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Posted

We have finally been able to pinpoint a problem that has bugged some of us for a while.

 

In multiplayer, the AI reacts differently to whether he is fighting a client or the server host.

 

In a simple head to head setup, AI vs human, the AI will engage from 60km if the human player is hosting the game, while it will engage from 25km if the human player joined as a client.

 

Furthermore, if the player joined as a client he will also not get a lock or launch warning, which as already reported in this thread.

 

So we've confirmed this in a Su-27 vs Su-27 engagement, we are testing other scenarios.

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted

Just tested some other scenarios using MiGs with the same outcome. Haven't tested aircraft with actives, though I reckon they might behave differently (Launch earlier + LW)...

 

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64th Aggressor Squadron
Discord: 64th Aggressor Squadron
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Posted
We have finally been able to pinpoint a problem that has bugged some of us for a while.

 

In multiplayer, the AI reacts differently to whether he is fighting a client or the server host.

 

In a simple head to head setup, AI vs human, the AI will engage from 60km if the human player is hosting the game, while it will engage from 25km if the human player joined as a client.

 

Furthermore, if the player joined as a client he will also not get a lock or launch warning, which as already reported in this thread.

 

So we've confirmed this in a Su-27 vs Su-27 engagement, we are testing other scenarios.

Well recently, the only AI I've been up against in a MP environment have been F-14's, MiG-31's, Su-30's and F-18's.

 

What I can tell you is that the F-14's and MiG-31's engage at long range, on me, a human client. I get no warning from the R-33 launching MiG-31 (but i understand that's a feature), and I get the active warning from the 77's from a Su-30. I also get the active warning from the AIM-54 launching F-14's. Ditto the F-18/120s. Again a TWS feature.

[sIGPIC][/sIGPIC]

Posted
What I can tell you is that the F-14's and MiG-31's engage at long range, on me, a human client. I get no warning from the R-33 launching MiG-31 (but i understand that's a feature), and I get the active warning from the 77's from a Su-30. I also get the active warning from the AIM-54 launching F-14's. Ditto the F-18/120s. Again a TWS feature.

 

Two questions:

 

1) What is long range in your book?

 

2) Do they behave the same in MP and SP?

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted (edited)
Two questions:

 

1) What is long range in your book?

 

2) Do they behave the same in MP and SP?

 

1) 35+miles. I have seen MiG-31's ramp up speed and altitude at this range to take me on.

 

2) In terms of a clinical head to head 1 on 1, yes. But, IN my experience on MP, there are broader bugs with the AI. Several times I have been chased down by my own friendly AI and killed. I have seen tacviews of AI going rogue and vulching human friendlies on the ground. LMAO. :D Conversely, there are many times where I have been able to fly right up to enemy AI and they ignore me in MP play. This does not happen in any of the SP campaigns or missions I've played.

 

EDIT: Just to note the MP missions I speak about do not have AWACS.

 

EDIT: I actually have a Tacview here showing a friendly F-18 tking your Frostie. The F-18 begins pursuit at ~70kms.. In the same Tacview we see another guy come right up to the MiG-31's and they don't react initially. I'll PM it.

Edited by RIPTIDE

[sIGPIC][/sIGPIC]

Posted

I had seen AI TK'ing friendlies, but this typically happens when they're given an escort task (afaik).

 

I'm talking about fightersweep, intercept and CAP tasks, where the AI treats hosts differently from clients.

 

And besides that there are the missing spikes and launch warnings, which are equally bad, if not worse.

 

I'd like to know if this may just be a setting somewhere that is wrong, or if this is an inherent problem in the network code. If it is the latter, we should make sure it gets fixed in what ever comes next, cause these issues may already have been around in FC1.12 (the TK'ing has at least).

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted

the 104th AI on the MS map is "CAP" task only, besides transporters and refueling aircrafts. soo they TK if the want, it dosent matter what task or how long a server runs, if it happens it happens. I have seen it after restart with 3 players on it, and sometimes, after 6h of play time with 20+ player on it.

Posted

Hey Case, what is the server running? DCS BS or FC2.0?

 

Reason i say this is because i've seen this thing in the past, especially in =STP= server, they'd be hosting DCS BS with AI jets in the mission and if you joined using FC2.0 you wouldn't get any lock-launch warnings from them.

Posted
Reason i say this is because i've seen this thing in the past, especially in =STP= server, they'd be hosting DCS BS with AI jets in the mission and if you joined using FC2.0 you wouldn't get any lock-launch warnings from them.
Yes, you are right.

 

Vice versa joining an FC2 server as a DCS:BS client would mean you'd get a lock tone from Shilka's in your Ka-50.

 

But the thing I'm asking about is different, this was FC2 clients joining an FC2 server; if the human player joined as the server host the AI would behave the same way it does in single player, but if the human player joined as a client the AI behaves differently and the client wouldn't get lock and launch warnings. And this is using exactly the same mission.

 

As far as I can tell this hasn't been reported before, at least not being directly linked to differences in multi player and single player.

There are only 10 types of people in the world: Those who understand binary, and those who don't.

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