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View Full Version : AI Improvements Needed for current game engine ?



DStrong86
04-28-2004, 10:37 PM
I haven't seen a thread listing ANY NEW AI IMPROVEMENTS (current game - not directly related to the new Carrier Ops). A search on the forum didn't turn up anything.

Considering that any official statements on AI changes may wait for the E3 announcements in May, I wanted you guys to make up a list for Luthier and the rest of the development team.

QUESTION = Based upon IL2 FB/AEP (and Pacific Fighters) game engine, as it now plays (Air to Air, Ground Attack, etc) ... what are the PRIORITY IMPROVEMENTS THAT ARE NEEDED FOR THE CURRENT AI?
Myself I would like to see Air to Air AI that would allow the Allied pilots to call for some type of teamwork (Thatch Weave), if that is very much wanted or is worth the programming effort.

AI improvements that are less important or harder to implement could be left off for a patch.

DStrong86
04-28-2004, 10:37 PM
I haven't seen a thread listing ANY NEW AI IMPROVEMENTS (current game - not directly related to the new Carrier Ops). A search on the forum didn't turn up anything.

Considering that any official statements on AI changes may wait for the E3 announcements in May, I wanted you guys to make up a list for Luthier and the rest of the development team.

QUESTION = Based upon IL2 FB/AEP (and Pacific Fighters) game engine, as it now plays (Air to Air, Ground Attack, etc) ... what are the PRIORITY IMPROVEMENTS THAT ARE NEEDED FOR THE CURRENT AI?
Myself I would like to see Air to Air AI that would allow the Allied pilots to call for some type of teamwork (Thatch Weave), if that is very much wanted or is worth the programming effort.

AI improvements that are less important or harder to implement could be left off for a patch.

aero6
04-28-2004, 11:03 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>QUESTION = Based upon IL2 FB/AEP (and Pacific Fighters) game engine, as it now plays (Air to Air, Ground Attack, etc) ... what are the PRIORITY IMPROVEMENTS THAT ARE NEEDED FOR THE CURRENT AI?
Myself I would like to see Air to Air AI that would allow the Allied pilots to call for some type of teamwork (Thatch Weave), if that is very much wanted or is worth the programming effort.

AI improvements that are less important or harder to implement could be left off for a patch. <HR></BLOCKQUOTE>

I think the AI should first learn to not collide together, or fly into hills, mountains, and some times the ground. All for no reason.

Baby steps...

We have seen improvement in AI, many thanks to the support we receive. Oleg looks after us well. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

We probably will have to wait for BoB to see any significant changes.
I can wait and ENJOY what we've got for the time being. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-happy.gif

DStrong86
04-28-2004, 11:09 PM
Here's an example of what I'm looking to put on this list ...
(from thread) A concern about torpedoes
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> necrobaron posted 27-04-04 10:28
I sincerely feel the effort should be made to make torp drops realistic. If this(PF) were just a patch or a small add-on,I would understand Oleg not wanting to take the time to write new coding for realistic torps, BUT since PF is essentially a sequal to FB(unlike BoB),I think the time should be taken to implement this change along with other recommended changes that have previously been deemed "too hard and complex to do"(muzzle flash,AI seeing through clouds,etc.,etc.). In my view Pacific Fighters is a perfect opportunity to go back into the game engine(as "hard" as it may be) and fix those things. <HR></BLOCKQUOTE>

DStrong86
04-28-2004, 11:23 PM
To aero6 -

Related to your AI Crash-and-Burn has anybody noticed "Fatal Landings" that should be avoided?

(1) a plane loses an engine and continues gliding until he crashes - No attempt at lowering the landing gear for landing (on land)or just bailing out.

(2) no "Emergency Landing Priority" for bombers on fire or engine(s) out - instead they circle around with all of the other aircraft waiting to land (until they crash)

aero6
04-28-2004, 11:42 PM
It will be interesting to see how Luthier fairs with AI in PF.
It seems to me like it would be a nightmare on AI with carrier ops.
A disaster waiting to happen. The PF team has a tough task ahead, I wish em the best. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-happy.gif

sugaki
04-29-2004, 12:13 AM
Interesting thing about AI planes is that in some missions they'd collide in the same exact spot...

Or those escort missions that fail since they land, park, then crash into another plane that already parked.

Also, AI planes seemed to perform better than what the planes could be capable of.

Wouldn't hurt to see tweaks to AI http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

-Aki

ImpStarDuece
04-29-2004, 04:21 AM
I would like to see the AI stop wildly manuvering whenever you get within 300m. Seriously it has to be psyhic at times. As soon as i pull the trigger my target breaks hard right (almost always hard right too) http://ubbxforums.ubi.com/images/smiley/52.gif and my shots go wide. Not so bad if your T'n'Bing but very annoying if your B'n'Zing from astern.

This bug seems esecially prevalent in the 'Veteran' difficulty setting, making them almost impossible to bounce. Not so common for 'Ace' and 'Average' pilots but still there.

I fly the Jug usually and it's put a serious crimp in my flying offline since AEP.

"There's no such thing as gravity, the earth sucks!"

IV_JG51_Razor
04-29-2004, 08:35 AM
Try this. Come up from behind an AI bad guy, but don't put your gunsight on him. Get as close as you like, but whatever you do, don't put your gunsight crosshairs on him....until you're ready to fire. It seems that they know when you have them sighted, and if you're within a certain range, will take evasive action, even before you shoot.

I'd say, that regardless of all the little glitches with them, they're still pretty darn smart, and one heck of a lot better than any AI I've ever seen in any other sim. I can't imagine what kind of programming goes into making them act like they are thinking, reasoning human beings.

Razor
IV/JG51 Intelligence Officer
www.jg51.net (http://www.jg51.net)

"Good judgement comes from experience, and experience comes from poor judgement"

olaleier
04-29-2004, 08:59 AM
One thing I hope for is some sort of landing pattern routine.

After a long FB session, I can hear it in my head:

"Number two, abort approach, abort approach"

"Two, going around"

"This is three requesting landing"

Number three, abort approach, abort approach"

"Three, going around"

http://ubbxforums.ubi.com/infopop/emoticons/icon_mad.gif

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ploughman
05-01-2004, 05:14 PM
After I downloaded the 1.22 patch, the one with the B-17G etc (was that the 1.22 patch, I forget), the AI planes suddenly became serious opposition. My kill ratio, which was pretty good, dropped markedly and I really enjoyed tangling with the AI as it seemed to behave unpredictably. Then I installed AEP and it restored things to their normal weaving like a maniac under 300 metres state of affairs. Was I just drunk for a few months? Did any one else notice the patch AI behaving like it knew what it was doing?