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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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Old 02-25-2012, 11:08 AM
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phoenix1963 phoenix1963 is offline
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Default Distributed AI vehicles?

I think the really interesting question raised by this much vehicle detail is whether Luthier et al have managed to distribute the AI control of many vehicles across many computers.

If they have managed this difficult job - hard because the AI actions have to appear to be the same on every flyers computer - then there's the possibility of very large (mostly AI) tank engagements with us flying ground attack - like Kursk.

I always felt that was one of the big limitations of il2 '46, the numbers of vehicles that could be handled was always too low.

Now, I suspect they haven't solved this problem, because it would mean huge amounts of data to be communicated. But if they have, and the "spheres of influence" effects that we see affecting ship positions may be a way of limiting communication load to nearby vehicles, then that really would be a huge step forward for the series.

56RAF_phoenix

Last edited by phoenix1963; 02-25-2012 at 11:09 AM. Reason: typo
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Old 02-25-2012, 11:10 AM
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He111 He111 is offline
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F-A-N-T-A-S-T-I-C !!!

World of tanks meets BOB! pity you couldn't FOV45 (close in)

cannot wait.

Do i see a BOM with Kursk option?

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Old 02-25-2012, 11:23 AM
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Osprey Osprey is offline
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Quote:
Originally Posted by phoenix1963 View Post
I think the really interesting question raised by this much vehicle detail is whether Luthier et al have managed to distribute the AI control of many vehicles across many computers.

If they have managed this difficult job - hard because the AI actions have to appear to be the same on every flyers computer - then there's the possibility of very large (mostly AI) tank engagements with us flying ground attack - like Kursk.

I always felt that was one of the big limitations of il2 '46, the numbers of vehicles that could be handled was always too low.

Now, I suspect they haven't solved this problem, because it would mean huge amounts of data to be communicated. But if they have, and the "spheres of influence" effects that we see affecting ship positions may be a way of limiting communication load to nearby vehicles, then that really would be a huge step forward for the series.

56RAF_phoenix
AI activity is computed by the server and the 3D point in space of each object distributed to each connected player for rendering, but only those within visual range. That's how I understand it anyway. Offline it is all on your machine.
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Old 02-25-2012, 12:42 PM
Silver_Dragon Silver_Dragon is offline
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Next infantry vs artillery and royal navy vs Kriegmarine...... and the battle of Britain has been complete. Of course, new planes and fixed the errors, and the future.... battle of moscow.....
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Old 02-25-2012, 01:04 PM
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phoenix1963 phoenix1963 is offline
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Quote:
Originally Posted by Osprey View Post
AI activity is computed by the server and the 3D point in space of each object distributed to each connected player for rendering, but only those within visual range. That's how I understand it anyway. Offline it is all on your machine.
Indeed, but they have to communicate a lot more than just the 3D point in space - for example where the gun is pointing, when it fires, the trajectory of the shell, the damage to the vehicle....

My point is about the AI decision making - whether that could be distributed - as I understand it, that is all done on the server and would be a huge load for Kursk-like battles.

Maybe all the vehicles within a client's sphere-of-influence could be "controlled" by the client, taking load off the server? But then what happens when more than one client is within range?

56RAF_phoenix

Last edited by phoenix1963; 02-25-2012 at 01:04 PM. Reason: typo
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