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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 12-29-2011, 04:28 PM
kestrel79 kestrel79 is offline
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One annoying thing about the AI radio is during a huge battle you hear the whole squad talking at the exact same time, saying the exact same thing. We need some variety!

Change up a few of phrases the pilots say. Just 2 or 3 different phrases that mean the same thing would be a breath of fresh air and make the radio feel less like a bunch of robots and more like human beings.

Is there any footage of a real WW2 squad talking on radio during a dogfight? I would try to replicate that.
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  #2  
Old 12-29-2011, 04:33 PM
desastersoft desastersoft is offline
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Gentlemen!

The most things i read about the AI behavior are consequences of incorrect mission building. If you do the things correct in FMB, the AI is a very good and realistc one. If you behave wrong in FMB, than you have some Problem. This belongs also to the Quick Missions, from what, imho, most must be "rewritten". By spending now more than 1.000 Hours in the great FMB of CloD and over 770 Hours in Combat tests for the builded Missions, i realy stay on that point of view.

But i think this will not bother the AI discussion .

Cheers
Thomas
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  #3  
Old 12-29-2011, 04:50 PM
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Frequent_Flyer Frequent_Flyer is offline
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Quote:
Originally Posted by desastersoft View Post
Gentlemen!

The most things i read about the AI behavior are consequences of incorrect mission building. If you do the things correct in FMB, the AI is a very good and realistc one. If you behave wrong in FMB, than you have some Problem. This belongs also to the Quick Missions, from what, imho, most must be "rewritten". By spending now more than 1.000 Hours in the great FMB of CloD and over 770 Hours in Combat tests for the builded Missions, i realy stay on that point of view.

But i think this will not bother the AI discussion .

Cheers
Thomas
Were you drinking heavily and/or under the influence of pyschtropic drugs during or preceeding the creation/testing of FMB ?
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  #4  
Old 12-29-2011, 05:01 PM
csThor csThor is offline
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Well, my personal "peeve" with the AI is the lack of what really separated experienced pilots from utterly green rookies - situational awareness.

A totally green pilot put into a combat aircraft will barely be able to do more than cling to his leader (and losing sight of him often enough, though). Such a pilot's attention is completely occupied by keeping the aircraft in the air and not losing sight of his formation. You can read that often enough in veteran's memories - they almost never saw the enemy aircraft during their first air combat.
Experience is gained through flying missions (and coming back in one piece ) and the first thing that improves is the situational awareness. Suddenly the pilot does have more and more routine in flying the aircraft so that he can keep most of his attention outside, scanning the skies for contacts or other unusual things. There are varying grades of situational awareness, there are pilots with little and pilots with a great load of it and often training or experience have nothing to do with gaining it, but only after a certain amount is gained other aspects of flying other skills improve (such as aerobatics, combat tactics or even shooting skills).

This brings us to what is my main "booo!" with the AI - it does know (always!) when an enemy aircraft is on its tail. There is no way to surprise the AI, once you get into shooting position it will start "waggling" from left to right so badly, that I get headaches after watching it for a while. There is no tactics involved - no sharp break turn, no steep dive, just that insane "wag the wing" stuff.

My 0,02 € ...
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Old 12-29-2011, 09:13 PM
planespotter planespotter is offline
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Quote:
Originally Posted by desastersoft View Post
Gentlemen!

The most things i read about the AI behavior are consequences of incorrect mission building. If you do the things correct in FMB, the AI is a very good and realistc one. If you behave wrong in FMB, than you have some Problem. This belongs also to the Quick Missions, from what, imho, most must be "rewritten". By spending now more than 1.000 Hours in the great FMB of CloD and over 770 Hours in Combat tests for the builded Missions, i realy stay on that point of view.

But i think this will not bother the AI discussion .

Cheers
Thomas
Thomas Desastersoft....Interesting, yes and no. I have also spent many many hours in fmb and successful built some great fights. But how to explain what i describe above? Opposing aircraft sailing past each other without engaging? All with fuel, ammo, fighters set to free hunt (but same if set to attack bomber or attack fighter)...there is no logical situation whatsoever in which fighters set to free hunt should totally ignore bombers...it is my biggest AI groan, along with AI blowing off all their ammo in long pointless hosepipe bursts. And the ace AI is just silly the manoeuvres it uses the barrel rolls...i never set AI to ace in fmb. And ps instead of saying this what you write, if you have learned so much of the fmb, why do you not share it with us, some of your tips for maximising the ai would be very helpful!

Last edited by planespotter; 12-29-2011 at 09:19 PM.
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  #6  
Old 12-29-2011, 11:38 PM
salmo salmo is offline
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Problem: Ai have repetable, predictable behaviours.

Suggestion: develop Heuristic rather than scripted (repetative) Ai code.

Rationale: Ai often perform predictable manouvers. Heuristic logic would produce more human-like Ai performance.
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  #7  
Old 12-30-2011, 09:00 AM
heidelbergensis heidelbergensis is offline
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Regarding comms, this is a proposal for formatting a list for only the most basic functions that we would like to have:

a) Navigation:

a.1- on route, ability to request from the ground control and while on radio range, bearing to:
- the next waypoint
- The own airbase
- current map position as given from the radar, and true bearing of target (interception), if radar is active; if it is not, the last position and bearing given by ground observers and the time of this observation.

- On landing, permission request and recommended bearing.
-Out of radio range or in case of any comm failure, the answer to any of those questions could be a radio noise.

a.2) on route, ability to request from the flight leader if on his radio range :
- current true bearing and altitude.

- Here also, out of radio range or in case of any comm failure, the answer to any of those questions could be a radio noise.

a.3) Being the wing leader:

- The planned orders for forming, attacking, break, and leave mission and go home both for the whole flight unit, for the wingman, and for each flight team under command. i.e. if you lead a finger four, you can select as recipient: 1) the wingman 2) the other team of liden and wingman both together 3) the whole finger four.



Please feel all free to comment, add, or criticise

Last edited by heidelbergensis; 12-30-2011 at 09:04 AM.
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  #8  
Old 12-30-2011, 05:26 PM
AKA_Scorp AKA_Scorp is offline
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Default Cannot use mouse on pop up windows after flying.

Error description: Cannot use mouse on pop up windows after flying.

Details: Mouse works fine when I start the game and until after I fly. It still works on main windows but not on the pop-up windows (the ones that ask for a yes/no response).

Can it be consistently reproduced?: Yes, happens almost every time I fly.

Screenshot or video: Can't take one

OS, system specs: Vista 64, AMD II X4 635, 8GB RAM, nVidia 550Ti 1GB
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  #9  
Old 12-30-2011, 05:46 PM
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too-cool too-cool is offline
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Quote:
Originally Posted by AKA_Scorp View Post
Error description: Cannot use mouse on pop up windows after flying.

Details: Mouse works fine when I start the game and until after I fly. It still works on main windows but not on the pop-up windows (the ones that ask for a yes/no response).

Can it be consistently reproduced?: Yes, happens almost every time I fly.

Screenshot or video: Can't take one

OS, system specs: Vista 64, AMD II X4 635, 8GB RAM, nVidia 550Ti 1GB
Scop, press either the F9 or F10 key that should fix your problem. TC
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  #10  
Old 12-30-2011, 06:08 PM
jspec01 jspec01 is offline
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Suggested improvement: Can we have a variety of actor voices instead of just the one or two?

Detailed description: I've been wondering about this for a while, sorry if it's been posted/explained previously. It sounds to me like the same voice is being used for every pilot, or at the most there are two different voices. It is not only confusing in general, but doesn't do much for immersion when every voice on the radio sounds identical. I know there can't be 10 different actors, but at least 4 would really help.

Proposed benefits: More varied sounding chatter, improved immersion, increasing the general sense of 'polish' of the game. If money were an issue, perhaps see if volunteers from the community could help record additional voices.

-thanks for starting this thread.
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