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Author Topic: Choice of Behavior Type?  (Read 1640 times)

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agracier

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Choice of Behavior Type?
« on: May 12, 2013, 07:09:08 AM »

I have noticed that some planes show a definitive lack of offensive behavior when presented with enemies in the vicinity, some even show a lack of evasive maneuvering in the presence of enemies and often just fly along their flight path in a straight line, seemingly without a care in the world and hence as the perfect sitting ducks.

I surmise this behavior is encoded into the FM of each aircraft ... but even so, would it be possible to add an option somewhere in the game that allows for a modification of evasive or offensive behavior for specific planes?

Obviously bombers should not act like aggressive fighters, but in many cases, bombers or attack craft do fly around somewhat lackadaisically unaware of enemies in their midst. Would there be a way to modify this behavior, by say assigning levels of offensive or evasive maneuvering to certain aircraft, maybe in a way similar to differences between rookies to ace ai behavior?
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lowfighter

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Re: Choice of Behavior Type?
« Reply #1 on: May 12, 2013, 09:35:40 AM »

Agracier, I think the AI tactics differing from plane type to plane type are in the game. I agree there's room for improvement and it would be nice to see that!
Must go to details abot plane A or plane B...
 
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Batbomb

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Re: Choice of Behavior Type?
« Reply #2 on: May 12, 2013, 09:37:02 AM »

1+
Yeah you are right.
There are also reported cases of single bombers that flew incredibly agressive. There was the case of a B-17, that turned the tables and shot down several A6M Fighters over the pacific.
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agracier

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Re: Choice of Behavior Type?
« Reply #3 on: May 12, 2013, 09:50:34 AM »

From what I've observed, there some fighter types that are hardly aggressive at all. They fly in straight lines, ignoring enemies for the most part and so present little challenge ...

If this kind of behavior is encoded into individual FM's, well then there is little to be done about it I suppose ... but if there were others ways to influence it, that would be great ...
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Batbomb

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Re: Choice of Behavior Type?
« Reply #4 on: May 12, 2013, 09:52:17 AM »

I know what you mean. Most 2 engined fighters like P-38 should be far more agressive and should normally be a complete hell to meet.
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S3231541

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Re: Choice of Behavior Type?
« Reply #5 on: May 12, 2013, 09:55:49 AM »

Hi,

AI maneuver is actually coded in java not FM. and yes they are individually coded for each aircraft. As for your request, we can actually create a new Type behavior that force abandon current mission and engage in dogfight. But then we need to add them in individual aircraft and well take quite sometime.

If this request is being supported by multiple players, then I can talk to the AI engine hotkeys team to consider about this.

Cheers,

S3
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agracier

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Re: Choice of Behavior Type?
« Reply #6 on: May 12, 2013, 09:59:49 AM »

That would be a wonderful tweak for some fighters ... many of the newer planes seem to be less than eager to engage in dogfights ... I understand that making mod planes is difficult enough without having to know all the finer points ... it's just that if a thoroughly lousy pilot like myself notices this, there must be something that can be about it ...
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slipper

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Re: Choice of Behavior Type?
« Reply #7 on: May 12, 2013, 10:27:55 AM »

S3

Looking at some of the aircraft classfiles i have noticed that that most have at the top of the file some code such as that below for the B17D

Quote
public class B_17D extends B_17
    implements TypeBomber

Now the TypeBomber is the AI routine the aircraft follows as coded into the manouever class, correct?

If so i have noticed that some planes have more than one entry, for example the Ar234 has

Quote
public abstract class AR_234 extends Scheme2
    implements TypeBomber, TypeDiveBomber

Can you list as many types as you like, or is there a limit? Which AI routines take precedent in a situation, for example if an Ar234 is being attacked and the TypeBomber and TypeDiveBomber have different AI routines for evasion, which has priority, is it the first listed?

Is there a list of all the different routines somewhere and an overview of there actions?

Is what your suggesting above  a case of adding some different Types to aircraft, or creating new types?

Thanks for any replies

slipper
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S3231541

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Re: Choice of Behavior Type?
« Reply #8 on: May 12, 2013, 10:39:43 AM »

You can add a lot of Type in an aircraft as long as they are not overlapping (contradicting each other),

Here's an example of F-18 java:

Code: [Select]
public class F_18S extends Scheme2
    implements TypeSupersonic, TypeFighter, TypeBNZFighter, TypeFighterAceMaker, TypeGSuit, TypeFastJet, TypeNoOpenCanopyFly, TypeX4Carrier, TypeGuidedBombCarrier

Code: [Select]
public class F_18C extends F_18S
    implements TypeGuidedMissileCarrier, TypeCountermeasure, TypeThreatDetector, TypeGSuit, TypeAcePlane, TypeFuelDump, TypeStormovikArmored

That's 14 types (excluding overlap) that is currently in the F-18. As for WWII aircraft, I don't think we'll need that much.

For what I mean, we would create a new type and add it to the aircraft java. In maneuver class, if the aircraft is an instance of that Type, it'll tell the AI to switch maneuver mode, drop what ever they're carrying and aggressively engage target or make evasive retreat. all the maneuver mode is already there, just need to make the link, the trigger condition, however, can be complicated. As long as it satisfy the condition, it will trigger the effect, there's no priority, AFAIK.
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rollnloop

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Re: Choice of Behavior Type?
« Reply #9 on: May 12, 2013, 12:21:57 PM »

What would be really nice is a choice for each flight to be made by mission maker, that would condition AI reaction throughout the whole mission:

-accomplish main action at all cost (can be bombardment, attack, escort): AI will disregard its own conservation and try to reach action waypoint with only small evasives (fighter, fighter/bomber) or no evasive at all (bomber with rear gunner who's alive)

-defend if fired upon: AI will jettison its load and engage attackers (fighter bombers), attempt evasive actions while keeping its load as long as doable (bombers). When ennemy attacker is no longer a threat, AI will press on mission or abort and RTB, depending on main target nature and available armament (no use for a bomber/fighter bomber to continue with no bombs against a hard target for example)

-attack any target of opportunity: AI will attack first met ground unit (bombers, fighter bombers) or air unit (fighter bombers)

possible or dream ?
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agracier

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Re: Choice of Behavior Type?
« Reply #10 on: May 12, 2013, 12:36:34 PM »

rollnloop

great summation of possibilities ... if feasible of course ... but it would allow for a large scope of mission tweaking ...
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