+streakeagle Posted February 12, 2013 Posted February 12, 2013 (edited) Bingo! Assigned the Spitfires to be "FIGHTER" rather than "ATTACK" and changed its primary/secondary roles to be like the F-4 except deleting the anti-ship. The Spitfires immediately turned to engage the Mustang as it crossed visibility range. While I haven't done any other tests, I can only speculate that there might be different rules depending on the actual mission assigned and current waypoint type (IP, OBJECTIVE, etc). No telling without extensive testing. When they were ATTACK, they immediately made a shallow check turn (10 or 20 degrees?) when I first got within visual range, then returned to waypoint path (perhaps not spotting me because the turn wasn't wide enough?). As "FIGHTER"s, they broke hard to the left as soon as I entered maxVisibleDistance, clearly spotted me, and engaged. I stand by original assessment: the AI does have 360 degree vision, if they don't automatically engage you, it is because some other constraint is forcing them to remain on course, whether it is their assigned role, fuel/ammo status, or whatever. In my particular case, where I was trying to recreate historical Vietnam missions, the criteria I was using ensured that I never once saw the "steady state" flight pattern permitting a bounce. In one example, I struggled to get the AI to replicate the response of the real pilots per fluid four training and the documented actual response of the pilots. I achieved the best results by assigning a flight of 1xF-105D on a strike (or maybe SEAD) mission, made the player F-105D with wingman with an escort mission, and created a 2xF-105D flight assigned to escort the lead strike F-105D. Per reality, all planes dropped their ordnance with the lead F-105D going pure defensive, his wingman trying to clear his tail, and the remaining pair trying to support/clear the tails of the lead pair. This was optimum for the scoring of the player since his real life counterpart would shoot down a MiG while trying to cover the lead, the goal not being to get a kill but to make sure his lead survived. To keep the player from being able to kill all four MiGs and give the MiGs a historically good chance of hitting the lead on the first pass, I had to give the MiGs the best possible pilot skill. To keep the F-105s from getting unrealistically slaughtered, I had to give them the best possible pilot skill as well. If I tried to start the MiGs at a longer range, the F-105s would magically engage the MiGs despite the fact that the MiGs were in a blind spot. So I had to start the MiGs at firing range to even have a chance of duplicating historical results. Edited February 12, 2013 by streakeagle Quote
+Gepard Posted February 12, 2013 Posted February 12, 2013 I stand by original assessment: the AI does have 360 degree vision, This is not correct, if we are speaking about WoX. It is true for SF2. I have tested it with WoI Operation Kadesh. There you can make a surprise attack. You can close to a enemy attack formation and open the fire. Only when the first enemy plane is hit, the entire formation breaks up, drop its bomb into nowhere and engage you. I have tested it with Neshers vs MiG-17, MiG-15 vs F-84 and so on. Operation Kadesh its a true improvement if you want to stay in the first generation sims. Quote
+streakeagle Posted February 12, 2013 Posted February 12, 2013 I am exclusively speaking of SF2. The only time I touch WoX is WoI with expansion pack 1 for multiplayer with SF2-like AI and graphics features. Quote
Wrench Posted February 13, 2013 Posted February 13, 2013 then, perhaps, this discussion should be in the SF2 forums, not here in the SF/Wo*s???? hhhhmmmmmmmmmmmm Quote
Wrench Posted February 13, 2013 Posted February 13, 2013 (edited) wait .. I just noticed... AI Ritualistic behavior??? wtf?? is the AI now sacrificing virgins to volcanos???? Edited February 13, 2013 by Wrench 1 Quote
Derk Posted February 13, 2013 Posted February 13, 2013 (edited) Wonder what "pilot training standard" coupled to the nationality does? And as far as the MiG's are concerned: AFAIK they operated in Soviet style, meaning under very strict ground control, including of course warning against enemy planes in the area.... Edited February 13, 2013 by Derk Quote
+Gepard Posted February 14, 2013 Posted February 14, 2013 (edited) Wonder what "pilot training standard" coupled to the nationality does? And as far as the MiG's are concerned: AFAIK they operated in Soviet style, meaning under very strict ground control, including of course warning against enemy planes in the area.... The american pilots in Korea were vectored by radar stations on an island close to the MiG alley. During Lebanon war the Israelis operated under AWACS control and all other wars in which western Air Forces were included AWACS and GCI played a war deciding role. If radar support was available for western Air Forces was available, then it was used. So it is no soviet unique position. In Vietnam it was a little bit different, because the combat area was a little bit to far away for good radar coverage, but even in Vietnam Warning Star planes an radar picket ships were used to support US attack forces. The pilot traing standard which you find in the Nations.ini is used for single missions. If you play with the values you will see, that the skill level of the pilots in the squadron will change dramatically if you has a nation with POOR or a nation with EXCELLENT pilot skill. Edited February 14, 2013 by Gepard Quote
Derk Posted February 15, 2013 Posted February 15, 2013 That's what I meant Michael, some of the agressive or indifferent performance of the AI may have to do with the nationality and the corresponding pilot skill...Not sure if it works for single missions only once you've made changes. As far as ground control is concerned I can imagine that at least in some area's the N.Vietnamese were able to effectively lead their interceptors as well as warn them against the enemy. Quote
+Gepard Posted February 17, 2013 Posted February 17, 2013 I doubt that this is implemented in game. Would be nice if it would be, this would be closer to reality, but i dont see the AI acting like GCI vectored. The nations.ini i think only affects the single missions. In a campaign you has the campaign_data.ini were you can set different skill levels for the units. like here: //----- Player Unit [AirUnit001] AircraftType=HunterFGA9 Squadron=1RAF ForceID=1 Nation=RAF StartDate=05/29/1965 DefaultTexture=RAFCamo1 BaseArea=Biggin Hill RAF FC BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< this entry Morale=100 Supply=100 Quote
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