FIGHTERS.
A shoot accuracy of fighters is overset too much for the all skill levels. The difference between them is utterly small, whereas for example “Rookie” and “ACE” skills must differ fundamentally. There are basically no preliminary shots, even from complex positions, during maneuvering, blackout diving and so on. It is very often AI inflicts fatal damages on its first shots even if the dogfight goes on steep turns, it looks improbable. Moreover, a behavior of AI is looking like g-forces have no effect on it, it is rather usually when two similar planes fight with diving and AI plane pursuing continues accurate fire even plumbing with high speed.
An overall field of view of AI in the game is set overly high as well as the field of view of the most dangerous zone at six o’clock. In reality, even under a good visibility a pilot seeing the object has to identify it correctly as friend or foe and spend time on making a decision. It is rather easy to lose sight of an enemy plane during a maneuvering fight especially against a land surface background; in addition a 40tys plane’s pilot was distracted with numerous routine actions of flight. Due to an imperfection of design many one seat planes practically had no rear and rear-low field of view and a last flight wingman has to make flight maneuvers to control situation. In the game the bots even of “rookie” and “average” skills if you or other bot attempts to close to them with those rear positions from certain distance change their course instantly and momentary. It could be right for two seat planes having rear gunners, but for one seat fighters often having a high fuselage spine fairing it look quite improbable. We can arrive at a conclusion that AI-operated planes actually have no dead area of field of view. Due to this many real techniques of an air fight becoming senseless and useless.
We are requesting you to decrease the overset shoot accuracy of bots especially from complex positions. We are requesting to make bots to spend more preliminary shots before they hit the target (for rookie and average mostly). We are requesting to make the dead area of field of view for AI more appreciable (if a design of the plane corresponds to it). We are requesting to make g-forces have effect on bots, if it is impossible to imitate it some way by restricting their behavior or like that. We are requesting to reduce rear field of view of AI and to make time the bots spends to react to danger longer and realistic. We are requesting to make a behavior of bots less “twitching”.
We are requesting to maximally reduce parameters of shooting, overall and rear viewing and analogous parameters of the “Rookie” skill. We are requesting to make his flight more linear. We are requesting to noticeably reduce parameters of shooting, overall and rear viewing and analogous parameters of the “Average” skill. We are requesting to make the difference between various skill levels more noticeable.
Moreover, today AI is not good at tactical decision, engaging in certainly lossing battles with quantity superiority of enemies, altitude advantage and so on. We are requesting you to consider capabilities of improving this part of the game, to make AI could perform a tactical retreat in some situations for example.
Moreover, it seems that AI makes some cheats with its speed, many gamers inform against these situations.
In addition, one of gamers kindly gives an example of the code decreasing response of empennage (rudders or elevators?) and making maneuvering more smoothed.
if (Vflow.x < 20.0 && Math.abs(AOS) < 33.0F)
AM.y += d_13_ * AF.z;
float f_14_ = (float) Vflow.x;
if (f_14_ > 150.0F)
f_14_ = 150.0F;
float f_15_ = SensYaw;
if (f_15_ > 0.2F)
f_15_ = 0.2F;
float f_16_ = SensRoll;
if (f_16_ > 4.0F)
f_16_ = 4.0F;
double d_17_ = 20.0 - (double) Math.abs(AOA);
if (d_17_ < (double) minElevCoeff)
d_17_ = (double) minElevCoeff;
double d_18_
= (double) AOA - (double) CT.getElevator() * d_17_;
double d_19_ = 0.017 * (double) Math.abs(AOA);
if (d_19_ < 1.0)
d_19_ = 1.0;
if (d_18_ > 90.0)
d_18_ = -(180.0 - d_18_);
if (d_18_ < -90.0)
d_18_ = 180.0 - d_18_;
d_18_ *= d_19_;
double d_20_ = 12.0 - (double) Math.abs(AOS);
if (d_20_ < 0.0)
d_20_ = 0.0;
double d_21_
= (double) AOS - (double) CT.getRudder() * d_20_;
double d_22_ = 0.01 * (double) Math.abs(AOS);
if (d_22_ < 1.0)
d_22_ = 1.0;
if (d_21_ > 90.0)
d_21_ = -(180.0 - d_21_);
if (d_21_ < -90.0)
d_21_ = 180.0 - d_21_;
d_21_ *= d_22_;
float f_23_ = Sq.squareWing;
if (f_23_ < 1.0F)
f_23_ = 1.0F;
f_23_ = 1.0F / f_23_;
Wtrue.x = (double) (CT.getAileron() * f_14_ * f_16_
* Sq.squareAilerons * f_23_ * 1.0F);
Wtrue.y = (d_18_ * (double) f_14_ * (double) SensPitch
* (double) Sq.squareElevators * (double) f_23_
* 0.017000000923871994);
Wtrue.z = (d_21_ * (double) f_14_ * (double) f_15_
* (double) Sq.squareRudders * (double) f_23_
* 0.15000000596046448);
WAYPOINTS BUGS- not completed …
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BOMBERS AND GROUND-ATTACKS
Bombers manoeuvres under an enemy fire too actively, like fighter planes. We are requesting to make their flight more linear.
We are requesting to make if the main target is destroyed bots use remains of their ammunition at nearest targets.
We are requesting to ban bot’s shooting from machineguns at the enemy tanks. (a code checking type of target conceivably must be like this one:
if(actor instanceof Tank){
CT.WeaponControl[0] = false;
}
or similar to).
We are requesting to somewhat increase a bombardment accuracy for “rookie” and “average” skills. (probably?)
Tests revealed that level bombing of some planes has a stable deviation from the center, and seems to be incorrectly adjusted AI or FM files of a specific plane. Bot skill levels, speed, weather, type of ammunitions and another factors is of no practical importance, this bug shows itself in all case. When assumed bugged FM files of one of these planes are replaced with good plane ones the deviation disappears.
Planes presumably having to-the-right deviation;
Pe-2 all of the series
SB-2М-100А,1937
SB-2м-103,1938
TB-3
В5N2,1939 –slightly to the right
Planes presumably having to-the-left deviation;
А-20 С, 1941
Il-4, DB-3F
G4M1-11,1941
Hе-111 Н-2,1941
Не-111 Н-6,1941
Ju-88 A-4,1941
Do 217 M-1,1942- slightly to the left
The good planes with normally center bombardment.
В6N2,1944
Blenheim-MK 1,1935
Cantz
D3A 1,1939
Do 217 k-1,1942
H8K1,1942
SM 79,1936
Li-2,1939
FW 200 c-3/u4,1941
PBN Nomad,1942
B-17
В-24
В-25
В-29
MBR-2 АМ-34,1937
Tu-2С
Wellington
Pe-8
TB-7
We are requesting to slightly increase shoot accuracy at the ground targets from frontal armament.
Rear gunners often begin to shoot at too far distance, and spend too much ammunition. We are requesting to correct this.
Bomber planes sometimes begin to fight between them. It seems rather strange and not very historically.
Today ground-attack planes don’t attack enemy fighter planes located at airfields, they don’t shoot at them with frontal guns or rockets, only rear gunners shoots if positions of their planes permits to. They are not attacking “active” planes but only common ground targets like cars, flak guns, static planes. Apparently they can do this if a group of fighters assigned as a target in the mission, but this way is unacceptable for dynamic missions. There are not enough statistics of how is interacting in similar situations ground-attack planes with ground-attack planes, with bombers and so on, but it is clear that landing and standing on their airfields planes actively and realistically assaulted only by fighters. This bug is very affecting the game realism, and we are requesting you to fix this unduly behavior, to make the ground-attack planes can attack enemy planes that descend to a certain altitude (or has not climb yet).
AI ONLINE BUGS- not completed…
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