first to land?
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#2

+1 :yay:
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#3

Emergency Landing Procedures "FTW"! Tongue
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#4

Agree, now if we are going to revise AI, there's a long list (we should try and compile it, since the list is already a good source of ideas for modders).

1- smarter landings (your contribution to the list)

2- smarter evaluation of damage (just an example):

What about those AI enemies that let you go home after just a few hits on your plane and a few smoke from just one of your engines? They should finnish you off a bit more.

3- smarter low-level flights (another example): have you noticed how stupid some AI can be at low-level? When you assign them low altitude in QMB (say 500 meters) they will often crash on the next small hill rather than breaking up formation to gain meters over the ground, or, flight directly towards ground target regardless of terrain in between.

4- etc... (next posters please, try to expand this list)
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#5

there's also in combat if you only have 3 planes in a flight the third plane always breaks for his own target

[Image: ubda1009.gif]
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#6

It probably can't be done but a big one for me would be that AI loses you in the clouds!
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#7

I may be wrong, but I believe that in real life the damaged aircraft landed last, so that the wreckage didn't clutter the runway for the rest of the formation.
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#8

Brophmeister Wrote:I may be wrong, but I believe that in real life the damaged aircraft landed last, so that the wreckage didn't clutter the runway for the rest of the formation.
seems reasonable. I know that this was practiced aboard carriers, for obvious reasons.
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#9

I'd like to see AI wingmen be more aggressive. Too often I've seen one AI plane slip behind another AI plane, yet the defender's wingman does nothing to attack the attacker. It seems AI wingmen are locked in a passive "follow" mode until the leader is shot down.

Better AI targeting. Another quirk I've seen happen quite often is to see a dozen or more AI aircraft swarming behind a single enemy aircraft trying to shoot it down while entire formations of other enemy aircraft fly by without being engaged.

Less AI target fixation. The AI should be more flexible in changing targets to avoid having AI aircraft chasing enemies they can't catch and ignoring closer aircraft that would be easier to engage.
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#10

whiskyman Wrote:It probably can't be done but a big one for me would be that AI loses you in the clouds!
I think that is made already.
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#11

KG64_Cnopicilin Wrote:I think that is made already.

Is this just a guess? In my experience, enemy planes in IL2 just don
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#12

crazyflak Wrote:[quote="KG64_Cnopicilin"]I think that is made already.

Is this just a guess? In my experience, enemy planes in IL2 just don
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#13

Actually now I realize that the request "AI loses you in the clouds" is ambiguous to me (maybe my bad english).

1) AI can
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#14

What about the way AI lands? They are so perfect landing that it's annoying and ridiculous. Plus they take ages to put the plane on the ground. Come on, i bet no pilot have ever landed like those AI's. AI take off's could have a bit less of perfectness too.
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#15

[quote="crazyflak"]

2) AI uses the clouds in their favour, they attempt to get rid of you by running into the clouds so you can
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