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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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  #131  
Old 11-02-2011, 06:34 AM
reflected reflected is offline
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Buddye,

Are you the Buddye who created the most realistic AI ever, that is, the noe in BoB2? If so, why hasn't Luthier hired you yet? This game could really use your talents!
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  #132  
Old 11-02-2011, 07:20 AM
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David198502 David198502 is offline
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Oh, another thing about the AI. When they don't start to roll liek an Xwing, they fly straight and hit their imaginary airbrakes. They accelerate and deccelerate like UFOs. Bwah..
+1 in my opinion that is the most annoying AI bug.i crashed a lot of times into them, because i was not able to break away fast enough.now since i became aware of that problem i tend to realize this "manouver" more quicky, so i escape the crash more often, but its still really distracting.

btw, i think this thread could be really important for the future of clod's AI...since the last update by luthier, im pretty confident that the devs look into it, and maybe we will have an improved ai to our likings soon.or at least acceptable.
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  #133  
Old 11-02-2011, 05:21 PM
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Originally Posted by reflected View Post
Buddye,

Are you the Buddye who created the most realistic AI ever, that is, the noe in BoB2? If so, why hasn't Luthier hired you yet? This game could really use your talents!
Yes, I am the Buddye who has worked on the BOBII AI and other BOBII applications over the last 6 years. This is a long thread but I have posted some of my experiences and the BOBII approach and conceptual design if interested.

I love COD's graphics and damage model but the AI and game play has a long road ahead to achieve excellence IMHO.
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  #134  
Old 11-02-2011, 08:09 PM
smink1701 smink1701 is offline
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Yes, I am the Buddye who has worked on the BOBII AI and other BOBII applications over the last 6 years. This is a long thread but I have posted some of my experiences and the BOBII approach and conceptual design if interested.

I love COD's graphics and damage model but the AI and game play has a long road ahead to achieve excellence IMHO.

You would think that one of the most important aspects of creating any flight sim...combat or otherwise...would be the modeling of flight simulation...yours and the AI's. HOW could the CLoD team work so hard on getting the cockpit shadows and gauge reflections so amazingly right and the FMs and AI so unbelievably wrong. And why has it taken them so long to address the problem. Don't they play the game???
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  #135  
Old 11-02-2011, 08:20 PM
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I don't think they have time to play the game, they are working on it!
And don't exagerate, the faults are relatively minuscule regarding the whole packet!
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  #136  
Old 11-03-2011, 10:27 AM
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Yes, I am the Buddye who has worked on the BOBII AI and other BOBII applications over the last 6 years. This is a long thread but I have posted some of my experiences and the BOBII approach and conceptual design if interested.

I love COD's graphics and damage model but the AI and game play has a long road ahead to achieve excellence IMHO.
I remember BOB 1 .. it's AI was so great, experienced Stuka pilots were almost impossible to hit, they'd turn into you, use their slow speed to frustrate and confuse! .. i loved it!

But I also remember defiants rolling like barrels downhill, surely that's not historic! .. gunner would be sick all over their turrets! LOL!

Hopefully COD will allow each user to create their own scripted AI ? .. hopefully ..

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  #137  
Old 11-03-2011, 10:42 AM
reflected reflected is offline
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That was BoB1. BoB2 is different. Buddye created an AI that flies like a human, one that is challenging even for experienced pilots, still they are subject to the same laws of physics. One that has restricted vision, and can be surprised (depending on the level), one that tries to fly home when they feel they're losing the battle (damaged, too many wingmen lost, etc...), but still puts up a fight if you don't let them do that. All this is jsut the tip of the iceberg. If it could be done in BoB2, why on Earth can't it be done in what's supposed to be the best sim of the future?
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  #138  
Old 11-03-2011, 01:54 PM
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I don't think they have time to play the game, they are working on it!
And don't exagerate, the faults are relatively minuscule regarding the whole packet!
OK...I probably should have said "Test" the game. Five minutes of playing in SP mode and anyone can see with the AI jumping, juking, waggling, doing multiple rolls at ground level, etc, etc, etc...the combat simulation is not very well simulated. You get behind a bogey and see some of this nonsense and say "Why bother." It's better to just fly around alone in the sky and take in the scenery.
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  #139  
Old 11-03-2011, 04:04 PM
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That's a gameplay aspect, and I agree is important, but less so than getting the engine underneath working correctly first. The dev's focus has been on that, with the occasional candy being thrown our way (i.e. 109E-4). AI is certainly less important than sounds, or stuttering, or unplayable framerates which have been improved.
I agree that a focused priority approach must be used by the COD developers so progress is maintained with their skills and manpower but if the AI is not addressed the game will only be excellent for the on-line players vs player dog fights. IMHO, COD will never reach its full potiental if player vs AI dog fighting is poor.

Last edited by buddye; 11-03-2011 at 05:01 PM.
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  #140  
Old 11-06-2011, 10:46 AM
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I agree that AI should be improved and particularly the FM available to the AI (instant full rudder or ailerons should be eliminated and the max roll speed and other performance parameters should be the same as for the player plane including overheating etc.)

It also needs to get smarter in terms of when to break a fight or a pursuit and when to continue. While in old IL2 they stuck to one's tail forever this is fortunately no longer the case and they break off smarter than in the previous game. However, they lack bite considerably. After a few minutes they just form up and fly home and you can just shoot them down without reaction from them.

Also we need to have the command "cover this flight" (including the task in fmb) better implemented as usually the fighter cover attacks the fighters and drops with them to the deck while actually they should just deter the enemy from attacking the bombers.

But otherwise I think there are also some already good features implemented in the AI. I just had a rolling scissor fight with an AI and it did it quite smartly. So there is hope
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