#4090314 - 03/10/15 08:02 PM
Re: Exploring what the latest TD patches have to offer
[Re: Mo1974]
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Joined: Jan 2005
Posts: 1,537
vpmedia
Member
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Member
Joined: Jan 2005
Posts: 1,537
Hungary
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AI improvements in 4.11/12: AI routines in 4.11 have been modified extensively in order to introduce several limitations that human pilot would experience. Below is a list of things player can expect to see in 4.11:
Various new AI maneuvers have been added. Number of maneuvers is increased by 25%. AI planes will no longer detect enemy planes automatically inside certain radius. Position and size of enemy plane is the main factor here. Bigger plane will obviously produce a bigger and more visible "dot" and it will be more visible to AI. AI skill will generally determine how well AI can spot targets. Also every gunner on board will contribute to enemy spotting by covering their own sectors. Generally pilots will keep looking more forwards than backwards. Occasionally fighters execute fishtail maneuver to get better view behind. Planes will be less visible against dark background like land, but more visible against brighter background like sky and clouds. Clouds & land mass blocks AI's ability to see other planes behind them. For example it is possible to evade attacking AI plane by hiding in clouds. AI planes will also try to hide in clouds in certain conditions. AI's own plane will block their line of sight. This is calculated from the plane's collision model. For example basically all planes cannot see directly below them, unless the plane has ventral/bottom gunner that can cover the underside. For example plane like Blenheim has blind spot rear & behind since it has no tail/bottom gunner. Plane like B-17 with bottom/rear gunners cannot be surprised from rear & behind like Blenheim (during daylight). Occasionally fighters will execute roll maneuvers to get a look directly below them. When fighter is pulling positive G's to get a lead shot and target goes invisible under nose, AI will not see the target. Instead of aiming at the actual target, AI is shooting at estimated target which position is extrapolated based on the last real observations. Much like human brain would do. AI pilot's ground collision detection is improved and now they will detect ground obstacles in front of them better. Previously AI always crashed into certain kind of hill/mountain which has too steep slope. Environment factors such as darkness affects how well planes can be seen. AI is blind against attack from sun and planes show up better as silhouette against moon. Planes are spotted more easier if they emit smoke, fire, condensation trail or have lights on or are illuminated by searchlight. Also ships & ground AAA and aircraft gunners have the same clouds/ground/environment restrictions as AI pilots. AI gunners check before shooting that there is no friendly planes in front/behind their enemy target. AI gunners don't keep shooting while the gun is turning towards target and the target is nowhere near when the bullets would go. So gunners will no longer waste ammo for stupid shots. Gunners will be less accurate shooting targets that move fast. In other words target that forces the gunners to turn guns fast is less likely to get hit. Gunners that experience too much positive or negative G's cannot fire at all. AI plane's engine will overheat forcing AI to reduce throttle and open radiators. AI planes respect diving limits of their planes. Changes have been made in AI deflection shooting. AI calculate deflection better but it is still not perfect. AI's ability to chose correct deflection and to hold steady aim vary with the skill. AI Aces shooting ability is now at human aces level and if they get into your close six you will be in trouble. AI flights doesn't go into attack as soon as they spot the enemy anymore. Depending on the situation AI might try to avoid fight or try to improve their position before commencing the attack. AI skills are now divided internally into sub-skills and thus provide finer distribution of skill. Aces are still better than Veterans and Averages are better than Rookies but not all AI pilots with the same skill are the same. Some fly better, some shoot better. Some are braver and some see better. This makes their behavior less predictable. In addition to the maneuvers, AI fighter defense is completely reworked, no more constant rolls. AI will perform diverse maneuvers and provide bigger challenge to the player. AI will make mistake too. They will stall and spin occasionally, panic and “freeze” and sometimes they will even bail out before you fire a single bullet at them. Note If AI planes in player’s own flight have not noticed the enemy planes, player has possibility to “point out” the enemy presence to the friendly AI planes by padlocking enemy plane so that it is visible at roughly center of the screen (15 deg. cone). This works even if the padlock is not enabled. Also the commands attack all/bombers/fighters has the same function built in as the padlock key. So issuing “attack fighters” command to your wingman would fail if your wingman has not seen the enemy and you give the command while you don’t see the enemy. Giving the command when you see the enemy at the center of your screen (in cockpit) gives your wingman the direction of the enemy and wingman can attack it. This prevents abusing the attack commands like a radar. The AI development is a continuous process we plan to refine further for 4.12. We would like to ask you to report any odd AI behavior we may have not noticed during our beta testing. It was not possible for us to test all AI situations / routines. Checks concerning clouds are not working on dedicated server. DS doesn't know anything about clouds and was never designed to have AI planes, but we will try to change this later.
4.12
Improved land avoidance
AI changes
AI ability to avoid land ahead improved significantly, up to the point where fighting inside the canyons is possible. You can quickly check the new behavior in the provided demo mission (Missions/412_Demo_Missions/MountainFight.mis).
• AI detects when AAA is shooting at it
When AAA is shooting at the AI controlled planes that's detected by AI and in some situations AI will change its behavior. In case of flying from Waypoint to Waypoint they will make small changes in course. During ground attacks AI will take shots from longer distance and try to deploy all of the rockets as fast as possible to minimize the time on defended targets. They will not go to the climb right after the attack either, they will first extend in low level flight first and reposition for a new attack when they gain some separation from the target.
• Shooting model changes
AI shooting ability changed to make it more human-like.
• AI taxiing waypoints for take off
Mission builder can insert taxiing waypoints for AI planes so that AI planes will taxi from initial spawn point to the take off point. This feature works best with the stationary plane spawn point (see 4.11 patch guide). View the provided demo mission to see an example how the taxiing is used (Missions/412_Demo_Missions/AITaxiing.mis).
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#4090387 - 03/10/15 09:50 PM
Re: Exploring what the latest TD patches have to offer
[Re: SkyHigh]
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Joined: Apr 2003
Posts: 3,806
Bearcat99
Senior Member
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Senior Member
Joined: Apr 2003
Posts: 3,806
USA
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The most important update by TD is the AI, which is much more challenging and realistic now, in my opinion. Widescreen and TrackIR 6DoF are now also standard and the number of game-play options has been increased. However, if you do not use mods you are going to greatly miss out as there is just released a single, transformative mod for 4.12 which utterly changes the game in a multitude of ways and for the better. This... but I have to also say... give HSFX a shot as a mod pack.. Also before you do that make sure you back up your IL2 instal once you get your stuff set up....
Start where you are. Use what you have. Do what you can.
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#4090419 - 03/10/15 10:40 PM
Re: Exploring what the latest TD patches have to offer
[Re: Bearcat99]
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Joined: Sep 2004
Posts: 718
SkyHigh
Member
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Member
Joined: Sep 2004
Posts: 718
Ireland
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The most important update by TD is the AI, which is much more challenging and realistic now, in my opinion. Widescreen and TrackIR 6DoF are now also standard and the number of game-play options has been increased. However, if you do not use mods you are going to greatly miss out as there is just released a single, transformative mod for 4.12 which utterly changes the game in a multitude of ways and for the better. This... but I have to also say... give HSFX a shot as a mod pack.. Also before you do that make sure you back up your IL2 instal once you get your stuff set up.... Indeed, HSFX7 is an excellent mod-pack with online options if you are interested. It's simple to install, also highly transformative and equally expensive (as in 0).
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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