#3348150 - 07/22/11 12:01 PM
Re: AI
[Re: Phazon]
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Joined: Jul 2010
Posts: 638
ATAG_Bliss
Member
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Member
Joined: Jul 2010
Posts: 638
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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 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.
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#3348165 - 07/22/11 12:18 PM
Re: AI
[Re: ATAG_Bliss]
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Joined: Feb 2011
Posts: 414
Brealistic
Member
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Member
Joined: Feb 2011
Posts: 414
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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 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.
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#3348169 - 07/22/11 12:23 PM
Re: AI
[Re: ATAG_Bliss]
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Joined: Feb 2001
Posts: 1,683
ATAG_Snapper
Member
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Member
Joined: Feb 2001
Posts: 1,683
Kitchener, Ontario, Canada
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Spoken like someone who actually FLIES the sim! 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........
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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
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#3348191 - 07/22/11 12:51 PM
Re: AI
[Re: Tell]
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Joined: Feb 2001
Posts: 1,683
ATAG_Snapper
Member
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Member
Joined: Feb 2001
Posts: 1,683
Kitchener, Ontario, Canada
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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. 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.
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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
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#3348204 - 07/22/11 01:06 PM
Re: AI
[Re: ATAG_Bliss]
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Joined: Apr 2005
Posts: 2,818
BKHZ_Furbs
Senior Member
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Senior Member
Joined: Apr 2005
Posts: 2,818
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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 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.
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#3348210 - 07/22/11 01:12 PM
Re: AI
[Re: BKHZ_Furbs]
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Joined: Feb 2001
Posts: 1,683
ATAG_Snapper
Member
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Member
Joined: Feb 2001
Posts: 1,683
Kitchener, Ontario, Canada
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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 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?
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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
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#3348601 - 07/22/11 07:37 PM
Re: AI
[Re: bisher]
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Joined: Jan 2009
Posts: 4,737
FearlessFrog
Senior Member
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Senior Member
Joined: Jan 2009
Posts: 4,737
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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 You want me to move or merge it? Done: Flung here: http://simhq.com/forum/ubbthreads.php/topics/3348287/AI_thread.html#Post3348287
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#3348604 - 07/22/11 07:46 PM
Re: AI
[Re: ATAG_Snapper]
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Joined: Apr 2005
Posts: 2,818
BKHZ_Furbs
Senior Member
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Senior Member
Joined: Apr 2005
Posts: 2,818
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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 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? LOL no snapper mate! im saying the AI 1 on 1 can be beaten by anyone, even me!!
Last edited by BKHZ_Furbs; 07/22/11 07:46 PM.
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#3348622 - 07/22/11 08:08 PM
Re: AI
[Re: Tell]
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Joined: Mar 2001
Posts: 13,179
bisher
I'll be your Huckleberry
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I'll be your Huckleberry
Veteran
Joined: Mar 2001
Posts: 13,179
Manitoba, Canada
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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.
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#3348654 - 07/22/11 08:51 PM
Re: AI
[Re: BKHZ_Furbs]
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Joined: Feb 2001
Posts: 1,683
ATAG_Snapper
Member
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Member
Joined: Feb 2001
Posts: 1,683
Kitchener, Ontario, Canada
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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......
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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
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#3348683 - 07/22/11 09:53 PM
Re: AI
[Re: BKHZ_Furbs]
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Joined: Feb 2011
Posts: 414
Brealistic
Member
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Member
Joined: Feb 2011
Posts: 414
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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? 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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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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