Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Reply
 
Thread Tools Display Modes
  #1  
Old 04-17-2015, 10:21 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

3) New Flight, Squadron and Wing Formation and Behavior Options:

There should be more options for standard squadron and wing formations as well as section and flight formations, which include standard AI behaviors for various sections or flights.

A) Ability to choose 3 plane sections as opposed to 2-plane sections.

B) Ability to choose 2, 3, 4 or 5 flight squadrons.

C) Option to allow planes to switch positions within a section, flight or squadron.

* Ability to regroup sections/flights. For example, if you have two sections which have each lost one plane, you should have the option of assigning one surviving plane as lead and the other surviving plane as wingman to form a new section.

Veteran or Ace pilots should automatically regroup in this way based on rank or initial flight position. For example, if if the lead from section 2 loses his wingman, and the wingman from section 3 loses his lead, then they should automatically reformate with section 2 leader as leader and section 3 wingman as wingman in a new section.

* Ability to reassign section, wing or squadron command, with planes changing position accordingly. This is important if a leader is injured or his plane is damaged.

D) More section, flight, etc. commands:

* Ability to make sections, flights or squadron gain or lose altitude while still holding formation, allowing formations which are "stepped" to the left, right, front or rear.

* Option for "formate on my target" allowing for very close escort of individual plane.

* Option for "follow my target" allowing for looser escort of a particular plane (or formation) or non-hostile pursuit of enemy.

E) New formations, either in FMB or as commands.

* Various USAAF Heavy Bomber "box" formations.

http://en.wikipedia.org/wiki/Combat_box
http://www.398th.org/Research/8th_AF...scription.html
http://www.airpower.at/news03/0813_l...ark/15USAF.htm
http://www.battle-fields.com/commsce...-17-Combat-Box
http://forum.worldofwarplanes.com/in...tacking-guide/

* 1944 USAAF Fighter Squadron Formation - 3 sections of 4 (2-plane sections) in line abreast and stepped down.

Code:
2 1 3 4    6 5 7 8    10 9 11 12
* Common Fighter Squadron Formation - 3 sections of 4 (2-plane sections) in "finger 4" formation with trailing flights stepped down.

http://en.wikipedia.org/wiki/Finger-four

For squadrons of 12 planes, the formation is modified like this:

Code:
      1
     2  3
          4
 5            9
6  7        10  11    
     8            12
Alternately, this formation could be in line abreast:

Code:
  5 7       1 3       9  11
6     8   2     4   10      12
* Finger 4 could also be modified into "loose deuce" formation (could be achieved by using the existing "loosen formation" command).

Code:
         1

       2       3
                
                  4
or
Code:
      1        3


    2             4

* 1939-40 RAF squadron "Vic" formation with 4 "vics" of 3 planes. Each "Vic" maneuvers as a unit while maintaining overall squadron formation. The Soviets and Japanese also used this formation for a while, and it was a fairly common formation for light bombers and attack aircraft.

Code:
         1       4
       2   3    5  6
    7                 10 
  8   9             11   12
* 1939-40 RAF squadron "Line Astern" formation with 3 lines of 4 planes or 4 lines of 3 planes. Each line maneuvers as a unit while maintaining overall squadron formation.

Code:
   1   4   7  10     1  5  9
   2   5   8  11     2  6  10
   3   6   9  12     3  7  11
                        4  8  12
* "Gaggle" - by flight, squadron or wing. A loosely clustered group of aircraft with no formation.

Code:
       1
   11
4        6    5
   9  7  
3       12    
                  2
     8
           10
* Bomber Stream - essentially a very long "line astern" formation, but with each plane slightly offset in altitude (by 500-100 meters) from the plane ahead or behind.

F) Unless radio silence is being observed, flight leaders should call out speed changes (as well as course changes) when they reach a waypoint. This would make it possible to actually hold formation with the bombers you're escorting!

G) Waypoint information on map should include formation information.

H) Flight and Squadron formations should take off, formate, and make turns "by the book." Currently, formations turn very clumsily (at least in the QMB) such that they collide or lose formation.

http://www.stelzriede.com/ms/html/mshwpmn2.htm

http://www.quora.com/Operationally-s...run-in-Germany

* Command to "follow the leader" so that trailing planes in the formation attempt to follow the lead plane no matter what. Not historical in most cases.

I) Situational Awareness should be reduced for pilots who are attempting to hold close formation with their leader, or who are attempting to formate with other planes.

J) Option to set rally points. That is, a player designated "waypoint" on the map where planes which are isolated from the rest of the formation will travel to and loiter around. Similar to existing "Loiter Here" command, but can be set for a distant location.

Last edited by Pursuivant; 04-17-2015 at 10:55 PM.
Reply With Quote
  #2  
Old 04-17-2015, 10:32 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

4) Ideas for AI attacking behavior

A) New attack commands

Attack Assigned Types Only - Assign by Nationality, Roles, or individual type.

Attack Only When Threatened (i.e., shot at or enemy plane gets within 1,000 yards).

Attack Only When Escorted Types Threatened (when shot at or enemy plane gets within 1,000 yards of escorted types)

B) Specific Attack Strategies - in FMB or as player commands:

Frontal attacks on/off
Beam attacks on/off
Flank attacks on/off
Rear attacks on/off
Diving/Boom and Zoom attacks on/off
Climbing/attacks from below on/off
Turn fighting on/off

This will help the player keep the AI from doing STOOOPID things like slow closing attacks from the rear against a heavily armed bomber, or dogfighting with a more maneuverable opponent.

C) Attacking Formation behavior:

Lead plane in section attacks only - other planes only provide cover if lead plane attacked. This is equivalent to the current "Cover Me" command.

Formation Attack - All planes in section/flight attack lead's target while maintaining formation. A variant on existing "Attack My Target" command.

Individual Attack - The current default. All planes in section/flight attack independently. This is covered by existing "attack fighters," "attack bombers" and "attack" commands.

D) Target choice:

Attack damaged/undamaged planes only.
Attack lead/trailing planes only.
Attack high/low planes only.

E) Attack aggression

Defensive: Against fighters, attacker only makes an attack if he has clear advantages in height, position, numbers and/or plane quality. Against bombers, attacker only makes an attack if no enemy fighters are present and he is supported by multiple attackers (no solo attacks). If attacked, attacker will attempt to flee before he attempts to defend himself.

Aggressive: Against fighters, attacker only makes an attack if he has at least one advantage in height, position, numbers or plane quality. Attacker only attacks bombers if no enemy fighters are nearby (within 1,000 feet).

If attacked, attacker will attempt to defend himself before fleeing unless outnumbered or damaged.

Highly Aggressive: Current AI option. Attacker will press home attacks regardless of disadvantages and unfavorable tactical position. If attacked, attacker will attempt to defend himself against all odds until severely damaged or destroyed.

F) Options to Aggressiveness:

One Pass Only - Subject to conditions above, attacker makes one pass on the target and then attempts to flee.

Limited passes - As above, but the attacker will make a number of attacks specified by the mission builder (or player).

G) Options for cooperative attacks by section, flight or squadron.

"Drag and Bag"

Coordinated Beam Attacks

Coordinated High-Low Attacks

"Bracketing"

Shaw's book on fighter tactics covers the various options in detail.

http://www.jg-51.com/topsecret/Fight...aneuvering.pdf

Last edited by Pursuivant; 04-17-2015 at 10:45 PM.
Reply With Quote
  #3  
Old 04-18-2015, 12:46 AM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

5) Individualization/Roleplaying Elements for AI Aircrew

Many people object to the concept of "role playing" within a flight sim. Even so, some aircrew were notably better or worse than others, and had specific skills and vulnerabilities.

A) Overall Skill Levels

Within the FMB or a campaign, it should be possible to assign certain skills and personality traits to a particular pilot or crewman.

For simplicity, it probably makes sense to use the existing AI quality levels for setting skill or trait levels.

Rookie - Minimally qualified, but has graduated from a decent training program. For piloting skills, this might represent 200 hours of overall flight time, with about 10 hours "in type."

Average - A pilot or crewman who has survived at least 5 combat missions, or a lavishly trained rookie with 400+ hours overall flight time, and 40+ hours "in type." (Or equivalent skill levels for non-pilots.)

Veteran - A pilot who has survived at least 25 combat missions, or a very experienced military pilot with no prior combat experience, with thousands of hours of overall flight time and 100+ hours "in type." (Or equivalent skill levels for non-pilots - like gunnery or bombardier instructors.)

Ace - The top 1% of military aircrew. Has flown dozens of combat missions, and has achieved extraordinary success in combat - or is capable of doing so.

I'd also include:

Unqualified - A pilot or crewman who hasn't received sufficient training, and/or who shouldn't be allowed to fly for some reason. E.g., Typical products of late 1940 RAF training, 1941-42 Soviet training, or 1944-45 German or Japanese training programs.

B) Specific Traits

Once skill levels are defined, here are the traits that define a successful air warrior. Note that some of these traits might already be present in the game.

Aggression - Preference for reckless attacks against difficult odds vs. cautious "stalking" behavior. Regardless of overall skill level, realistically most aircrew never exceed "Average" aggression levels.

Courage - Willingness to face danger, i.e., fly through flak, engage the enemy, or stick with a damaged plane. Regardless of overall skill level, realistically most aircrew never exceed "Veteran" courage levels. "Unqualified" aircrew are outright cowards.

Day Vision - Range at which targets can be detected in daytime. Includes target identification.

Dive/Glide Bombing

Fitness - Ability to handle G-stresses, hold high G maneuvers, and survive or recover from injury.

Guided Missile Attack

Gunnery - Includes fixed and flexible guns, as well as range estimation.

Leadership - Ability to effectively command other aircraft. Includes group tactics. In a campaign setting, this skill also includes teaching ability which allows more rapid improvement of other pilots in the unit, up to the teacher's level of skill.

Level/Guided Bombing

Navigation - including use of navigation aids.

Night Vision - Range at which targets can be detected in low light conditions. Includes target identification.

Piloting - includes acrobatics, engine management, damage control and air combat maneuvering skills and tactics.

Radar Operations - Range at which targets can be detected and identified using radar (limited by the maximum range of the radar unit itself). Includes target identification.

Reflexes - Speed of reaction times, hand-eye coordination. Affects dive bombing, gunnery, piloting and rocketry skills.

Rocket Attack

Situational Awareness - Tracking ability. The ability to keep track of other aircraft once "target acquisition" has been achieved, even if "lock on" (i.e., visual target acquisition) has been lost.

Torpedo/Guided Torpedo Attack

The FMB or by a campaign designer could assign some or all of these traits, or they could be randomly assigned within ranges by country and year. By default, they're all set at the proper level for overall AI skill level.

These options could also be used to define historical people.

E.g., Eric Hartmann would have Ace level Piloting, Gunnery, Reflexes, Day Vision, Situational Awareness and Courage, but merely "Average" Aggression, making him more of a stalker than a brawler.

John "Killer" Kane (who led the first U.S. raid on Ploesti) might have Veteran level piloting and navigation, but Ace level Courage and Leadership.

Typical 1945 Kamikaze pilot: Unqualified in most respects, but Veteran to Ace level Courage and Aggression.

Typical late 1944 Luftwaffe Pilot: Unqualified to Rookie piloting skill, Unqualified gunnery and rocketry skills, Average to Veteran Courage, Unqualified to Average Aggression.

C) Reactions in Combat

Combat is terrifying and physically demanding. For this reason, it is realistic for aircrew to react accordingly.

Fatigue: Pilots cannot sustain high-G maneuvers for long periods of time, even if they don't black out. Veteran to Ace level Fitness helps to sustain high-G maneuvers longer.

At night and at high altitudes, Fatigue interferes with vision.

Extreme fatigue can interfere with Aggression and Courage.

Fear: Cowardly and/or inexperienced aircrew might panic, causing them to react in sub-optimal ways - like fleeing when they should turn to fight. In some cases, a panicked crewman might even bail out of an otherwise flyable plane. (IL2 AI actually has AI crew occasionally bail out at inappropriate times, which is a nice touch.)

Even otherwise courageous aircrew might "go defensive" (i.e., behave in a cautious manner or flee) if injured, if their airplane is damaged, or if they are faced by superior numbers of enemy aircraft. For example, German airmen were typically very cautious, perhaps too much so, around massive formations of U.S. heavy bombers.

Fear makes Aggression and Courage drop, and creates a situation where a crewman might panic.

Panic when attacked or outnumbered - Turn away from enemy and fly straight (or go into a straight dive) until you've achieved separation from all visible enemies. Might accidentally dive until plane is damaged and/or can't recover.

Panic when plane is damaged - Bail out.

Target Fixation: Inexperienced pilots, particularly aggressive ones, tend to focus on a single target when attacking, neglecting "Situational Awareness" and making them easy targets. When making diving attacks against ground targets, they might not pull up in time.

Pain and Injury: Wounded aircrew can't perform as well. IL2 currently simulates this very well, far better than most other flight sims.
Reply With Quote
  #4  
Old 04-18-2015, 02:30 PM
robday's Avatar
robday robday is offline
Approved Member
 
Join Date: Mar 2010
Location: Manchester. UK
Posts: 81
Default

Whilst all the above posts represent laudable goals for improvement to the AI behavior, I have a couple of questions;
1: Will Il-2's game engine support such complex AI,
2: Is there anyone out there with the time, skills and inclination to do the coding required,(I'm assuming it won't be a small job).
T.D. after all are "Amateurs" in the true sense of the word. Individuals who use their considerable skills, for no financial reward, just for the pleasure of it!
Reply With Quote
  #5  
Old 04-18-2015, 07:45 PM
majorfailure majorfailure is offline
Approved Member
 
Join Date: Jan 2013
Posts: 320
Default

While most of your statements are true, I think it may be too much to ever include.

Things that irk me the most are:
AI in a plane truckloads faster than the enemy slows down and slowly turns, because then its so much easier for the enemy to catch up - its just baaaaaad to have a whole flight of Fw190 killed by I-16 due to this.

Bomber attacks are still generally from 6, though now they sometimes get high and dive on the bomber. Beam attacks and head ons should be in the repertoire, especially when flying a faster plane, a head on approach is easy to do.

AI is near incapable of beeing unaware of an attack carried out against them - no matter how many enemies are currently close. Their SA is almost perfect, even for rookies.

AI pilots in same flight crash into each other or you just because they TOTALLY INSANELY want to fly formation in every maneuvre - and you cannot even tell them to get lost, and stay away until you are done with the maneuvre.

Bombers sometimes switch into high gear and then behave like fighters - not too funny.

And while their shooting is beyond contempt now (lower AI grades, low deflection shots - they shoot a long burst high, correct their aim, and shoot high again, and so on...), they still occassionally have a tendency to serve 600m one shot kills.
Better AI is insanely good at high deflection shots - though when parked behind bombers they still shoot a lot of ammo in the air.
Bomber gunners get shots in the dead centre of your plane, and while they may do so more often when attacking from 6, results are more critical when attacking from other directions - as usually dead centre hits from off angle injure or kill pilot. Given a sturdy plane it is usually easier to pick up a lot of speed and go for the dead six approach, at least that gives you a good shot and you can try to take out gunners.

EDIT:
Something else that is troublesome - AI always pursues severly crippled enemies that are largely out of the fight (e. g. shot out controls/control surfaces/engine smoking/severe fuel leaks/on fire) with no regards to any other enemies present or possibly arriving soon, and often end up bogged down for only the gain of putting an already largely harmless out of position enemy out of its misery.

Last edited by majorfailure; 04-19-2015 at 12:41 PM.
Reply With Quote
  #6  
Old 04-19-2015, 09:48 AM
Derda508 Derda508 is offline
Approved Member
 
Join Date: Mar 2012
Posts: 63
Default

Quote:
Originally Posted by majorfailure View Post
While most of your statements are true, I think it may be too much to ever include.
Things that irk me the most are:
AI in a plane truckloads faster than the enemy slows down and slowly turns, because then its so much easier for the enemy to catch up

AI is near incapable of beeing unaware of an attack carried out against them - no matter how many enemies are currently close. Their SA is almost perfect, even for rookies.

they still occassionally have a tendency to serve 600m one shot kills.

Better AI is insanely good at high deflection shots .
I absolutely agree to the points quoted above.

AI´s situational awareness, plus its ability to do everthing at once exactly right, plus their deflection shooting makes many missions in older campaigns simply impossible to survive (Ok, if you fly KI-43 in 1944 against P-51, Spit VIII or I-185 the odds are not in your favour anyway...)
As a repost from the other thread, I think this could help:
At present, if you try to attack a big formation of bombers with a small number of attackers, the protecting fighters will all immediately go for you, leave their bombers and chase you all over the map, even if you spend all your ammo and are no threat anymore. Your own AI (even obsolete Bf 110) will not go for a quick attack on a bomber, but happily engage in turnfights with vastly superior numbers of enemy fighters.
To create more 'realistic' bomber intercepts and survivable missions for destroyers the missionbuilder would need to be able to give several commands for attackers and defenders:
Blue high flying fighters (Bf-109, Ki-100 etc.): Attack fighters only
Blue bomber interceptors (Me 410, FW-190, Ki 84 etc.): Attack bombers only
Red fighter cover: Stick to the bombers, never get further than XXX distance from them.
Reply With Quote
  #7  
Old 04-19-2015, 07:48 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by Derda508 View Post
As a repost from the other thread, I think this could help:
At present, if you try to attack a big formation of bombers with a small number of attackers, the protecting fighters will all immediately go for you, leave their bombers and chase you all over the map, even if you spend all your ammo and are no threat anymore. Your own AI (even obsolete Bf 110) will not go for a quick attack on a bomber, but happily engage in turnfights with vastly superior numbers of enemy fighters.
To create more 'realistic' bomber intercepts and survivable missions for destroyers the missionbuilder would need to be able to give several commands for attackers and defenders:
Blue high flying fighters (Bf-109, Ki-100 etc.): Attack fighters only
Blue bomber interceptors (Me 410, FW-190, Ki 84 etc.): Attack bombers only
Red fighter cover: Stick to the bombers, never get further than XXX distance from them.
I actually had your post in mind when I included some of my suggestions.

But, one important change to player commands or the QMB or FMB is the possibility of including aircraft of different types into a single section, flight or squadron.

If that fix is implemented, here's how my AI fixes would meet your request:

For the defenders:

Set a Squadron Formation of 3 flights of 4 (2 sections each). Say P-51Ds.

Choose "1944 USAAF Squadron Escort Formation"

This automatically sets up 3 flights of 4 planes, with sections of 2 planes, flying in line abreast, with top cover 1,000 meters above and 1,000 meters to the left of the "close cover escort", and the close cover escort 1,000 meters above and 1,000 meters to the right of the close cover flight.

Red Flight is set automatically as "top cover" - they'll chase fighters all over the map, just like normal.

Blue Flight is set automatically as "close cover escort" - they'll automatically attack anything attacking the "close cover" flight but won't follow attackers once they're driven off.

Green Flight is set automatically as "close cover" - they'll attack anything that gets close to the bombers, but won't pursue retreating attackers.

All flights will automatically follow the planes they're set to escort. Set "evade flak as formation".

The P-51 are escorting 3 squadrons of B-17G. You choose "1944 USAAF Heavy Bomber Wing Box formation". Choose "evade flak as formation." and "Maneuver within formation to evade enemy attacks."

That means that the bombers all line up nicely, and won't break formation, just like they're supposed to.

For the attackers:

Assume a squadron of 12 planes, but 3 different types, say Bf-109G, Me-410B, and Ju-88C-6 (Hey, this is a wish list thread, I can dream!)

Set the Squadron formation to "Line Abreast." Choose "Flights" as division elements within the squadron. Choose "Stepped Left, 1,000 meters" for modifiers to the squadron formation. Choose "sections of 2" for division elements within each flight. Choose "Finger Four" for formation within each flight.

Top Flight: Bf-109G - Give them the command to "attack fighters only" (currently available as player command, but could be added to QMB/FMB). They'll tangle with the fighters.

Middle Flight: Bf-110 - Give them the command to "attack bombers only", check "head on," "beam attacks," and "attack from above" for attack types. Set aggressiveness to "Aggressive." They'll make repeated frontal and beam attacks as long as they aren't actively threatened by fighters.

Low Flight: Ju-88C-6 - As for the Bf-110s, but set them to make "one pass only" and then "attack stragglers only." They'll make one pass through the main bomber formation, and then pick on straggling bombers.

So, in the FMB, that would allow you to quickly set up an authentic 1944 "Battle of Germany" scenario with proper formations and AI behavior in just a few minutes. Currently, it would take half an hour and the AI still wouldn't behave right. (And, yes, the scenario has 60 planes in the air, so realistically it would be a "slide show". But, wish list thread, I can dream!)
Reply With Quote
  #8  
Old 04-19-2015, 07:16 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by majorfailure View Post
While most of your statements are true, I think it may be too much to ever include.
Agreed. This IS a wish list thread!

But, the purpose of a wish list thread is to inspire. If TD or a mod team look at even one of the many ideas on this thread and think "Hey, we could do that!" then this thread has served its purpose.


Quote:
Originally Posted by majorfailure View Post
AI in a plane truckloads faster than the enemy slows down and slowly turns, because then its so much easier for the enemy to catch up - its just baaaaaad to have a whole flight of Fw190 killed by I-16 due to this.
This is because AI currently doesn't alter formation turn behavior based on whether it's in combat or out.

While it wasn't uncommon for planes, especially fighters, to cruise at high speeds (or maximum speed that could be sustained without overheating the engine) in the combat zone, outside of the immediate combat zone planes typically throttled back as much as possible to conserve fuel.

Also, fighter AI doesn't grab altitude as a matter of course.

Unless you're Unqualified or Rookie AI, if you're being "bounced" from behind by a slower plane, the only logical move if you want to fight is to go into a climbing turn, achieve your desired altitude, separation distance and angle, and then come down in a screaming BnZ attack.

In a one-on-one, you get 300-500 meters of altitude, perhaps 600 meters of distance, and come down in a beam attack which converts to either a flank or rear attack depending on how the enemy breaks.

For a section or squadron attack, you might do things a bit different.

You leave one flight or section to slow down while flying straight and level to act as decoys and sucker the enemy in.

One flight or section serves as top cover for the attackers.

One flight or section attacks once the ambush is sprung.

When the trap is sprung, the "decoy flight" accelerates and dives away. If the situation is good, they might be freed to go after damaged enemies and/or enemies who are trying to dive away.

Once it's clear that the flight/squadron won't be bounced. The top flight and the attack flight might take turns making BnZ attacks against the surviving enemy.

Quote:
Originally Posted by majorfailure View Post
Bomber attacks are still generally from 6, though now they sometimes get high and dive on the bomber. Beam attacks and head ons should be in the repertoire, especially when flying a faster plane, a head on approach is easy to do.
I've almost never seen an AI plane make a beam or flank attack, and I've never seen them make head on attacks against bombers. Veteran or Ace AI will make head-on attacks against fighters, however.

Other than that, cue up a flight of any Ace AI fighter you choose in the QMB and send them against a flight of bombers. Even in a slow plane that has no hope of catching the bombers in a stern attack, the AI will always pass up the head-on attack. They will then engage in a hopeless stern chase. For slightly faster fighters, they'll stern chase until they get shot to pieces.

My suggestion for player commands that "turn on" or "turn off" certain sorts of AI attacks was specifically designed to correct this problem. "Turn on" head on attacks, and "turn off" all the other types of attacks, and you'll get sensible AI attacks by slow fighters vs. fast bombers. "Turn on" head on, beam and overhead attacks, and "turn off" attacks from the rear and flank and you'll get intelligent AI behavior against bombers with armament mostly to the rear.

Quote:
Originally Posted by majorfailure View Post
AI is near incapable of being unaware of an attack carried out against them - no matter how many enemies are currently close. Their SA is almost perfect, even for rookies.
I've achieved "bounces" against unaware AI fighters, but I think you're mostly right.

It's tricky and is almost impossible to achieve surprise against formations of fighters, even when attacking from the rear.

It's impossible to achieve against bombers, but that's realistic for daylight attacks against a bomber formation. (At night, against a single bomber, it's a different story.)

Something that I don't think that AI currently models is the amount of attention required to keep station while formation flying. In close formation, a pilot spends something like 60% of his time keeping a lookout on the other planes in the formation in order to avoid collision and to respond to speed or formation changes.

But, the amount of time the AI spends scanning the sky is pretty impressive. I'd alter things as follows:

Unqualified: Blind to any plane not in their front 60 degree arc and within 1,000 meters. Doesn't maneuver to check blind spots. Doesn't react when fired up until bullets actually hit the aircraft and then likely to panic.

Doesn't recognize hostile or friendly aircraft as such until they are clearly obvious (i.e., 300 meters for fighters).

Rookie: Blind to any plane not within 1,000 meters. Very limited ability to detect aircraft outside of their 60 degree front arc. Doesn't maneuver to check blind spots. Doesn't react immediately until fired upon and might panic.

Doesn't immediately recognize hostile or friendly aircraft, but always recognizes them when they are clearly obvious.

Average: Normal sighting distances (modified normally by superior/inferior Vision and Gunnery). Occasionally maneuvers to check blind spots. Reacts immediately when fired upon, but might occasionally panic.

Sometimes fails to recognize hostile or friendly aircraft until they are clearly obvious.

Veteran: Improved sighting distances. Maneuvers every 30 seconds to check blind spots. Reacts immediately when fired upon, seldom panics.

Rarely fails to recognize hostile or friendly aircraft.

Ace: Improved sighting ranges (even beyond Veteran). Maneuvers every 15-30 seconds on a random basis to check blind spots. Reacts immediately when fired upon and never panics.

Always recognizes hostile or friendly aircraft.

Quote:
Originally Posted by majorfailure View Post
AI pilots in same flight crash into each other or you just because they TOTALLY INSANELY want to fly formation in every maneuvre - and you cannot even tell them to get lost, and stay away until you are done with the maneuvre.
Yep.

This is why there needs to be "by the book" section, flight and squadron maneuvering, where trailing and outside elements within a formation cross over during a hard turn.

And, if you're a wingman, this is why the AI leader needs to call out formation maneuvers.

But, that said, there were a few air forces where formation flying was stressed above personal survival, and/or where close formations were valued over individual freedom to maneuver and to keep a lookout. In particular, early war Soviet and Japanese bombers and attack planes were noted for holding formation no matter what.

In those situations, you can easily have collisions, especially if you've got tight formation and the leader is suddenly disabled and/or doesn't call out the maneuver.

Quote:
Originally Posted by majorfailure View Post
Bombers sometimes switch into high gear and then behave like fighters - not too funny.
But, sometimes realistic. Admittedly, bomber AI is often screwy but occasionally a single bomber would fly defensively in ways that surprised the attackers. Saburo Sakai was most impressed by a RAAF Hudson which managed to avoid being shot down for over 20 minutes because of its (unknown) pilot's remarkable acrobatics.

Lt. Charlie Brown, a B-17 pilot on his first mission, managed to hold off an entire gaggle of FW-190 and Bf-109, by aggressively maneuvering his damaged aircraft:

http://en.wikipedia.org/wiki/Charlie...igler_incident

That said, it's insane for AI bombers to break formation and try to maneuver as fighters as they sometimes do. Proper tactics are to close up and let concentration of defensive firepower to its work. Only rookies, panicked pilots, and stragglers should break formation.

I also hat the default formations in the QMB - too widely spaced and initially in echelon left in line abreast. At the very least the spacing between flights should be closer. And, as an option, the player should be able to choose from a few common formations to get proper historical formations.

Quote:
Originally Posted by majorfailure View Post
And while their shooting is beyond contempt now (lower AI grades, low deflection shots - they shoot a long burst high, correct their aim, and shoot high again, and so on...), they still occassionally have a tendency to serve 600m one shot kills.
Ace flexible gunner AI is still too good.

I don't think that the gunnery model includes things like slipstream effects (winds buffeting the gun barrels or the gunners), vibration (big engines spinning big propellers will make the entire machine vibrate), and minor wind turbulence (the plane is almost never actually flying straight and level, there will always be a bit of "bouncing" and "rocking" as it flies). While these effects aren't really noticeable under normal conditions, they WILL affect long range gun accuracy.

I know that the gunnery model doesn't model historical gunnery doctrine very well. At least in the FMB, it should be possible to set the range at which gunners open fire.

If you're flying a multi-crew plane, you should also have the option of commanding your gunners: Open fire, cease fire, attack at close range, attack at medium range, attack at long range, attack my target (a padlocked ground or air target).

In my initial barrage of posts, I deliberately didn't include suggestions for AI bomber crew behavior, since I get the impression from TD that the ability to command a bomber crew wouldn't just be an upgrade to existing AI, but would represent a whole aspect of the game.


Quote:
Originally Posted by majorfailure View Post
Better AI is insanely good at high deflection shots - though when parked behind bombers they still shoot a lot of ammo in the air.
I think that fighter AI is still a bit too good at setting up high deflection shots "below the nose" - that is, estimating where an enemy aircraft will be when you can't see it.

It might also be a bit too quick to make deflection shots when an enemy plane "pops into view". Realistically, it takes a human a fraction of a second to "acquire" the target and identify it before opening fire.

Quote:
Originally Posted by majorfailure View Post
Bomber gunners get shots in the dead centre of your plane, and while they may do so more often when attacking from 6, results are more critical when attacking from other directions - as usually dead centre hits from off angle injure or kill pilot.
How is this not realistic? During WW2, every air force advised its gunners to aim for the engine, cockpit and fuel tanks. Conveniently for gunners, in most planes those parts are all arranged around the aircraft's center of gravity - AKA center of mass.

Quote:
Originally Posted by majorfailure View Post
Given a sturdy plane it is usually easier to pick up a lot of speed and go for the dead six approach, at least that gives you a good shot and you can try to take out gunners.
AI planes already have a depressing tendency to make suicidal stern attacks against bombers. Against fighters, it usually makes sense to make attacks from stern or rear to get a lower deflection shot that keeps the target in your sights for longer. In that regard, fighter AI does a good job.

Your point about going for the gunners is one that the AI doesn't seem to do. Instead, AI fighters vs. bombers seem to go for the engines or wing fuel tanks.

Unqualified and Rookie pilots should shoot "at the plane" (i.e., center of mass, ignoring vital parts).

Average pilots should shoot at an easy, obvious target (i.e., the engine or cockpit). If they repeat an attack from the same quarter, they should keep attacking that part until it's clearly destroyed.

Veteran and ace pilots should shoot at vital targets (fuel tanks, engines, cockpit). But, if making a rear attack against a single bomber, they should take out the tail gunner first, then go for the vital target.

If they know that a gunner is down, they should make attacks from sectors that they know aren't defended.

Quote:
Originally Posted by majorfailure View Post
Something else that is troublesome - AI always pursues severly crippled enemies that are largely out of the fight (e. g. shot out controls/control surfaces/engine smoking/severe fuel leaks/on fire) with no regards to any other enemies present or possibly arriving soon, and often end up bogged down for only the gain of putting an already largely harmless out of position enemy out of its misery.
This is somewhat realistic. There's always a tendency for a fighter pilot to get "target fixation" and a smoking, crippled plane is an obvious target.

In particular, late war US pilots were notorious for wanting to "rack up a score" (i.e., confirm that an enemy was destroyed) so less disciplined pilots might very well chase a badly wounded enemy to their ultimate detriment, or to the detriment of the mission.

My suggestion for "close escort" defense - where escorting fighters always let retreating enemies go without following - would fix this problem.

Currently, you have to be very strict when you command your AI, using the "rejoin me" on a regular basis in order to get them to break off attacks or to stop chasing enemies.

Remarkably, the pilots under your command always hear you, and always obey your orders! Maybe realistic for authoritarian air forces like the Soviets, Japanese or Luftwaffe, but not so much for democratic air forces like the Americans, French or UK.

You also bring up a valid point here, in that AI is currently quite "stupid" about recognizing what's a valid target.

Currently, the "Arcade Mode" has a plane send out a message when it's heavily damaged ("Returning to Base"), destroyed/too badly damaged to fly ("Bailing out"), and/or on fire ("On Fire").

It would be very easy for this information to be relayed to any AI plane within 300-500 meters of the stricken aircraft, representing the range at which it's possible to determine that an airplane is too badly damaged to fly.

It should be possible to recognize that a plane is on fire at longer ranges - perhaps 2,000 meters or more. It should also be possible to determine that the crew of a plane is bailing out at similar ranges.


That would then allow player/FMB commands for: Don't pursue destroyed aircraft, Don't pursue badly damaged aircraft.
Reply With Quote
  #9  
Old 04-20-2015, 05:02 PM
majorfailure majorfailure is offline
Approved Member
 
Join Date: Jan 2013
Posts: 320
Default

Quote:
Originally Posted by Pursuivant View Post
I've achieved "bounces" against unaware AI fighters, but I think you're mostly right.
Achieved, yes. Some were even believable, but most were chasing an AI that already was in a fight with me, then decided to leave, me pursuing and in the end shooting it down.

If estimates are correct, then almost half of planes shot down in real life were unaware or aware too late of their attackers. If Il-2 reached close to 10% I'd be pleased.

Quote:
Originally Posted by Pursuivant View Post
But, the amount of time the AI spends scanning the sky is pretty impressive. I'd alter things as follows:

Unqualified: Blind to any plane not in their front 60 degree arc and within 1,000 meters. Doesn't maneuver to check blind spots. Doesn't react when fired up until bullets actually hit the aircraft and then likely to panic.

Doesn't recognize hostile or friendly aircraft as such until they are clearly obvious (i.e., 300 meters for fighters).

Rookie: Blind to any plane not within 1,000 meters. Very limited ability to detect aircraft outside of their 60 degree front arc. Doesn't maneuver to check blind spots. Doesn't react immediately until fired upon and might panic.

Doesn't immediately recognize hostile or friendly aircraft, but always recognizes them when they are clearly obvious.

Average: Normal sighting distances (modified normally by superior/inferior Vision and Gunnery). Occasionally maneuvers to check blind spots. Reacts immediately when fired upon, but might occasionally panic.

Sometimes fails to recognize hostile or friendly aircraft until they are clearly obvious.

Veteran: Improved sighting distances. Maneuvers every 30 seconds to check blind spots. Reacts immediately when fired upon, seldom panics.

Rarely fails to recognize hostile or friendly aircraft.

Ace: Improved sighting ranges (even beyond Veteran). Maneuvers every 15-30 seconds on a random basis to check blind spots. Reacts immediately when fired upon and never panics.

Always recognizes hostile or friendly aircraft.
I'd say if you additionally allow for radio comms (e. g. better AI in the region/same flight calling out the bandits/bogeys), and also do not make spotting skill rigidly connected to general AI skill (there were pilots with keen eyesight even as rookies, and some of those had nerves of steel - future aces to be)

Quote:
Originally Posted by Pursuivant View Post
But, sometimes realistic. Admittedly, bomber AI is often screwy but occasionally a single bomber would fly defensively in ways that surprised the attackers. Saburo Sakai was most impressed by a RAAF Hudson which managed to avoid being shot down for over 20 minutes because of its (unknown) pilot's remarkable acrobatics.

Lt. Charlie Brown, a B-17 pilot on his first mission, managed to hold off an entire gaggle of FW-190 and Bf-109, by aggressively maneuvering his damaged aircraft:

http://en.wikipedia.org/wiki/Charlie...igler_incident

That said, it's insane for AI bombers to break formation and try to maneuver as fighters as they sometimes do. Proper tactics are to close up and let concentration of defensive firepower to its work. Only rookies, panicked pilots, and stragglers should break formation.
That is what I meant - bombers that are in formation should not do this.

Quote:
Originally Posted by Pursuivant View Post
How is this not realistic? During WW2, every air force advised its gunners to aim for the engine, cockpit and fuel tanks. Conveniently for gunners, in most planes those parts are all arranged around the aircraft's center of gravity - AKA center of mass.
It is realistic to try. And it is realistic to hit when target approaches on a low angle low deflection path, dead six for rear gunner. It is not realistic to make hits dead center when target approaches fast, off angle and from above - in a situation where even hitting the attacking fighter at all would be lucky or extremly skilled. And I have had this more than once - either real bad luck or too high chance to hit.
(On a sidenote, I have been shot three times by now by rifle caliber guns, me flying an nearly undamaged IL-2, technically impossible IMHO)

And my dead six approach tactics was not about the AI behavior, its what I sometimes do - and I find I should get punished more for dead six and/or rewarded more for "survivalistic" tactics.


Quote:
Originally Posted by Pursuivant View Post
This is somewhat realistic. There's always a tendency for a fighter pilot to get "target fixation" and a smoking, crippled plane is an obvious target.

In particular, late war US pilots were notorious for wanting to "rack up a score" (i.e., confirm that an enemy was destroyed) so less disciplined pilots might very well chase a badly wounded enemy to their ultimate detriment, or to the detriment of the mission.
Yeah, if you have numerical superiority and maybe buddies that can save your bacon by diving at an enemy appearing behind you. But not if you are equal numbers, and not all the time. Equal numbers, first plane I hit usually gets labeled "lesser threat" - at least when I have the feeling I hit something that might be vital or at least better to have unbroken if you want to have a pleasant flight (sometimes signs are pretty clear, like plane not reacting(pilot/controls shot?), smoke, fire, fuel leak, parts falling off. Other time I go with gut feeling that this plane should be less flyable than before - and I'm right half of the time. I'm aware that I may judge incorrect. But it is better to do so and go for more vital threats, than following a possibly dead enemy plane down to the bogs - even if he is still in a pretty good shape, by now he has lost position. He may come back later, but for now he is a lesser threat. And if there are not too many enemies around, I still can keep an eye for that.
And while this may be too sophisticated for the lesser AI - even they should have a limit how many of them get drawn downward - its just ridiculous to have two flights chase one near dead enemy while they all lose position towards other enemies.

My suggestion for "close escort" defense - where escorting fighters always let retreating enemies go without following - would fix this problem.

Currently, you have to be very strict when you command your AI, using the "rejoin me" on a regular basis in order to get them to break off attacks or to stop chasing enemies.
Quote:
Originally Posted by Pursuivant View Post
Remarkably, the pilots under your command always hear you, and always obey your orders! Maybe realistic for authoritarian air forces like the Soviets, Japanese or Luftwaffe, but not so much for democratic air forces like the Americans, French or UK.
Most of the times they do, and it has gotten easier with last two patches. And while they are still a handfull most time, they can follow orders sometimes. A little more control would be nice.
I wish they did follow orders all the time - they don't. Sometimes they - especially if what you currently want them to do does not follow mission goals to protocol, they just use your orders to break formation, fly off to some VITALLY important waypoint, airfield, friendlies, ground target. Best case, you gave orders to attack enemies and they do that enemies try to bag them and you may get one or two down. Worst case you are suddenly alone against an enemy flight - and soon in a bad spot.
Reply With Quote
  #10  
Old 04-19-2015, 11:17 AM
Igo kyu's Avatar
Igo kyu Igo kyu is offline
Approved Member
 
Join Date: Sep 2008
Posts: 703
Default

Quote:
Originally Posted by Pursuivant View Post
Tl:dr
Actually, I read the first couple, but after that? I've got more interesting things to do with my time.

Quote:
Originally Posted by Derda508 View Post
Blue high flying fighters (Bf-109, Ki-100 etc.): Attack fighters only
Blue bomber interceptors (Me 410, FW-190, Ki 84 etc.): Attack bombers only
Red fighter cover: Stick to the bombers, never get further than XXX distance from them.
That is not accurate for WW2 in Western Europe. The P51s were given free rein to roam the bomber streams attacking all enemy fighters they saw. They had huge numerical superiority, so this paid off.

It's not a fair balanced game, but at that point (1944 and 1945) the war wasn't balanced.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:23 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.