Bushmanni Posted April 27, 2011 Posted April 27, 2011 Currently if a unit is within AI detection zone, it will be detected instantly or at least nearly instantly and skill level adjusts the distance a target can be detected. All this is unrealistic and makes the AI seem very robot like and forces the player to use unrealistic tactics while co-operating with and fighting against AI. Instead of detection range, use a detection probability that depends on the factors currently modeled. If silhouetted against the sky or moving closer the detection probability goes up and against forests and moving farther goes down. This would add a realistic uncertainty and detection delay. Then change the AI skill levels to adjust detection probability. Added benefit of this would be that less skilled AI can see the same distance as more skilled ones as is realistic but they would have a hard time detecting targets farther out. You could still datalink targets to them that they can see and engage from standoff distance instead of the "fly too close and get killed" stupidity that is currently happening in BS especially. AI could also build some kind of mental map according to radio reports, datalink targets and their own observations of the battle space to know where the surface-to-air WEZ limits are so they can stay away from them unless orders dictate otherwise. DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community -------------------------------------------------- SF Squadron
Boberro Posted April 27, 2011 Posted April 27, 2011 To make that not CPU sensitive - AI thinking, calculations is it a forest or not, analysing many data can eat a lot of CPU - it would be need to separate AI to another core I guess. It would be good, many people want better AI and something goes in this matter example in A10C. Step by step ;] Question is not, "will it be", but "when". Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D ಠ_ಠ ツ
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