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

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #1  
Old 12-29-2011, 04:06 PM
5./JG27.Farber 5./JG27.Farber is offline
Approved Member
 
Join Date: Aug 2011
Posts: 1,958
Default

Think you already have the German brevity codes as I hear them in game.

Heres a link anyway:

http://www.gyges.dk/Operatonal%20bre...Ver%2010_1.pdf
Reply With Quote
  #2  
Old 12-29-2011, 04:27 PM
Bloblast's Avatar
Bloblast Bloblast is offline
Approved Member
 
Join Date: Oct 2007
Location: Netherlands
Posts: 289
Default

AI findings

AI takes off without warming it's engine, as player you are too late to follow.

AI keeps flying in formation when being attacked. As player it's easy to down these aircrafts.

AI crashes when player lands instead of landing at home base.

AI congratulates player for a kill too early not visible yet that the aircraft goes down. As player you have an advantage not wasting ammo.

AI bailing out too early out of small damaged aircraft.

AI continues flying in a burning aircraft.

AI not dropping their bombs on target, they fly home with their bombs.
__________________
Intel i7 970 6x3.2
ASUS Sabertooth X58
ASUS GTX580
Corsair 12GB 1600 Mhz
OZC SSD 120GB
Reply With Quote
  #3  
Old 12-29-2011, 06:52 PM
Bullit Bullit is offline
Approved Member
 
Join Date: Mar 2011
Location: Britain
Posts: 52
Default

Error description: Launcher.exe Crash
Details: Playing online after 5 to 60 mins the whole game crashes to desktop. This happens even faster when more aircraft are in one place.
Can it be consistently reproduced?: Yes, have 12 pilots take off from 1 airfield and the whole game slows down and then crash. Same with large formation flying...

Win 7 64 bit

Asus Mobo
8 Gig of Ram
CPU I5 @3.0Ghz
5770 ATI Radeon
Reply With Quote
  #4  
Old 12-29-2011, 04:09 PM
Frequent_Flyer's Avatar
Frequent_Flyer Frequent_Flyer is offline
Approved Member
 
Join Date: Sep 2010
Location: Chicago, IL-US
Posts: 166
Default

Dead is Dead !!!!- When an aircraft AI/Player becomes a flamming comet- kill the pilot or have him bail. In either option the aircraft , should roll over and do the proverbial " lawn dart " to final destruction. It should not continue on as the eternal flame or do the 45 min. flamming death spiral.
Reply With Quote
  #5  
Old 12-31-2011, 05:30 PM
DarthElvis DarthElvis is offline
Registered Member
 
Join Date: Mar 2008
Posts: 11
Default

Quote:
Originally Posted by katdogfizzow View Post
IL2 1946 had awesome AI
You know the CLoD AI is bad when you start thinking the '46 AI was good.
Reply With Quote
  #6  
Old 01-03-2012, 09:56 PM
buddye buddye is offline
Approved Member
 
Join Date: May 2011
Location: South East Texas
Posts: 46
Default

Quote:
Originally Posted by Continu0 View Post
If Plane X is firing at plane Y and plane X does not score any hits within 2 seconds, Plane X should stop firing for a certain time (may be at least 1 second).

As far as I can imagine, in the programming language:

After Plane X has stopped firing (because of no hits), the programm should go back to decide again (may be after 1 second) if Plane X should fire.

Right at the moment, Hurricanes are wasting their whole ammo whithout scoring any hit...
The AI running out of ammo should be very rare, IMHO. For anyone that is interested in how the AI shoot and kill, I will offer a short discription of how BOBII implements the AI shooting.

If you do not care how the AI targets and shoots bullets, then just skip this the data below..

I think the shooting/targeting attention to detail must be very high priority with respect to how the AI achieves a bullet hit.

A player can shoot any time he wants. He can be very accurate or he can just shoot, spray, and pray. The player either hits or misses his target. What does the AI do to hit a target?

To hit something in BOBII the AI A/C must fly and maneuver until its pitch and roll are within a box that can be placed around the target. This means that the AI must fly and maneuver until the target (enemy A/C) meets the error box criteria before a single AI bullet is ever fired. To calculate where to place the error box the software must determine the “lead” (not the A/C “current position” but where the A/C “future position” will be when the bullets arrive). The lead calculation is rather complex and difficult in a real time fight simulation game and sometimes BOBII does a poor job. The player will usually say, “wow, he is right there why doesn’t the AI just shoot”. Actually, it is very human for the AI pilot to have a difficult time with the “lead” calculation (deflection shooting).

The AI skill level controls the "size" of the error box (biger for Novice and smaller for Hero) and the range (Novice shoot too fast too early but Heros shoot upclose and on target). This design results in the Novice using more ammo than the higher skilled Hero.

Even a human WWII pilot had a hard time calculating lead in his head (deflection shooting). In his book “The Most Dangerous Enemy” by Stephen Bungay (one of my favorite BOB history books), Mr Bungay is talking about deflection shooting and states, “It will come as no surprise to learn that not many pilots ever mastered this, and that the vast majority of kills were made from within 15 degrees of dead astern.”

Last edited by buddye; 01-04-2012 at 04:43 PM.
Reply With Quote
  #7  
Old 01-03-2012, 10:07 PM
Continu0 Continu0 is offline
Approved Member
 
Join Date: Aug 2011
Location: Luzern, Switzerland
Posts: 702
Default

As everyone can see, your the expert! Just go on please... Such (and much more) knowledge is needed....
__________________
AMD Penom ll 6x 1055T Processor 2.8 GHz // 8GB Ram // XFX Radeon HD 7870 Black Edition DD (2048 MB Memory DDR5, GPU 1055MHz) // Windows 7 Professional 64 Bit Version
Saitek x52 // Saitek Throttle Quadrant // Saitek Pro Flight Rudder Pedals // Track IR 5
Reply With Quote
  #8  
Old 12-29-2011, 01:43 PM
jf1981 jf1981 is offline
Approved Member
 
Join Date: Nov 2010
Posts: 334
Default

Quote:
Originally Posted by BlackSix View Post
Hi everyone,

1. AI (Artificial Intelligence)
I have seen AI going straight while attacked, or diving into the water simply because they did'nt pull up on time.

Joystiock lag, I've opened up a thread to explain my case.
Regards
JF
Reply With Quote
  #9  
Old 12-29-2011, 02:02 PM
smink1701 smink1701 is offline
Approved Member
 
Join Date: Feb 2010
Location: Dallas, TX
Posts: 607
Default

AI suggestion...

When you get on plane X's six and fire, plane X turns into a Sukhoi Su-29 and does a series of dives, rolls and spins that would be improssible for the plane, pilot and situation. Worse...is that while doing these manuvers plane X will waggle its wings in a bizarre, unrealistic way suggesting a programming bug. These moments take me right out of the game and that's why I'm playing ROF until this thing gets fixed. I appreciate the opportunity to provide constructive criticism but it sounds like you are just getting to this stuff and that the next Beta is waaaaaaaaaaaaaaaaaaaaaaaaaaaay off.
Reply With Quote
  #10  
Old 12-29-2011, 02:08 PM
addman's Avatar
addman addman is offline
Approved Member
 
Join Date: Mar 2010
Location: Vasa, Finland
Posts: 1,593
Default

I'm not sure if it's in the game already or not but you should give the A.I the same engine overheating limits as the human player, like team daidalos now have done for "old" IL-2 1946.
__________________
Reply With Quote
Reply


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 11:21 PM.


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