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Author Topic: AI  (Read 5101 times)

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thefruitbat

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Re: AI
« Reply #12 on: September 27, 2012, 11:53:14 AM »

I was thinking on something, maybe both are right. :P
Maybe the AI overhead was implemented to work only in a dogfight.
Why?
Just because the cruise speed is a mission maker parameter, there is no need to calculate it all the time.
Well, I don't know for sure. :P


santobr.

Interesting.....

and interesting discussion full stop all involved.
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Semor

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Re: AI
« Reply #13 on: September 27, 2012, 12:08:43 PM »

hmm.. very interesting point of view...and sounds logical to me after the campaign observations.

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LuseKofte

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Re: AI
« Reply #14 on: September 27, 2012, 12:50:21 PM »

To tell you the truth, manipulating a FM to players aircraft is easy (relatively) But we are talking about a machine here following a pre scripted  flight, never messing up a landing not in any way bothered by the elements. Then someone tells me he actually can see a difference in AI behavior regarding to elements and overheating.
I tell you, I envy your skills in observation, because I cant see any difference. But I can see they are change in above mention situations.
But if 4.12 become as it seems with taxiing AI and other goodies @i will slow down speed on my favorite campaigns and give a damn. Because I like what TD has done for this game. They just cant do miracles just yet
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WindWpn

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Re: AI
« Reply #15 on: September 27, 2012, 02:10:11 PM »

Another AI annoyance that would be nice to address someday would be AI "shoulder shooting."  Seems like when there is a heavy offline dogfight, the AI aggressively packs onto a single target, and if you have guns on target, the AI will shoot from your shoulder while you are in.  Would be nice to have commands such as "Off"/"Engaging" for the player to tell AI to either back off/cover, or actively engage when player is Off.

Yea, the jerky aileron movements of aircraft would be nice to fix as well which ai is in level flight.
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