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I was hoping this was about the QMB A.I. all ganging up on the only plane that is not A.I.
I set up a few QMB with 26X26 planes, and have reduces it to 16X16, but always the same thing, they all come after me. I've consistently been caught in the cross fire of several planes, and my wing man is usually flying in formation with them. I've tried everything, from diving right in with the rest of my flight, to orbiting, and waiting for the A.I. to become engaged with each other. It seems that once I enter the furball, every enemy wants me dead. Maybe I'm just paranoid:sad: And this is with A.I. in rookie mode. |
you could always do what I do (I'f im the group leader of all aircraft)
order all flights to circle in the area where they are, then fly towards your teammates. You can order your teammates to loiter in the area where they are, it's probably navigational commands in the tab menu |
I would like to see how I would fare against multiple aircraft with realistic flight characteristics maintained even with increased number of advesaries.http://www.einkauvie.com/1.jpghttp://www.einkauvie.com/2.jpghttp://www.einkauvie.com/3.jpghttp://www.einkauvie.com/4.jpghttp://www.einkauvie.com/5.jpg
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Let me just say though, the AI is good enough to exploit some of it's advantages and punish player for some mistakes.
I just had a terrible mission in Pacific Corsair campaign in 4.12. Mission was scramble from carrier (actually air start 500m alt) Enemies were 29 Japanese fighters starting from 3000m alt. We had 6 Allied planes in total, in the air, all starting alt 500m. You're gonna have to be hell of an ace to beat that one. :cool: I shot down only two of them myself, then there was 25 bandits on my tail chasing me LOL. Not that it matters much, the Allied planes we had 6 vs 29 disadvantage, allies also had aircraft quality disadvantage hellcats and corsairs in this mission. (1/4 Ki84, 1/4 early N1K2, the rest were mix of Ki43 and Zekes) |
Does anyone else get malware blocked alerts here from their AV?
Because if your AV don't detect them.... |
Yeah, I get some alerts about dodgy URLs. Seems to depend who posted in the thread. Perhaps some new posters have something invisible and dodgy in their signatures. No, just now got it on the CloD forum with only known posters on the page, must be a hack into/onto the forum.
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Better but still some standout issues
Overall I find 4.12.1 to be a big improvement in terms of evasive maneuvers, nice turns, half rolls, loops etc. Still there is a tendency to do an occasional vertical climb followed by a stall when being chased, which of course usually results in the stalling aircraft being shot down.
There is still the issue of the AI being unable to recognize the need to boom and zoom, for example the Karelian Hawks campaign, the p-36 can run away from the i-153 all day with an altitude advantage, but the AI insists on turn fighting, so your going to lose your whole AI flight once and a while trying to dogfight. I've think i've lost more AI P-36's than Finland even had in the war lol. The last thing that is improved but still occurs occasionally is AI planes defying physics, pulling 9g's no blacking out, no fatigue, while you're snapping your airframe trying to pull with them, or pulling negative g outside horizontal turns or loops, which would of course be impossible except if we where flying su-31's or something. The AI still posess their "radar" and can tell friend or foe from kilometers away. I don't know how much more AI tweaking is possible in a 13 year old game engine, but it is better than before |
AI friend-foe detection probably does work like that somewhat, as in they would know upon seeing something whether its friend or foe.
Althoufh otherwise AI doesnt react to this kind of data with immediate urgency. Probably its because of formation discipline together with maybe AI skill levels. Effectively what could happen is that once in dot range under 10km, AI probably does see you but still keeps trucking on their flight path. Happens in campaigns, youd have to be coalt at least, preferrably with alt advantage. Hehe, feels funny when I was playing wildcat campaign i dove straight into a zeke formation. I picked first two bandits out without much reaction, then my AI buddies started attacking them also. Probably tjere were some rookie zekes though. |
Clarification/correction
Was swept away with business, hence the black out on my part - interesting to see the various thread postings.
Two clarifications/corrections: I reloaded Win 7 Prof a few weeks ago, and found that the multiple AI combats are just fine. My original posting comments were based on my combats years ago using my previous XP set up, mostly using 4.07. I mentioned in another post re a serious drop in performance from my previous XP set up to my current W7 computer, and it may be that not only my aircraft but the AI were all overamped, as the AI then were on me like angry hornets, very quick and fast. I had pretty much abandoned fighting against multiples due to the seeming rocket performance of the AI, which was enhanced with multiple AI adversaries. With my W7 reload, all is well..."nevermind", so to speak! The one respondents’ comments [Bearcat, I believe] regarding taking on multiple AI in ACE mode are also duly noted, thank you. Regarding my statement that the majority of combats were close in dog fighting, I should have specified when the combatants have seen each other... I accept the corrections of those who contended with my posting in this regard – unseen assailants did make up the majority of combat kills. Having conceded my overstatement, no combatant would stay in the combat zone if when encountering an enemy the opposing fighter simply climbed away to set up for b&z – the German pilots often relied on their camouflage to disengage at an opportune time; always better to head home for lunch and rest than play target to an enemy fighter. So again, not realistic in the main with this scenario being the default response in the game, though by the reports I understand that the AI in 4.12 no longer possesses omniscient vision to follow you all the way back to base at high altitude…if this is the case, then eluding such tactics would be relatively easy. But would crossing aircraft having mutually seen each other climb away like this or begin to engage? Regarding my comment re AI refusing close dogfighting against certain opposing aircraft, my request was that the option might be available to experience dogfights which are not available at present, that did in fact historically occur on many occasions. Just a request. I mentioned in another posting some time ago that perhaps a toggle switch in the set up might offer options as follows: "Dogfight", "B&Z", "Random" As it stands, the option is entirely unavailable at present, and adding this feature would enhance, not degrade the game. If you review my original posting: you will note that I acknowledged and thanked both the originators and current developers working to improve Il-2 1946. Offering suggestions or constructive criticisms are not attacks against the developers present and past, nor attacks against Ubisoft, nor requests to degrade the game. Such comments are a reveal of certain persons lacking decency and integrity who participate in forums, a plague of our times. There is no possibility of any present developer to correct these types…that will need to wait for another developer. p3 |
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