MBot Posted February 18, 2018 Posted February 18, 2018 I think the air-ground AI is in dire need of a large upgrade. Currently it is capable to fly only very static level and dive attack profiles, which is adequate only for medium altitude weapon deliveries. In the low level arena, especially under threats, the AI is suffering very heavy losses due to its awkward behaviour. This is especially apparent when air defense strength, often in realistic compositions, are matched to the player, who can use the full range of options his aircraft provides. Meanwhile his AI wingmen and other AI flights are almost completely helpless. I have identified the following points, which I think are in the most urgent need for an AI upgrade: 1. Nap of the Earth flying: Currently AI wingmen will not fly lower than 150m above flat ground, regardless of how low their leader flies (Pic). AI leader are extremely incompetent in following a NOE route (waypoint altitude 30m AGL set in mission editor). I have seen AI to climb over 1000m to clear terrain (Pic). The inability to fly low level routes prevents the AI to achieve terrain masking, which is the primary reason to fly low in the first place. In effect that means the AI tends to fly very exposed, which often leads to early detection and interception, and is usually right in the engagement envelope of most air defense threats. 2. Unguided weapon precision Currently AI enjoys pinpoint aiming precision in employing unguided weapons. The only thing which affects their accuracy are the ballistic properties of the munition itself. This means that when attacking with Mk-82 for example, the AI will always score hits with the first bomb unless attacking from very high altitude (where long flight time will cause the bombs to spread). This is especially questionable if the AI aircraft is not equipped with computer aided targeting systems such as for example the F-5E. AI aiming should be overhauled and their precision with unguided munitions should depend on the sophistication of their targeting system (manual, analog computer, digital computer etc.), AI skill and amount of jinking (see below). In addition, currently the AI aims bomb salvos to hit with the first bombs. Instead salvos should be aimed with the target in the center. To underline this point with some real world data: During the Cold War the USAF planned a Phantom attacking a Soviet tank with a stick of 12 Mk-82 to have a 10% chance of disabling in. 3. Jinking When under threat by AAA the AI should be able to perform jinking but without going fully defensive. This means that it should perform small evasive maneuvers but still continue its primary flight path, such as staying in formation, during an attack run-in, during the climb in a pop-up attack or during a dive attack (for example see at 30 seconds in video). Being forced to jink during an attack should have a big impact on AI aiming precision (see above). This would make AI more survivable to air defenses and at the same time increase the effectiveness of air defenses in protecting targets. 4. Level bombing with retarded weapons The low-level attack profile with retarded munition (for example Snakeyes) should be overhauled. Currently the AI attacks by flying minimum 300m above the target (which is very high) and completely straight for a good 30 seconds. This suicidal attack just begs for the AI to be shot down. AI should be allowed to go as low as the frag avoidance of the weapon allows to, and should employ jinking during the attack. 5. Pop-up attack profile The AI should gain a pop-up attack profile which allows for a masked low-level approach while attacking with a dive. Of utmost importance is a fast and smooth combination of climb, pull-down, dive-attack and pullout, in order to limit the time the aircraft is exposed to threats to the absolute minimum. Also important is jinking during sections of straight flight of the profile. tD_FfbI9QK8 6. Toss attack profile AI should be able to perform Toss attack profiles in order to attack heavily defended targets from a distance. 7. Late target acquisition Current AI needs to acquire a target before an attack can be initiated. This is in direct conflict to some attack profiles such as pop-up, where a pre-planned target will be acquired only after the attack has been initiated. 1
Rangi Posted February 18, 2018 Posted February 18, 2018 +1000. Well researched and presented arguments. Thank you for all the work you have done for the community MBot. PC: 6600K @ 4.5 GHz, 12GB RAM, GTX 970, 32" 2K monitor.
Northstar98 Posted February 18, 2018 Posted February 18, 2018 +1000 Awesome stuff MBot! Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk. Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas. System: GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV. Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.
Emmy Posted February 20, 2018 Posted February 20, 2018 Nicely laid out... This would make AI Strike Eagles and Harriers so much more effective. [sIGPIC][/sIGPIC] http://www.476vfightergroup.com/content.php High Quality Aviation Photography For Personal Enjoyment And Editorial Use. www.crosswindimages.com
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