4.11 patch

Discuss IL2: Sturmovik. Both 1946 and Cliffs of Dover

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4.11 patch

Postby SYN_Speck » Tue Jan 03, 2012 7:42 am

Came across this nugget of info in the "user guide" I found http://www.battle-fields.com/commscentr ... 1-released If this all works well it sounds like a dramatic improvement for SP. I'm loving the fact they have finally implemented 6dof too.

AI improvements

AI routines in 4.11 have been modified extensively in order to introduce several limitationsthat human pilot would experience. Below is a list of things player can expect to see in 4.11:

Various new AI maneuvers have been added. Number of maneuvers is increased by 25%.

AI planes will no longer detect enemy planes automatically inside certain radius. Position andsize of enemy plane is the main factor here. Bigger plane will obviously produce a bigger andmore visible "dot" and it will be more visible to AI.

AI skill will generally determine how well AI can spot targets. Also every gunner on board willcontribute to enemy spotting by covering their own sectors.

Generally pilots will keep looking more forwards than backwards. Occasionally fighters executefishtail maneuver to get better view behind. Planes will be less visible against dark backgroundlike land, but more visible against brighter background like sky and clouds.

Clouds & land mass blocks AI's ability to see other planes behind them. For example it ispossible to evade attacking AI plane by hiding in clouds. AI planes will also try to hide in cloudsin certain conditions.

AI's own plane will block their line of sight. This is calculated from the plane's collision model.For example basically all planes cannot see directly below them, unless the plane hasventral/bottom gunner that can cover the underside. For example plane like Blenheim hasblind spot rear & behind since it has no tail/bottom gunner. Plane like B-17 with bottom/reargunners cannot be surprised from rear & behind like Blenheim (during daylight).

Occasionally fighters will execute roll maneuvers to get a look directly below them.

When fighter is pulling positive G's to get a lead shot and target goes invisible under nose, AIwill not see the target. Instead of aiming at the actual target, AI is shooting at estimatedtarget which position is extrapolated based on the last real observations. Much like humanbrain would do.

AI pilot's ground collision detection is improved and now they will detect ground obstacles infront of them better. Previously AI always crashed into certain kind of hill/mountain which hastoo steep slope.

Environment factors such as darkness affects how well planes can be seen. AI is blind againstattack from sun and planes show up better as silhouette against moon. Planes are spottedmore easier if they emit smoke, fire, condensation trail or have lights on or are illuminated bysearchlight.

Also ships & ground AAA and aircraft gunners have the same clouds/ground/environmentrestrictions as AI pilots.AI gunners check before shooting that there is no friendly planes in front/behind their enemytarget.

AI gunners don't keep shooting while the gun is turning towards target and the target isnowhere near when the bullets would go. So gunners will no longer waste ammo for stupidshots.

Gunners will be less accurate shooting targets that move fast. In other words target thatforces the gunners to turn guns fast is less likely to get hit.

Gunners that experience too much positive or negative G's cannot fire at all.

AI plane's engine will overheat forcing AI to reduce throttle and open radiators.

AI planes respect diving limits of their planes.

Changes have been made in AI deflection shooting. AI calculate deflection better but it is still not perfect. AI's ability to chose correct deflection and to hold steady aim vary with the skill. AIAces shooting ability is now at human aces level and if they get into your close six you will bein trouble.

AI flights doesn't go into attack as soon as they spot the enemy anymore. Depending on thesituation AI might try to avoid fight or try to improve their position before commencing theattack.

AI skills are now divided internally into sub-skills and thus provide finer distribution of skill.Aces are still better than Veterans and Averages are better than Rookies but not all AI pilotswith the same skill are the same. Some fly better, some shoot better. Some are braver andsome see better. This makes their behavior less predictable.

In addition to the maneuvers, AI fighter defense is completely reworked, no more constantrolls. AI will perform diverse maneuvers and provide bigger challenge to the player.AI will make mistake too. They will stall and spin occasionally, panic and “freeze” andsometimes they will even bail out before you fire a single bullet at them.

NoteIf AI planes in player’s own flight have not noticed the enemy planes, player has possibility to “point out” the enemy presence to the friendly AI planes by padlocking enemy plane so that itis visible at roughly center of the screen (15 deg. cone). This works even if the padlock is notenabled. Also the commands attack all/bombers/fighters has the same function built in as thepadlock key. So issuing “attack fighters” command to your wingman would fail if your wingmanhas not seen the enemy and you give the command while you don’t see the enemy. Giving thecommand when you see the enemy at the center of your screen (in cockpit) gives yourwingman the direction of the enemy and wingman can attack it. This prevents abusing theattack commands like a radar.

The AI development is a continuous process we plan to refine further for 4.12. We would liketo ask you to report any odd AI behavior we may have not noticed during our beta testing. Itwas not possible for us to test all AI situations / routines.
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Re: 4.11 patch

Postby SYN_Vander » Tue Jan 03, 2012 7:21 pm

Wow! "Official" 6dof support? I thought I'd never see the day!!1 :)
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