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AI con el TD 4.11 patch

Publicado: 21 Dic 2011, 20:09
por PA_Willy
Algunos vídeos mostrando como el TD está trabajando en mejorar las rutinas de la IA en el simulador (algo para mí fundamental):





Veremos que tal cosas como ver a través de nubes, a largas distancias, contra el terreno, artilleros IA, maniobras, sobrecalentamiento, rutinas de aterrizaje, de ataque a tierra, menú de órdenes a la formación, etc, etc.

Re: AI con el TD 4.11 patch

Publicado: 21 Dic 2011, 22:18
por Horse
Veremos, yo no lo tengo claro aun.

Re: AI con el TD 4.11 patch

Publicado: 22 Dic 2011, 16:17
por PA_Yomesmo
BIEEEEEEEEEEEEENNNNNNN!!!!! La IA es una de las cosas que hacen más desesperante a este simulador, si arreglan ese problema con el siguiente parche, ya le pueden dar mucho por el c*l* al CoD...

Un saludo.

Re: AI con el TD 4.11 patch

Publicado: 22 Dic 2011, 16:56
por PA_Centauro
Es algo que hecho en falta, se siguen haciendo aviones (salvo algún avión -como el Dewoitine 520- ya están todos los necesarios), mapas (no sé que queda por mapear...) y efectos, pero de IA los cuentas con los dedos de la mano...

Un saludo

Re: AI con el TD 4.11 patch

Publicado: 25 Dic 2011, 12:14
por PA_Centauro
Parece que como ocurrió el año pasado la 4.11 nos la traerán los reyes magos!

Y con el 6dof incluído!!

http://forum.1cpublishing.eu/showthread.php?t=28663
Dear IL-2 fans,

As with our previous patch, we are releasing the Guide for 4.11m in advance, so you may get familiar with the upcoming features we have been working on for the last year. We are planning to release the patch within this holiday season.

For now we wish you all Merry Christmas!

4.11 Guide (pre-release version):

http://www.megaupload.com/?d=N1JF5RZX


Main Features
• 6DoF support with over 100 fixed cockpits
• AI improvements
• Improved radiator & overheat modeling
• Difficulty option changes
• Bomb fuzes
• Stationary plane spawning
• Reworked bomb damage
• Control surface & pilot's head positions transferred over network
• Mouse wheel zoom
• Bombing commands
• Additional waypoint parameters

New Flyable Planes
• PE-8
• TB-7 M40
• IL-4
• Fw 190 A-4 1.42 ATA
• Mosquito XVIII "Tse-Tse"

New AI Planes
• TBD-1
• Hs 123
• IK-3
• Cant Z 506B
• Ki-45 Kai Hei
• Ki-45 Kai Tei

New ground units
• Autoblindo AB 41
• Carro Armato L6-40
• Carro Armato 13-40
• Semovente 47-32
• Semovente 75-18-40
• Crusader III
• Several new groups and companies based on existing tanks & vehicles

AND MORE... (see the Guide for details)
Por cierto, del CR32 no dicen nada.


Un saludo :ymparty:

Re: AI con el TD 4.11 patch

Publicado: 25 Dic 2011, 12:35
por PA_Centauro
Estoy leyendo el pdf, parece que este parche nos va a gustar más de lo que pensáis...
AI improvements


AI routines in 4.11 have been modified extensively in order to introduce several limitations
that 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 and
size of enemy plane is the main factor here. Bigger plane will obviously produce a bigger and
more 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 will
contribute to enemy spotting by covering their own sectors.

Generally pilots will keep looking more forwards than backwards. Occasionally fighters execute
fishtail maneuver to get better view behind. Planes will be less visible against dark background
like 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 is
possible to evade attacking AI plane by hiding in clouds. AI planes will also try to hide in clouds
in 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 has
ventral/bottom gunner that can cover the underside. For example plane like Blenheim has
blind spot rear & behind since it has no tail/bottom gunner. Plane like B-17 with bottom/rear
gunners 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, AI
will not see the target. Instead of aiming at the actual target, AI is shooting at estimated
target which position is extrapolated based on the last real observations. Much like human
brain would do.

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

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

Also ships & ground AAA and aircraft gunners have the same clouds/ground/environment
restrictions as AI pilots.

AI gunners check before shooting that there is no friendly planes in front/behind their enemy
target.

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

Gunners will be less accurate shooting targets that move fast. In other words target that
forces 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. AI
Aces shooting ability is now at human aces level and if they get into your close six you will be
in trouble.

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

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 pilots
with the same skill are the same. Some fly better, some shoot better. Some are braver and
some see better. This makes their behavior less predictable.

In addition to the maneuvers, AI fighter defense is completely reworked, no more constant
rolls. 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” and
sometimes they will even bail out before you fire a single bullet at them.

Note
If 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 it
is visible at roughly center of the screen (15 deg. cone). This works even if the padlock is not
enabled. Also the commands attack all/bombers/fighters has the same function built in as the padlock key. So issuing “attack fighters” command to your wingman would fail if your wingman
has not seen the enemy and you give the command while you don’t see the enemy. Giving the
command when you see the enemy at the center of your screen (in cockpit) gives your
wingman the direction of the enemy and wingman can attack it. This prevents abusing the
attack commands like a radar.

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

Por lo que veo, una reforma integral de la IA!! :ymparty: :ymparty:

Re: AI con el TD 4.11 patch

Publicado: 25 Dic 2011, 14:03
por PA_Fresco
Pues si que tiene buena pinta este nuevo parche, el 4.11....

Aquí dejo el documento con la lista de añadidos/cambios definitiva (la salida es inminente, para estas Navidades...)

http://www.megaupload.com/?d=N1JF5RZX

Por fin 6DOF implementado, nueva I.A., nuevos aviones, etc., etc.,

Fresco+

Re: AI con el TD 4.11 patch

Publicado: 25 Dic 2011, 22:25
por PA_Yomesmo
Bieeeeeeeeeennnnnn, si funciona suficientemente bien, están todos los cambios de IA que hacían falta para disfrutar totalmente del sim sin desesperarse por la Super IA.

En cuanto salga, bajado e instalado pero a la voz de ya... Ahora si que le van a dar concurso al CoD.

Un saludo.

Re: AI con el TD 4.11 patch

Publicado: 27 Dic 2011, 22:30
por PA_Centauro
Me está gustando cada vez más el nuevo parche...

http://www.youtube.com/watch?feature=pl ... uyogqwVTds



Un saludo

Re: AI con el TD 4.11 patch

Publicado: 27 Dic 2011, 22:36
por Jeronimo
=p~ A mi tambien.



Que salga ya, que salga ya, que salga ya \:D/