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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 04-19-2011, 07:37 AM
whatnot whatnot is offline
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Thumbs down

After having hard time keeping in the tail of a Sunderland in my 109 I have to +1 this thread. The sunderlands and other big boys throw aerobatic moves that I haven't even seen before.

The AI at the moment is a joke. The frustrating part is that I spend most of my time with quick single player missions trying to master the CEM in combat and the new gunnery and I have to fly against these UFOs. But I guess if I can learn to down these supermen dropping real people in multiplayer will be a walk in the park.

I've had really good experiences dogfighting against Hurri's and Spits however, but I haven't really benchmarked whether they fly within the flight envelopes of their real life counterparts.

But I'm sure if the dev team can keep the same momentum and release rates that this will be addressed sooner rather than later. But indeed it seems that it'll be summer before CloD can reach it's full glory. But we'll be here waiting..
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  #2  
Old 04-19-2011, 08:21 AM
Geronimo989 Geronimo989 is offline
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The AI is definitely better than in IL-2. It tries to run when outnumbered or damaged, bails out when its engine is busted, and cannot see me approaching from 6 O'clock.
But it has problems of its own. Biggest complaint is that after this new patch I noticed AI hurricane having INSANE roll rate. It beats Mig-21... And in a hurricane my roll rate is pretty slow.
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  #3  
Old 04-20-2011, 03:28 AM
leadgtr81 leadgtr81 is offline
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Default a bit more testing

So far during my little testing scenarios, I created a simple 1v1 scenario with both player aircraft and AI having to run through takeoff and converging paths.

In the first scenario, I set the AI to near total idiot level (all sliders at or just above minimum). I tested this three times.

1st Sortie - Met AI Bf109 at 3500 feet, head-on. Passed within 50 feet of him at a high rate of speed without him noticing whatsoever; continued to fly straight and level. Looped back and got on his six and stayed at convergence distance for about 10 sec. No response. Squeezed the trigger three times and witnessed a spectacular fireball followed by the AI bailing out. RTB

2nd Sortie - Met AI Bf109 at 3500 feet again, 12 o'clock low. No response. Turned around and climbed up to meet him. Got within convergence distance and lingered for a few short seconds with no response. Let my guns rip into him and once again watched the aircraft brilliantly burst into flames. Quite a show as a couple flaming pieces of wreckage fell from the stricken 109. Wish the track files would play such things back (Another bug for another thread)

3rd Sortie - Same deal, head-on. Still no response. Flew side by side maybe 30 feet apart, and he was completely oblivious. No response until I rammed my Hurricane into him, removing his port wing.

So far, I've concluded that setting the AI on "borderline-retarded" results only in the AI following set waypoints at the predetermined speed and altitude. Will not engage fighters, will not free hunt, or anything of the sort. Apparently at this level, the AI can't see it's own hand in front of it's face.

--

More testing to follow.. though right now, I've seen that bumping up the Awareness and Visual Distance (forget the actual name of that slider) up to below-average or average levels while leaving everything else alone will result in the AI 109 being able to fly and evade fairly well, despite having the Basic and Advanced Flight sliders (as well as the others) set to minimum. Watched as he did the usual "climb up to the stratosphere" trick and maneuver as though the pilot is wearing a G-suit, and does not black out. Not very conclusive so far... but I got frustrated and went to bed after that. lol

Perhaps as one fella above me said, that it's simply much of the old 1946 coding. I do see much of the same AI bag of tricks in play here in CoD.

Hopefully the devs have this on their list as a major issue to be fixed... I would like to see the vastly improved AI that they had mentioned in the past.
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  #4  
Old 04-22-2011, 11:33 AM
Rattlehead Rattlehead is offline
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Quote:
Originally Posted by leadgtr81 View Post
So far during my little testing scenarios, I created a simple 1v1 scenario with both player aircraft and AI having to run through takeoff and converging paths.

In the first scenario, I set the AI to near total idiot level (all sliders at or just above minimum). I tested this three times.

1st Sortie - Met AI Bf109 at 3500 feet, head-on. Passed within 50 feet of him at a high rate of speed without him noticing whatsoever; continued to fly straight and level. Looped back and got on his six and stayed at convergence distance for about 10 sec. No response. Squeezed the trigger three times and witnessed a spectacular fireball followed by the AI bailing out. RTB

2nd Sortie - Met AI Bf109 at 3500 feet again, 12 o'clock low. No response. Turned around and climbed up to meet him. Got within convergence distance and lingered for a few short seconds with no response. Let my guns rip into him and once again watched the aircraft brilliantly burst into flames. Quite a show as a couple flaming pieces of wreckage fell from the stricken 109. Wish the track files would play such things back (Another bug for another thread)

3rd Sortie - Same deal, head-on. Still no response. Flew side by side maybe 30 feet apart, and he was completely oblivious. No response until I rammed my Hurricane into him, removing his port wing.

So far, I've concluded that setting the AI on "borderline-retarded" results only in the AI following set waypoints at the predetermined speed and altitude. Will not engage fighters, will not free hunt, or anything of the sort. Apparently at this level, the AI can't see it's own hand in front of it's face.

--

More testing to follow.. though right now, I've seen that bumping up the Awareness and Visual Distance (forget the actual name of that slider) up to below-average or average levels while leaving everything else alone will result in the AI 109 being able to fly and evade fairly well, despite having the Basic and Advanced Flight sliders (as well as the others) set to minimum. Watched as he did the usual "climb up to the stratosphere" trick and maneuver as though the pilot is wearing a G-suit, and does not black out. Not very conclusive so far... but I got frustrated and went to bed after that. lol

Perhaps as one fella above me said, that it's simply much of the old 1946 coding. I do see much of the same AI bag of tricks in play here in CoD.

Hopefully the devs have this on their list as a major issue to be fixed... I would like to see the vastly improved AI that they had mentioned in the past.
I'm also doing a bit of testing with the AI at the moment. I figured out very early on (in the FMB) that unless you bump the 'vision' and awareness sliders up, the AI will happily ignore enemy planes that are in relatively close proximity.

Last night I was involved in a huge furball only to notice 12 Bf110's happily flying a few hundred metres above, ignoring all the action down below. I flew up to them and picked off three of them without even one of them taking evasive action.

I was recording the track so I went back and tried to figure out why they were so unresponsive. There was no reason...none had engaged a single enemy and all had a full load of ammo.
The AI was at the default setting as well.

Yet, on other occasions, the AI as said many times will perform maneuvers that are physically impossible.
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