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#3348142 - 07/22/11 11:48 AM AI  
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Just goes to show it was really ment to be big M/P shoot fest.

That's why the ai is so bad. Don't need it there.

Inline advert (2nd and 3rd post)

#3348150 - 07/22/11 12:01 PM Re: AI [Re: Phazon]  
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The AI is actually quite good. You can turn them into fodder or you can have them be a much harder opponent than any human could possibly be. And depending on how you set them up (say a group of 4 fighters), not only can they use tactics, they will actually bait you. The problem is all the sliders that are available for configuring the AI (gunnery, smarts, aggressiveness, ability, awareness, etc,etc,etc,) are only available for customization in the FMB. If they had all those features in the GUI for the average user, people would be praising the AI.

As for some of the super human moves, especially the quick rolling, I accidentally found out how to do this in my own 109 smile Full rudder, yank up for split second, then diagonally rightward down, and you'll be in a slight cork screw turn that's rolling faster than a D9. Opposite rudder and up for a split second stops it. Very fun to use in combat, but very hard to make happen consistently unlike the robots.

#3348165 - 07/22/11 12:18 PM Re: AI [Re: ATAG_Bliss]  
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Originally Posted By: SYN_Bliss
The AI is actually quite good. You can turn them into fodder or you can have them be a much harder opponent than any human could possibly be. And depending on how you set them up (say a group of 4 fighters), not only can they use tactics, they will actually bait you. The problem is all the sliders that are available for configuring the AI (gunnery, smarts, aggressiveness, ability, awareness, etc,etc,etc,) are only available for customization in the FMB. If they had all those features in the GUI for the average user, people would be praising the AI.

As for some of the super human moves, especially the quick rolling, I accidentally found out how to do this in my own 109 smile Full rudder, yank up for split second, then diagonally rightward down, and you'll be in a slight cork screw turn that's rolling faster than a D9. Opposite rudder and up for a split second stops it. Very fun to use in combat, but very hard to make happen consistently unlike the robots.


Post your AI opinion in a new thread and see how many agree with you. biggrin

#3348169 - 07/22/11 12:23 PM Re: AI [Re: ATAG_Bliss]  
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Spoken like someone who actually FLIES the sim! smile

The Brits called it a flick roll, the Yanks a snap roll. Also heard it called "throwing everything into the corner" when the tracers suddenly start flashing by much too close! I've not mastered it yet in this sim - I always fall out into a spin -- deadly for me at low alt. But if I've got some serious daylight under me it MIGHT get me away from a human opponent if they lose sight of me for a few seconds. The AI, OTOH, have eyes like hawks......

As others have noted, the 109 AI is very good. They do cover each other's tails, use vertical energy fighting, and annoyingly keep flying into the sun just as you're drawing a bead........


-------------------------------------------------------------------------------------------------

HP Omen Laptop 15, AMD Ryzen 5 5600H 16 GB DDR4 RAM, NVIDIA GeForce RTX 3060 Laptop GPU 6 GB VRAM Win 11 64 bit, Nvidia GeForce Driver ver 512.95, TrackIR 5, Gear Falcon Trim Box, Gear Falcon Throttle Quadrant, TM16000 joystick, TM Warthog HOTAS, CH Quadrant, Saitek Pro Combat rudder pedals
#3348170 - 07/22/11 12:25 PM Re: AI [Re: Phazon]  
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Note that if the developers gave AC performance data including historical service ceilings the actual in game 27K limit would likely draw comment early. Discovery of the 27K in game limit raises the possibility that the game engine was not designed specifically for a BoB scenario, but more likely for an updated Il2 world. Compare the COD world to FSX with A2A Spitfire where you must use O2 and monitor O2 supply above an altitude threshold or experience SOB and blackout. These are details you might expect in a BoB sim.

#3348191 - 07/22/11 12:51 PM Re: AI [Re: Tell]  
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Originally Posted By: Tell
Note that if the developers gave AC performance data including historical service ceilings the actual in game 27K limit would likely draw comment early. Discovery of the 27K in game limit raises the possibility that the game engine was not designed specifically for a BoB scenario, but more likely for an updated Il2 world. Compare the COD world to FSX with A2A Spitfire where you must use O2 and monitor O2 supply above an altitude threshold or experience SOB and blackout. These are details you might expect in a BoB sim.


No argument from me, Tell. The more authentic detail, the better. I don't have FSX (nor obviously A2A) so I can't comment on the "feeling of flight", but I imagine it's very good with bang-on performance numbers. The combat aspect is not there AFAIK - it's too bad we couldn't "teleport" the A2A Spit features into CoD. frown


-------------------------------------------------------------------------------------------------

HP Omen Laptop 15, AMD Ryzen 5 5600H 16 GB DDR4 RAM, NVIDIA GeForce RTX 3060 Laptop GPU 6 GB VRAM Win 11 64 bit, Nvidia GeForce Driver ver 512.95, TrackIR 5, Gear Falcon Trim Box, Gear Falcon Throttle Quadrant, TM16000 joystick, TM Warthog HOTAS, CH Quadrant, Saitek Pro Combat rudder pedals
#3348204 - 07/22/11 01:06 PM Re: AI [Re: ATAG_Bliss]  
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Originally Posted By: SYN_Bliss
The AI is actually quite good. You can turn them into fodder or you can have them be a much harder opponent than any human could possibly be. And depending on how you set them up (say a group of 4 fighters), not only can they use tactics, they will actually bait you. The problem is all the sliders that are available for configuring the AI (gunnery, smarts, aggressiveness, ability, awareness, etc,etc,etc,) are only available for customization in the FMB. If they had all those features in the GUI for the average user, people would be praising the AI.

As for some of the super human moves, especially the quick rolling, I accidentally found out how to do this in my own 109 smile Full rudder, yank up for split second, then diagonally rightward down, and you'll be in a slight cork screw turn that's rolling faster than a D9. Opposite rudder and up for a split second stops it. Very fun to use in combat, but very hard to make happen consistently unlike the robots.


Ive put spits, 109s and hurri's on the max levels of AI and never once been shot down by them in 1 on 1.

#3348210 - 07/22/11 01:12 PM Re: AI [Re: BKHZ_Furbs]  
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Originally Posted By: BKHZ_Furbs
Originally Posted By: SYN_Bliss
The AI is actually quite good. You can turn them into fodder or you can have them be a much harder opponent than any human could possibly be. And depending on how you set them up (say a group of 4 fighters), not only can they use tactics, they will actually bait you. The problem is all the sliders that are available for configuring the AI (gunnery, smarts, aggressiveness, ability, awareness, etc,etc,etc,) are only available for customization in the FMB. If they had all those features in the GUI for the average user, people would be praising the AI.

As for some of the super human moves, especially the quick rolling, I accidentally found out how to do this in my own 109 smile Full rudder, yank up for split second, then diagonally rightward down, and you'll be in a slight cork screw turn that's rolling faster than a D9. Opposite rudder and up for a split second stops it. Very fun to use in combat, but very hard to make happen consistently unlike the robots.


Ive put spits, 109s and hurri's on the max levels of AI and never once been shot down by them in 1 on 1.


That's because you're a far better combat pilot than me, Furbs. That WAS your point, wasn't it? wink


-------------------------------------------------------------------------------------------------

HP Omen Laptop 15, AMD Ryzen 5 5600H 16 GB DDR4 RAM, NVIDIA GeForce RTX 3060 Laptop GPU 6 GB VRAM Win 11 64 bit, Nvidia GeForce Driver ver 512.95, TrackIR 5, Gear Falcon Trim Box, Gear Falcon Throttle Quadrant, TM16000 joystick, TM Warthog HOTAS, CH Quadrant, Saitek Pro Combat rudder pedals
#3348213 - 07/22/11 01:21 PM Re: AI [Re: Phazon]  
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Who only does 1vs1's? Cmon now, Furbs. Do what I do and take on 4 of em at a time biggrin

#3348287 - 07/22/11 02:32 PM AI thread  
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I just don't know what to think about the AI, it has impressed me, it has dissappointed me, but one thing seems clear you need to really work at it to get the buggers to do what you want them to.

I wonder if anyone is familiar with the set target section of the FMB, the inbetweening etc. and could explain the process in detail

#3348585 - 07/22/11 07:26 PM Re: AI [Re: Brealistic]  
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Hmmm I've started an AI thread in the main COD forum. I'm hoping to get some constructive discussion about how to best tweak the AI through the mission builder. I'd like to better understand the target setting and inbetweening, etc. I'm not sure what to do with the green target retricle

#3348601 - 07/22/11 07:37 PM Re: AI [Re: bisher]  
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Originally Posted By: bisher
Hmmm I've started an AI thread in the main COD forum. I'm hoping to get some constructive discussion about how to best tweak the AI through the mission builder. I'd like to better understand the target setting and inbetweening, etc. I'm not sure what to do with the green target retricle


You want me to move or merge it?

Done: Flung here: http://simhq.com/forum/ubbthreads.php/topics/3348287/AI_thread.html#Post3348287

#3348604 - 07/22/11 07:46 PM Re: AI [Re: ATAG_Snapper]  
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Originally Posted By: Snapper
Originally Posted By: BKHZ_Furbs
Originally Posted By: SYN_Bliss
The AI is actually quite good. You can turn them into fodder or you can have them be a much harder opponent than any human could possibly be. And depending on how you set them up (say a group of 4 fighters), not only can they use tactics, they will actually bait you. The problem is all the sliders that are available for configuring the AI (gunnery, smarts, aggressiveness, ability, awareness, etc,etc,etc,) are only available for customization in the FMB. If they had all those features in the GUI for the average user, people would be praising the AI.

As for some of the super human moves, especially the quick rolling, I accidentally found out how to do this in my own 109 smile Full rudder, yank up for split second, then diagonally rightward down, and you'll be in a slight cork screw turn that's rolling faster than a D9. Opposite rudder and up for a split second stops it. Very fun to use in combat, but very hard to make happen consistently unlike the robots.


Ive put spits, 109s and hurri's on the max levels of AI and never once been shot down by them in 1 on 1.


That's because you're a far better combat pilot than me, Furbs. That WAS your point, wasn't it? wink


LOL no snapper mate! im saying the AI 1 on 1 can be beaten by anyone, even me!! wink

Last edited by BKHZ_Furbs; 07/22/11 07:46 PM.
#3348605 - 07/22/11 07:46 PM Re: AI [Re: Brealistic]  
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I'll take merge for $500 Alex wink

#3348609 - 07/22/11 07:50 PM Re: AI [Re: Brealistic]  
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I have fiddled with AI settings in FMB. Simplest scenario is 1v1 where in theory the greatest number of CPU cycles could be devoted to the AI. The AI just doesn't seem inclined toward a sustained attack. I suspect that AI routine complexity varies with fighter types. The G50 seems disinclined to make more than a half hearted offense then breaks, runs and rolls. Very boring and I cannot find an FMB setting that changes the behavior to a noticeable degree. BoB WOV is much more interesting in terms of AI behavior plus having weather atmospherics that COD currently lacks.

#3348610 - 07/22/11 07:51 PM Re: AI [Re: Brealistic]  
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Indeed Furbs, well not to say anything about your flying, but there are scenerios that are very challenging. Try escorting a group of bombers through an area heavy with enemy fighters. When I think about the mission I made for this I realize it is reversed as I had spits escorting bombers through air space thick in 109s. To reflect better the battle of britain it should be 109s escorting bombers through spits and hurris. Cool got my next mission planned

#3348622 - 07/22/11 08:08 PM Re: AI [Re: Tell]  
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Originally Posted By: Tell
The G50 seems disinclined to make more than a half hearted offense then breaks, runs and rolls. Very boring


Boring indeed but perhaps realistic though as a G50 should probably avoid a spit or hurri.

#3348654 - 07/22/11 08:51 PM Re: AI [Re: BKHZ_Furbs]  
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No worries, Furbs, although my dogfighting skills ain't the greatest --as I find out constantly in MP! LOL

Re AI: recently for a little video I've been making ("Dogs of Dover" soon to be inflicted on all of you - you heard it here first!) I've been mucking about in the FMB trying to get 109's to fight. Even if a Rotte of 'em were all set as Ace, they might make a pass or two, then continue on their merry way. I felt like that limbless knight in Monty Python's "Holy Grail" -- come back and fight, you cowards!!!!

Others here have mentioned that mixing up the enemy skill levels would induce them to fight -- nojoy (er, nofight, rather). I even tried the custom feature for AI (no discipline, highly brave etc etc). No appreciable increase in aggressiveness. I opened one of the Single Play missions in FMB to see what the devs had done, since THOSE 109's seem pretty pugnacious. The AI skill levels indeed are mixed, but I can't see what the devs did different to make them as aggressive as they are. For the sake of my Cannes Film Festival potential winning video, I simply used the guts of a Single Play mission and did some minor changes (skins and plane types) to fit my Oscar Award potential winning script.

Guess I should remember to thank Oleg and Illya on Awards Night...... biggrin


-------------------------------------------------------------------------------------------------

HP Omen Laptop 15, AMD Ryzen 5 5600H 16 GB DDR4 RAM, NVIDIA GeForce RTX 3060 Laptop GPU 6 GB VRAM Win 11 64 bit, Nvidia GeForce Driver ver 512.95, TrackIR 5, Gear Falcon Trim Box, Gear Falcon Throttle Quadrant, TM16000 joystick, TM Warthog HOTAS, CH Quadrant, Saitek Pro Combat rudder pedals
#3348660 - 07/22/11 09:01 PM Re: AI [Re: Brealistic]  
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That is what was saying Snapper in another thread.(not going there, playing nice). but all this DID change after the last patch. I just hope they can get it sorted, though maybe we are asking to much from AI in general, does anyone know a sim where the AI is very good?

#3348683 - 07/22/11 09:53 PM Re: AI [Re: BKHZ_Furbs]  
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Originally Posted By: BKHZ_Furbs
That is what was saying Snapper in another thread.(not going there, playing nice). but all this DID change after the last patch. I just hope they can get it sorted, though maybe we are asking to much from AI in general, does anyone know a sim where the AI is very good?



BoB 2 Wings of Victory is pretty darn good if you can accept that the graphics aren't word beating.

HeinKill can tell you about it.

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