Do335 Posted March 13, 2015 Posted March 13, 2015 A question for the old timers: was there ever a time when AI had a blind spot in its deep six? Apparently all the data inis have "VisualBlindArc" and "VisualRestrictedArc" callouts, wonder if there was ever a time they had real effect. Quote
+Crusader Posted March 13, 2015 Posted March 13, 2015 Yes. Until the code was changed to ignore the restrictions for AI, since there were many complaints about "dumb AI" who keep flying in good formation despite having a whole pack of F-4 right behind them shooting with everything they have.. So. the easy(or cheapest) fix was was to make AI see all instead of coding proper "AI is under attack and reacts accordingly" behavior .. 2 Quote
+streakeagle Posted March 13, 2015 Posted March 13, 2015 Monkeys paw strikes again: people made a valid gripe about AI unresponsiveness to attacks and TK fixed it by breaking something else that worked right. Really frustrating over the last year or two of SF2 development. 2 Quote
Do335 Posted March 13, 2015 Author Posted March 13, 2015 Roger that, tis a shame indeed, reminds me of the missile effectiveness "fix" and carrier attack "fix". I see most VisualBlindArc callouts are "5,6,7". Maybe he'd just changed all of them to "6" only and limit the vertical arc a bit in the code... but just one idea among many better ways to do it... getting the OPEN SOURCE rush again. ehy. Quote
+Stary Posted March 13, 2015 Posted March 13, 2015 I think it's still working some times, I recollect chasing few migs that were acting very suprised when my tracers passed near them otherwise yeah, good old lazy way of fixing things TK has used since like forever I wonder if anyone knows what was the last patch level that was stable and without such gameplay breaking introductions? Before SF2 NA? Shortly after? Quote
Emp_Palpatine Posted March 13, 2015 Posted March 13, 2015 I think it's still working some times, I recollect chasing few migs that were acting very suprised when my tracers passed near them Indeed. Quote
logan4 Posted March 13, 2015 Posted March 13, 2015 I think it is circumstance dependent. Just took out with guns 2 F15s chasing a friendly formation an our ago . They didn't even bothered about me even after taking out number 3 and 4 of their formation that engaged me 30 miles from there. Probably also could depend on settings if they fly an intercept/escort or cap mission themselves. The game has several action parameters that generated randomly as I saw in one of the dll-s among them there are variables for reaction if attacked/engaged. Probably only the "chance" values were changed to a different level then previously were. Quote
Do335 Posted March 13, 2015 Author Posted March 13, 2015 yep depends on their mission and route. generally when enroute or landing they do not fight. or if mission is ground strike. my favorite shooting test is a CAP flight against a recon flight. The recon flight is mostly inert, provided I shoot down the wingmen first... don't take me wrong, still one of the best AIs in flight sims. SF AI for one does not see thru clouds, as in take that! falcon4 dcs and whatnot. Quote
+Crusader Posted March 13, 2015 Posted March 13, 2015 I have to say that the original change dates back several years, probably when original WOI was made... I think there were more changes to AI later on. Generally, my experiences with AI strike flights are OK .. usually, only half of the flight/formation keeps going while the other half jettisons stores and is engaging the attackers. Probably also depends which part of the formation is targeted by the player.. lead section or the 2nd section or flight. Theres a lot of chance/randomness in the game which makes that no single mission is exactly the same. Which is the fun thing in SF series.. Quote
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