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  #1  
Old 01-22-2014, 10:34 PM
majorfailure majorfailure is offline
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Quote:
Originally Posted by major.kudo View Post
These are the pictures which I drew before.

First, I think this is just a problem.
...
I think the cause of this problem is a thing by too exact shooting.
I want to play more historical air combat.

I thought that it would be solvable by this.
...
However, this may change greatly the victory or defeat of a battle for dynamic campaign etc.
I think that the result which the maker of campaign does not mean may be brought about.
Part of the problem may be too good gunnery by the AI, but greater part is IMHO the fight to the death attitude - AI usually doesn't retrat - real life pilots in a faster plane wouldn't wait till all of their wing is wiped by superior opposition.

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Originally Posted by major.kudo View Post
Then, I thought that it was a thing that what is necessary is just this.
http://gachopin.no-ip.info/kudo/AI_skill_edit.jpg
It seems that however, it is not so reputable now.
:
:
:
So, I added change.
http://gachopin.no-ip.info/kudo/AI_skill_edit2.jpg
Everyone, what do you think?
Better, use only single gunnery skill maybe (bad marksmen necessarily are bad deflection shooters, and good marksmen probably are good deflection shooters) and add maybe bombing/torpedo ability, add character (agressive/timid) and maybe some leadership skill.
And make much less grades of each talent, three to five (inept/(less than average)/average/(good)/excellent)


Quote:
Originally Posted by major.kudo View Post
I point out another one.
http://gachopin.no-ip.info/kudo/Unreal_gunshooting.jpg
At least, I think that impossible to the pilot of rookie and average.

Sorry, my poor English.
It may be unrealistic, but as a player I do it a lot, too, you have nearly endless ammo in a 190 so you can try to get the enemy even with low probability snap shots. And you get a feel where the enemy is and where he will be - even if he is temporarily out of sight you can make the shot, and even as a not so great pilot you can IMHO - difference should be ace makes maybe 1 in 5 no-look-shots and rookie gets 1 in 100 or the like
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  #2  
Old 01-23-2014, 05:30 AM
Notorious M.i.G. Notorious M.i.G. is offline
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Quote:
Originally Posted by majorfailure View Post
It may be unrealistic, but as a player I do it a lot, too, you have nearly endless ammo in a 190 so you can try to get the enemy even with low probability snap shots. And you get a feel where the enemy is and where he will be - even if he is temporarily out of sight you can make the shot, and even as a not so great pilot you can IMHO - difference should be ace makes maybe 1 in 5 no-look-shots and rookie gets 1 in 100 or the like
The difference between AI and player guesswork tends to be evident, though - try rolling into a different angled turn while you're in their blindspot and the AI still seems to visibly track your movement

Personally, since TD made it clear that AI have subset skills a la CloD, I think it would be nice to see a popup window like CloD's FMB that gives the mission builder an option to nudge around their strengths and weaknesses, as per major.kudo's example. Having a good maneuver fight is fun, but sometimes the single .303 to the head from 500m in a sharp turn dampens the excitement a bit. I know these things happen, but I seem to get a disproportionate amount of PK's from the AI as compared to human players (maybe because the player is generally near the "center" of the 3D model, and the AI will always use the central point of the model for targeting as opposed to any firing solution that will connect)
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  #3  
Old 01-23-2014, 11:58 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Notorious M.i.G. View Post
I know these things happen, but I seem to get a disproportionate amount of PK's from the AI as compared to human players (maybe because the player is generally near the "center" of the 3D model, and the AI will always use the central point of the model for targeting as opposed to any firing solution that will connect)
Same here. While it's reasonable for AI to aim at the aircraft's center, less experienced human pilots will give too little deflection, while IMO more experienced human pilots will give a little bit too much lead in an attempt to take out the engine on single-engined planes, since it's a larger target.

A quick fix for AI gunnery accuracy would be for Rookies and Average pilots to not lead their targets sufficiently, Veterans to give their target too much lead, and for Aces to get it "just right" aiming more or less at the target's CG or vulnerable parts of multi-engined planes.
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  #4  
Old 01-24-2014, 07:07 AM
Jami Jami is offline
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Originally Posted by Pursuivant View Post
Same here. While it's reasonable for AI to aim at the aircraft's center, less experienced human pilots will give too little deflection, while IMO more experienced human pilots will give a little bit too much lead in an attempt to take out the engine on single-engined planes, since it's a larger target.
That's just what happens with human pilots in virtual skies. Rookies that I know shoot the enemies always when possible and hope to get some hits - and waste their bullets. More skilled guys try to hit the fuselage and most skilled aim at engines and even bomber pilots when attacking head on. That's how it goes in my sqn with pilots who have 1 to 10 years of experience in virtual combat flying.

Quote:
Originally Posted by Pursuivant View Post
A quick fix for AI gunnery accuracy would be for Rookies and Average pilots to not lead their targets sufficiently, Veterans to give their target too much lead, and for Aces to get it "just right" aiming more or less at the target's CG or vulnerable parts of multi-engined planes.
If we got this change, my sqn would be veeery happy...
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  #5  
Old 01-25-2014, 12:17 PM
major.kudo major.kudo is offline
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Probably, many people thinking about me "this guy is adhering to AI's deflection shooting".
It's right. But I have a reason.

I prepared the server of the COOP only and was playing together some players.
Since A.I comes to have too exact shot, it became impossible to pleasant play.
Because "human's rookie player" is also contained in "some players".
They are merely shot down, before doing any action.
This is no good. So, we can not play air combat mission now.

I hope DT observes this thread.
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  #6  
Old 01-25-2014, 12:32 PM
major.kudo major.kudo is offline
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Quote:
Originally Posted by majorfailure View Post
Part of the problem may be too good gunnery by the AI, but greater part is IMHO the fight to the death attitude - AI usually doesn't retrat - real life pilots in a faster plane wouldn't wait till all of their wing is wiped by superior opposition.
retrat = retreat?
I think about retreat.
http://gachopin.no-ip.info/kudo/retreat1.jpg
and
http://gachopin.no-ip.info/kudo/retreat2.jpg
I want to transmit my idea to you well.
Is this unclear?
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  #7  
Old 01-26-2014, 03:47 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by major.kudo View Post
retrat = retreat?
I think about retreat.
This is a good idea, but could be taken further.

Leaders of formations which have gotten badly scattered might well retreat, even if the planes in their formation aren't actually damaged or destroyed.

Squadron and flight leaders who are outnumbered by enemy aircraft - even if they haven't engaged - are also likely to retreat or avoid contact unless they have a clear advantage. Even then, they are likely to make a single "hit and run" attack in such as way that they can disengage before the enemy can respond.

The exception would be that badly outnumbered fighters will still aggressively take on large bomber or attack plane formations and won't be intimidated by them.

Single pilots will also be very cautious about attacking anything other than another single plane unless they have a clear advantage.

Rookies and average pilots will usually avoid contact unless they have an overwhelming advantage. Veterans and Aces might attack two or more planes when they have less of an advantage, but are more likely to try to maneuver to gain an overwhelming advantage, using sun and clouds to their advantage. Even then, they're likely to make just a single hit and run attack rather than staying around to fight.

For example, an ace pilot sees a pair of hostile fighters at 12 o'clock level and about 5 km out. Rather than flying straight in as Ace AI often does, he might try to duck into a cloud at avoid being seen. Then, he'll gain altitude and maneuver based on the sun's location and the anticipated course of his opponents, so that he's above and behind his targets and can dive out of the sun to attack them.

He will then make one fast attack to cripple or kill the trailing aircraft then disengage and analyze the situation before choosing to run away or attack the surviving enemy.
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