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When going out at 4:13 version? said they will come out two weeks ago ..
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I don't know how exactly TD has programmed the AI, and if they will choose to make any further changes to it, but I still think that the best mix between realism and fun is to have different levels of aggression compared against different levels of various traits/skills such as gunnery, vision, situational awareness, G tolerance, etc. Select for cautious aggression, superior distance vision, air tactics, situational awareness/tracking ability, and gunnery skills and you get your "realistic" ace. Select for reckless aggression, superior flying, situational awareness, and gunnery skills to get your "fangs out, hair on fire" dogfighter ace who goes out in a blaze of glory. QMB would automatically have the latter sort of Ace AI. FMB or campaigns could have the realistic type. Maybe that comes a bit too close to "role-playing" for some folks, but if you're going to realistically model the human element, you have to start modeling human traits, including the basics of human mental and emotional traits. |
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And another thing AI usually is bad - using a speed advantage. Planes like Bf109 in AI hands are not employed well against nimble but slow opponents - and I think at least regular to ace AI should know a little about what their plane is good at - veteran and ace to some degree what the enemy planes are bad at. They should of course not be omniscient. Maybe too complicated, but say an ace AI has virtually brought down 10 P-40 in his Bf109, then he should at least know he can outclimb them, and maybe know he is usually faster - and has a little disadvantage turning and rolling. |
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I have found that when you mix up the AI on an individual basis you get a much more interesting fight on your hands.. Quote:
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This is especially true if we try and factor in a fog of war scenario where you know your opponent's aircraft generally but maybe not all of his capabilities or weaknesses. Developing that knowledge organically is the stuff of neural network research and they have made great strides in that area but it's still just in its infancy I think. A long time before we'll see a game AI with the abilities that we'd all like them to have. And by then... AI might be a little scary to behold. Just ask Elon Musk about what he thinks of that :) |
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TD doesn't give out release dates for a very good reason :) The beta is looking good. Some good stuff made it into the latest and I'm pretty pleased. Still working furiously hard on getting QMB content together. |
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Ideally, AI aggression should be player selectable as a QMB or FMB option, and it should be possible for FMB or campaign builders to specify different skill levels within the broader bands of Cannon Fodder to Ace AI. Quote:
The AI should know the maximum speed, stall speed, best cornering speed, acceleration, climb and dive rates, and 360 degree roll and turn times for every plane in the game (if they don't already). They should also know their own energy, fuel and ammo state. Aces = exact numbers for their own aircraft and enemy aircraft. Exact knowledge of energy, fuel and ammo state. -0 to 1% of maximum performance for plane handling. Veteran = exact numbers for their own aircraft, +/-5% for enemy. Exact knowledge of energy, fuel and ammo state. -2 to 5% of maximum performance for plane handling. Average = +/-2% for own aircraft, +/-15% for enemy. +/-10% knowledge for energy, fuel and ammo state. -6 to 10% of maximum performance for plane handling. Rookie = +/-5% for own aircraft, +/-25% for enemy. +/-20% knowledge of energy, fuel and ammo state, -11 to 20% of maximum performance for plane handling. Cannon Fodder = +/-20% for own aircraft, +/-50% for enemy. +/-20% knowledge of fuel state, +/-35% knowledge of energy and ammo state, -21 to 35% of maximum performance for plane handling. +/- means that there is a chance of making mistakes in over or underestimating performance, which can lead to stall, overspeed, etc. when making combat maneuvers, and can result in incorrect tactics when engaging the enemy. - means understating maximum efficiency. As a very simple and partial decision tree: IF Turning speed or Turn Time is less than believed enemy cornering speed or turn time AND Top Speed is less than believed enemy top speed = Maneuver Fight If Turning speed or turn time is greater than believed enemy cornering speed or turn time AND top speed is greater than believed enemy top speed = Energy Fight. If Turning speed or turn time is less than believed enemy cornering speed or turn time AND top speed is greater than believed enemy top speed = If friendly => enemy Maneuver Fight, ELSE Energy Fight. (Maneuver Fighting results in a quicker kill than BnZ because you can get closer and usually get better deflection angles.) If Turning speed or turn time greater than believed enemy cornering speed or turn time AND top speed is less than believed enemy top speed = Disengage or Pure Defense. Disengage = Avoid/Break Contact > Duck into clouds > Increase separation, by diving if possible and necessary. Pure Defensive = Get airspeed up > Defensive rolls, skids and jinks, diving turns if possible when under attack. AI also needs to be programmed with an OODA Loop if it isn't already: http://en.wikipedia.org/wiki/OODA_loop Again, no offense intended to the DT guys if they've already based AI on these lines. |
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I also wish that the "enemy pointer" icons were available in cockpit view, for the same reason. Purists might bitch, but I think that icons, padlock, etc. are valid aids in a "full real" combat sim. First, your "window" on the game world is limited to a 45-60 degree cone, when a real person's eyesight is more like a 120-140 degree cone. Basically, you're driving a plane through a "window" that's more like the driver's hatch or periscope on a tank! Second, your window on the game world is a "Virtual Mark I Eyeball" - rather than being able to resolve the game world as a real person could, you're limited by pixels and graphics rendering. Third, arguably combat flight simulation is a form of roleplaying game in that you are pretending to be a (typically) 18-25 year old man, selected for his intelligence, athleticism, reflexes, distance vision, tracking ability, coolness under stress and physical fitness. Most flight simmers definitely lack some or all of these traits! |
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