kontiuka Posted September 8, 2014 Posted September 8, 2014 I've noticed that in at least a couple of modules, P-51 and F-86 and likely others, that before your wingman runs in on the target, he goes out quite far to set up for his attack run. I measured the length and it is usually between 7 and 8 km. Although this isn't a big deal for fast jets, it might be overkill for the slower birds - especially when they only fire a couple of rockets or a short gun burst in each run. Just putting this out there for debate. :)
Devrim Posted September 8, 2014 Posted September 8, 2014 It's obvious that AI has mental problem. :) Very simple example, in Shooting Range mission of Ka-50; Wingman gets closer to enemy, decides to go away from enemy, does some maneuvers and aims to enemy, but decides go away again, then aims again and gets away again with no any missile launch. This can cycle forever. :) Intel i7-14700@5.6GHz | MSI RTX4080 SuperSuprimX | Corsair V. 64GB@6400MHz. | Samsung 1TB 990 PRO SSD (Win10Homex64) Samsung G5 32" + Samsung 18" + 2x8"TFT Displays | TM Warthog Stick w/AVA Base | VPC MongoosT-50CM3 Throttle | TM MFD Cougars | Logitech G13, G230, G510, PZ55 & Farming Sim Panel | TIR5 & M.Quest3 VR >>MY MODS<< | Discord: Devrim#1068
WildBillKelsoe Posted September 8, 2014 Posted September 8, 2014 and is pretty funny too.. you get facepalm that you save one last vikhr to his ass!! 1 AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow.
skouras Posted September 9, 2014 Posted September 9, 2014 and is pretty funny too.. you get facepalm that you save one last vikhr to his ass!! hahahahahahahaha:megalol: [sIGPIC][/sIGPIC]W10(64bit)Asus Rog Strix Z370-F - i7 8700K - Dark Rock Pro 4 - 16 giga ram Corsair vengeance 3000 - MSI RTX 2070 Super - Asus Rog Phobeus soundcard - Z906 Surround speaker - Track ir5 - HOTAS Warthog
caponi Posted September 9, 2014 Posted September 9, 2014 The AI is so bad ... :( That is the reason why I buy no other modules ... sorry for all development of airplanes, but the game against and with AI is not really funny ... too much ...
msalama Posted September 10, 2014 Posted September 10, 2014 Seems to me that the AI has somehow degenerated after moving to DCSW, though I'm not sure if they really were better during the standalone sim days. But that's my recollection, right or wrong. The DCS Mi-8MTV2. The best aviational BBW experience you could ever dream of.
Grimes Posted September 10, 2014 Posted September 10, 2014 To answer the original question, I *think* all plane AI share the same AI. So there is a generic ground attack profile that airplanes follow regardless of speed, weapons, or altitude. "One size fits all" if you will. Since most of the aircraft in game are modern, the profile doesn't scale well for WW2 aircraft or modern aircraft with a small turning circle. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
caponi Posted September 10, 2014 Posted September 10, 2014 which importance has further development of AI for ED ? does someone know about this feature? too much ...
kontiuka Posted September 10, 2014 Author Posted September 10, 2014 I know you can set up initial points in the mission editor but I think that's more for human players, is it not? It would be nice if we could get AIs to go to IPs to start their run in.
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