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Posted (edited)

I had some suggestions for improvement of the AI.  This would improve immersion in single player or multiplayer with AI part of the flight.  See below:

 

1.  Ability to select a takeoff type in the editor and the AI use that takeoff method (i.e. formation, trail departure, etc).

2.  More realistic communication from the AI (calls for tied, visual, etc).  This applies to rejoin as well as A2A and A2G as well.

3.  Ability to have a briefed rejoin set in the mission editor.  This would be a steerpoint with a rejoin task of en route or CV rendevous.  The AI shouldn't be in burner during rejoin.  Lead needs to slow down to affect rejoin.

4.  Ability to have the AI fly high cover during player bombing run and call out AAA and SAM's (ex. Missile, Missile, Missile, flares flares flares!).  Player can do the same for AI and if player doesn't make calls the AI has a lower chance of survival.  This also can apply to A2A as well, particularly dogfights.  In order to make this work there probably should be a easy way to make these calls (voice recognition maybe?).

5   Ability to fly a wheel with the AI when bombing A2G targets.

6.  Ability to have the AI orbit at a specific range from a steerpoint.  This can be useful in conjunction with mark points, when implemented, to keep the AI out of the WEZ from a SAM.

7.  Ability to have the AI act as bait in wild weasel missions and for player to also act as bait. 

8.  AI to call direction of attack (i.e. two, in from the west).  Also call off the target.

9.  When AI calls defending have them specify direction (i.e., defending to the north).

10.  Ability to fly a hot/cold CAP with the AI.

11. More advanced A2A tactics with the AI for A2A (i.e. bracket).

12. Ability to direct tac turns.

13.  Ability to do a overhead break.

14.  Ability of player to fly as #2.

15.  Ability to request fuel state from AI.

16.  Require human pilot to enter pre-contact position and stabilize.  Tanker should clear pilot in.  Also, tanker should call breakaway, breakaway, breakaway if pilot gets too close.

 

All of these things will add to immersion.  As I think of more items I'll add them to this thread.  Does anyone else have any ideas that could help immersion when playing with the AI?

Edited by Mirage2425
  • Like 3
Posted

Agree with all of this.  And would also say- please add indicated airspeed to the mission editor.  That way I can have an AI jet fly to a waypoint at a specific indicated airspeed and can fly on his wing without him doing ridiculous burner/speedbrake ops.

 

  • Like 3
Posted (edited)

+1 on the above.  Using ground speed in the mission editor doesn't make any sense.  We don't use ground speed, except on the ground.  CBOOTHE, I use the acrobatics task to practice formation flying.  Won't help for missions but if you are looking to practice only it's a workaround.  AI will flip their wing up pretty quick when entering a turn but other than that I can maintain fingertip on their wing.

Edited by Mirage2425
  • Like 2
Posted
On 1/17/2021 at 9:11 PM, Mirage2425 said:

+1 on the above.  Using ground speed in the mission editor doesn't make any sense.  We don't use ground speed, except on the ground.  CBOOTHE, I use the acrobatics task to practice formation flying.  Won't help for missions but if you are looking to practice only it's a workaround.  AI will flip their wing up pretty quick when entering a turn but other than that I can maintain fingertip on their wing.

 

Thanks for the tip.  I've never tried that.  I'm in the middle of moving right now but will give it a go soon.

 

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