westr Posted Thursday at 10:40 AM Posted Thursday at 10:40 AM Specifically against the Spitfire. Firstly I am aware of the issues with AI behaviour in DCS. I understand it is being worked on. However I have noticed a difference in behaviour when flying the spitfire against a 109 compared to the P-47 or the P-51. Against the P-47 the BF-109 is always prepared to fight and normally goes into a dive. It is actually a fun challenge and I feel provided I make no mistakes and pull to the limits of the P-47 without stalling the wings I can get the better of the 109. And similar with the P-51. Despite achieving similar airspeeds with the Spitfire to the thunderbolt/mustang (I say similar I understand the P51 and P-47 can fly faster) because of the Spitfires incredible turn performance its as if as soon as you begin to manoeuvre onto the tail of a 109 or the 190D9 as well, the AI just fly's straight and level and accelerates away. I can understand that this could be a tactic to negate the advantages of the Spitfire. But the way the AI behaves now Its as soon as you merge, the 109 attempts a slight bank, then quickly levels his turn and just runs. Then at a set distance, almost like a repetitive switch, he pulls up turns head on, and attempts an attack head on if you allow. However this is so easy to counter in the Spitfire and you attempt a high G turn to get on his tail as he goes past and the whole process starts again. It feels unnatural and its a shame as this never used to be the case. I've watched a number of videos, mainly by reflected to get some tips on adding special mission options in the ME. Search and engage in zone doesn't seem to work for me the AI still seems to chase you all across the map if you run out of ammo and make a run for it for example. I've used restrict afterburner, added mass by setting internal cargo on units. These help, however it still does not stop the above process. Adding more units helps as the 109 sees other opportunities to attack to shows an interest in sticking around. But if you find yourselves isolated in a 1v1 fight the 109 just runs. I've also noticed it is behaving the same against AI Spitfire 1V1 as well. I want to be clear this isn't me complaining about the performance of the Spitfire in comparison to the 109. Like I said I understand the 109 processes a speed advantage. I just want to know if anybody knows a tip or a trick to get the AI 109 of 190D9 to behave a little more human or add a randomness to the situation, something other than the same switched process that now takes place. I fly the Spitfire a lot and love the module, but I'm finding this is taking so much enjoyment out of the Spitfire module, because it didn't used to be like this. (Again I'm not saying it was right before, but this isn't either). I appreciate any input from the forums I haven't tried before. RYZEN 7 3700X Running at 4.35 GHz NVIDIA GeForce GTX 1080Ti 32gb DDR4 RAM @3200 MHz Oculus CV1 NvME 970 EVO TM Warthog Stick & Throttle plus 11" extension. VKB T-Rudder MKIV
Andy1966 Posted Thursday at 04:47 PM Posted Thursday at 04:47 PM Hi, there are several things in the editor you can do to tailor the opponent's performance. try setting the skill level to different levels. usually ace and veteran will fight and rookie will run. try setting M/W 50 amount to 0, or full of just fuel, that will fix the 'spaceship' like climb, and they can't run away as easy, and honestly is more realistic, as the K-4 was really rare. I like the random setting in element and flight or larger sized scenarios, and no M/W-50. It adds variety, and the aces won't concentrate on me... Hope this helps. let me know you make out. We are Virtual Pilots, a growing International Squad of pilots, we fly Allies in WWII and Red Force in Korea and Modern combat. We are recruiting like minded people of all Nationalities and skill levels. http://virtual-pilots.com/ [sIGPIC][/sIGPIC]
westr Posted 22 hours ago Author Posted 22 hours ago 16 hours ago, Andy1966 said: Hi, there are several things in the editor you can do to tailor the opponent's performance. try setting the skill level to different levels. usually ace and veteran will fight and rookie will run. try setting M/W 50 amount to 0, or full of just fuel, that will fix the 'spaceship' like climb, and they can't run away as easy, and honestly is more realistic, as the K-4 was really rare. I like the random setting in element and flight or larger sized scenarios, and no M/W-50. It adds variety, and the aces won't concentrate on me... Hope this helps. let me know you make out. Yes the unchecking MW/50 does help. Thankyou. they still run and don’t put up much of a turning or vertical fight but they can’t get away as easily now. RYZEN 7 3700X Running at 4.35 GHz NVIDIA GeForce GTX 1080Ti 32gb DDR4 RAM @3200 MHz Oculus CV1 NvME 970 EVO TM Warthog Stick & Throttle plus 11" extension. VKB T-Rudder MKIV
westr Posted 20 hours ago Author Posted 20 hours ago 19 hours ago, Andy1966 said: I like the random setting in element and flight or larger sized scenarios Can you just clarify what you mean by this? Do you mean setting random in skill level? RYZEN 7 3700X Running at 4.35 GHz NVIDIA GeForce GTX 1080Ti 32gb DDR4 RAM @3200 MHz Oculus CV1 NvME 970 EVO TM Warthog Stick & Throttle plus 11" extension. VKB T-Rudder MKIV
Andy1966 Posted 9 hours ago Posted 9 hours ago Hi, there are several things in the editor you can do to tailor the opponent's performance. try setting the skill level to different levels. usually ace and veteran will fight and rookie will run. try setting M/W 50 amount to 0, or full of just fuel, that will fix the 'spaceship' like climb, and they can't run away as easy, and honestly is more realistic, as the K-4 was really rare. I like the random setting in element and flight or larger sized scenarios, and no M/W-50. It adds variety, and the aces won't concentrate on me... Hope this helps. let me know you make out. yes, that's in the skill level. you can also set waypoint options by time and fuel quantity or engagement length. the same can be done with time-based triggers. The skill level changes the tactics they use. the random setting just makes the skill level random, as opposed to doing it manually, i.e. less work. Another fun one is a flight with an ace as plane 1 rookie as #2 you as #3 and a veteran as #4. that lets you fly formation on the first element and not be lead too. This works best if you do a full flight plan with waypoints, so the AI knows where it's going... You can also use triggers to set an engagement zone, and other triggers to help set the enemy's behavior more realistic We are Virtual Pilots, a growing International Squad of pilots, we fly Allies in WWII and Red Force in Korea and Modern combat. We are recruiting like minded people of all Nationalities and skill levels. http://virtual-pilots.com/ [sIGPIC][/sIGPIC]
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