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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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  #91  
Old 09-17-2011, 08:56 PM
buddye buddye is offline
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BOBII uses Radio Commands to permit the Player to get information from the AI and command the AI. Some Radio Cammands are indpendent and some must work with the AI. The problem with many AI attacking a single enemy was solved with a option permitting the player to select the max number of AI that are permitted to engage the same enemy.

Here is a list of the BOBII Radio Cammands taken from the User manual:

Radio Keys Fighters Fighter Bombers

Group Info
R-1-1 Report in Report in
R-1-2 Report position Report position
R-1-3 Fuel check Fuel check
R-1-4 Report status Report status
R-1-5 Tight left turn now Tight left turn now
R-1-6 Tight right turn now Tight right turn now

Pre-Combat
R-2-1 Test guns Test guns
R-2-2 Patrol position Patrol position
R-2-3 E/A vector E/A vector
R-2-4 Airborne Airborne
R-2-5 Give freedom Give freedom
R-2-6 Take command Take command

Combat
R-3-1 Bandits! Bandits!
R-3-2 Sighting request Sighting request
R-3-3 Break! Break!
R-3-4 Covering? Covering?
R-3-5 Attack my target (Help!) Attack my target (Help!)

Post-Combat
R-4-1 Regroup Regroup
R-4-2 Send all home Send all home

Tower
R-5-1 Mayday! Mayday!
R-5-2 Home tower Home tower
R-5-3 Nearest tower Nearest tower
R-5-4 Surface wind Surface wind
R-5-5 Wind at altitude Wind at altitude
R-5-6 Land at home Land at home
R-5-7 Land at nearest Land at nearest

Ground Attack
R-6-1 N/A Begin your Bomb run
R-6-2 N/A Strafe the target
R-6-3 N/A Leave area

Last edited by buddye; 09-17-2011 at 08:59 PM.
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  #92  
Old 09-17-2011, 10:09 PM
KOM.Nausicaa KOM.Nausicaa is offline
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Last edited by KOM.Nausicaa; 09-17-2011 at 10:26 PM.
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  #93  
Old 09-22-2011, 11:11 AM
planespotter planespotter is offline
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Some good AI example for Cliffs of Dover, so it is not all bad. I am trying the campaign mission where in Spitfire you have to intercept incoming raid flying from Manston. Here there is also a Hurricane squadron, already on their way, as your Spitfire squadron takes off. In BOB for real, the Hurricanes generally concentrated on the bombers while the Spits took on the fighters.

In this mission that is exactly what happens, even though the Spits are close to the bombers as they are climbing up, they leave the bombers for the Hurricanes to attack, and they go after the 109s escort. The Hurricanes do manage to bring down some Heinkels and the Spits do OK against the 109s but not great I will say.

Anyway, some good things to say about this element of the AI!
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  #94  
Old 09-22-2011, 11:17 AM
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David198502 David198502 is offline
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Quote:
Originally Posted by planespotter View Post
Some good AI example for Cliffs of Dover, so it is not all bad. I am trying the campaign mission where in Spitfire you have to intercept incoming raid flying from Manston. Here there is also a Hurricane squadron, already on their way, as your Spitfire squadron takes off. In BOB for real, the Hurricanes generally concentrated on the bombers while the Spits took on the fighters.

In this mission that is exactly what happens, even though the Spits are close to the bombers as they are climbing up, they leave the bombers for the Hurricanes to attack, and they go after the 109s escort. The Hurricanes do manage to bring down some Heinkels and the Spits do OK against the 109s but not great I will say.

Anyway, some good things to say about this element of the AI!
i think that behaviour is not much about the AI itself, but more about how the mission was created in the FMB.if they selected the bfs as a target for the spits, then its no wonder that they will ignore the bombers.
that is more a strength of the FMB instead of the AI itself i think.
but what i recognized in a similar mission today, created by myself, was that a group of bf's, who escorted He's over the channel to dover, flew s lines 500 meters above the He's, to stay in contact with them, although they flew faster.i set both groups at the same altitude, but as soon the bf's spotted the bombers, they climbed up to 1k and began to bank right and left all the time, to keep the high six flying 400kph, while the He's flew at 500m with 300kph.i flew as the wingman of the leader, and was pretty surprised by this behaviour.
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Last edited by David198502; 09-22-2011 at 11:32 AM.
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  #95  
Old 09-22-2011, 11:26 AM
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He111 He111 is offline
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Actually in FMB ,you can add scripts for aircraft groups .. does anyone know how that works?

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  #96  
Old 09-22-2011, 01:31 PM
nearmiss nearmiss is offline
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I suspect the script box in FMB is just what is needed, except the FMB box is placed within the code for working with the mission in progress.

I would say it pokes the code in a specific place. There might be some possibility to code some AI in this box, but I doubt it would allow for much.

Luthier did mention SDKs are coming, this might be the best way for coding AI. We will have one for maps, aircraft and AI SDK would be great. The AI performance coding will take a long time and require alot of beta testers among users to get things to make sense.

WOW the prospects of a great AI are just exciting to think about.
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  #97  
Old 09-22-2011, 04:29 PM
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Bakelit Bakelit is offline
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Quote:
Originally Posted by nearmiss View Post
WOW the prospects of a great AI are just exciting to think about.
Agreed wholeheartedly.


And yet I wonder what exactly happened in the AI development division of Maddox games between say 2006 and 2011 on a typical work day ...


I mean, they had an extremely rich resource of what sim players want and what they like/ don't like about all aspects of the product. More feedback and community interaction than most other flightsims. Themselves worked on AI for IL2 1.0 and later refined it so the development team had long time experience. It was not their first flight sim.

And then look at what we got in the spring of 2011!?
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  #98  
Old 09-22-2011, 09:03 PM
buddye buddye is offline
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Has anyone created one-0n-one dog fight Missions, so that the enemy AI can be tested at different skill levels and the AI at the different skill levels can be compared in a simple example?

Sorry , I do not use the FMB, I can not change the skill level in the quick missions, and I do not even know the AI's coded skill levels.

Last edited by buddye; 09-22-2011 at 09:37 PM.
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  #99  
Old 09-23-2011, 12:33 AM
5./JG27.Farber 5./JG27.Farber is offline
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Quote:
Originally Posted by buddye View Post
Has anyone created one-0n-one dog fight Missions, so that the enemy AI can be tested at different skill levels and the AI at the different skill levels can be compared in a simple example?

Sorry , I do not use the FMB, I can not change the skill level in the quick missions, and I do not even know the AI's coded skill levels.
What did you have in mind? I could fix those up pretty quick...

AI if I remember is same as old IL2, Rookie, Average, Veteran and Ace...

PM if you want them making up and tell me your email address. Let me know which aircraft you want to fly and which enemy AI aircraft you want to fly against. Merge or dead 6? Altitude etc...
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  #100  
Old 09-23-2011, 12:53 AM
Les Les is offline
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Quote:
Originally Posted by 5./JG27.Farber View Post
What did you have in mind? I could fix those up pretty quick...

AI if I remember is same as old IL2, Rookie, Average, Veteran and Ace...

PM if you want them making up and tell me your email address. Let me know which aircraft you want to fly and which enemy AI aircraft you want to fly against. Merge or dead 6? Altitude etc...
Farber, if you do make some test missions up, you could put them in a zip file and attach them to a post on the forums here, in case others want to use them as well. Zip files can be as big as 14MB per post.
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