WOE:BC Update 14
For the last couple of days I am busy adapting the loadouts of each aircraft to match those that would have been found around 1990. Editing the loadouts means, that I have to spend some time in the sim verifying the loadouts and their proper functioning. This led me to the discovery of some odd wingmen behaviour, below I summed up some of the things which made me say " What the f@#k is the AI doing now?"
1. No evasive maneouvers
I haven't noticed it on my own wingmen but certainly witnessed it while shooting at an enemy MIG. The AI does not perform evasive maneouvers, instead the y release a stream of countermeasures. The situation is aggrevated by the fact that most missiles have a real hard time beating those countermeasures. Hopefully this will be solved with either a patch or I will have to mess in the weaponsdata file.
2. AGM-65 Maverick Launches
The AGM-65 Maverick is one of the best weapons you can use in the game. It offers a good standoff range and the AI seems to be very effective in using it. But the greatest asset of the maverick is its fire and forget capability. You can fire several missiles one after the other, blasting an entire pack of T-72's simultaneously to kingdom come. Unfortunetaly the AI is not so smart. If you instruct your wingmen to attack a target, he will fire a single missile. Order him to attack a second target and he will wait untill the first target is destroyed before releasing his second missile. Its not a deal breaker but certainly something you need to keep in mind while attacking enemy tanks.
3. String of dumb bombs
When you equip your wingmen with dumb bombs (ie 6 Mk 82's) and order them to attack a target, they will always drop all their bombs in a single line. Sure it looks spectacular to watch but its a little bit of overkill and a waist of bombs.
4. Airfield attacks
The AI dropping strings of bombs on at target seems even more stupid when attacking an enemy airfield. Common sense would dictate that you try to drop your bombs along the axis of the runway. And for once the AI has a perfect excuse to drop a string of bombs along the entire runway. instead the AI drops its string on the target marker. (i don't know if its the right term, but the target marker is the red square you see when selecting the runway as target. Destroying the target marker is, to the sim, the goal you need to achieve to succeed the mission) . The AI manages to hit the runway with its string of bombs, but in real life it would be the equivalent of creating one crater in the runway, something engineers could easily fix.
5. Guided bombs
The string of bombs falling on the target, might not be realistic, it remains spectacular. But in one instance its seriously displays the stupidity of the AI. Equip the AI with guided bombs and they start throwing taxdollars away. During a little test i equipped an AI F-4 with 6 GBU-12 bombs and a laser designator. I then instructed him to attack an enemy bunker. I expected to see the AI drop a single bomb, instead the AI dropped all GBU-12's in a long string of bombs. At that moment I thanked God real life pilots are not that stupid.
6. Indecisive AI
I only witnessed this AI behaviour once, but I still like to share it with you. On one mission I tracked an AI F-15. The F-15 was trailing behind a Mig-23. The gap could only be 20 meters. The Mig flew in a straight line, ignoring the American fighter behind him. The F-15 tagged alone, weaving left and right. The F-15 still had some sidewinders left but was too close for them. A real life pilot would have switched to guns, but it seemed the AI could not make up its mind. I watched the two of them tagging along for five minutes, after which I broke off the mission.
Conclusion
I witnessed these behaviours in an unmodded version (sofar I only modded the effects and aircraft in my campaign) and perhaps I am pushing the sim beyond the original design specs TK had in mind when creating the sim. Nevertheless I will continue working on the campaign and trying to figure out how to circumvent these AI oddities.
PS check the Combat Ace site, they have some mods which improve the AI and you can find neat tips and trips on how to improve the AI. At this time I am still focused on the aircraft and will deal with the AI issues more in detail later on in the design process.
Happy Flying
1 comment:
Most of the issues have been there from day 1 - although you could pester TK at 3rd Wire if you like.
Agree with #2 - my wingmen often dont fire Mavs at all so i give them lau-3as \:\)
#3 - well probably a better chance of hitting the target also - the AI oftens hits the target after ive missed in campaigns \:\)
The other AI flights only fly standard 1 pass hall ass type missions so should drop the whole lot really then get out of there really. (also see #4 Black Buck raids below)
#5 The AI are often reluctant to drop guided bombs at all - I have observed entire flights not only release nothing but continue past the target and ignore their waypoints - thus I have left them with dumb bombs in their loadout.inis
#4 - This is actually realistic - taking the Vulcan 1982 Bombing raids - I have an after shot of Port Stanley showing 2 sets of 21 dumb Iron bombs were rippled at an angle across the runway.
Although it seems illogical perhaps you would place your defences to be most effective against a jet coming along in line with the runway - to the point it would be flying directly over radar guided AAA - not good.
Yes they never put the runway out of action and only a few bombs got near the runway (which were easily fixed) - but the Vulcan wasnt shot down either.
#6 - happens with most games tbh
#1 Yes agree that the AI does not take evasive action as it should - also when they are low on fuel they just fly home - safe in the knowledge you wont attack a retreating jet \:\)
However this also is not that unrealistic in some respects and I can see why TK has tried to include it - I have read quite a few pilot accounts from Vietnam where a Mig would fly past an F-4 totally oblivious to it being there - the F-4 would just turn around and fire missile up its a - as it just continued flying a straight line.
How to know if there was a jet sneaking up on you:
1. Another friendly would need to spot it (may be moddeled for the AI)
2. you would need continually to fly everywhere jinking and always checking your 6 (not sure this would always be done in real life anyway)
3. Your wingman would disapear suddenly. (defo not picked up by AI)
4. The jet has its radar on (has a radar)- which is (hopefully )picked up by your RWR - or uses a radar guided missile. (not picked up by AI / AI releases chaff but does not evade)
5. Ground radar picks it up - although 1979 ground radar with a sky full of jets may not be too useful!
I will confess btw that after putting the Uber AI mod in years back I have been shot down flying in straight line back to base more than once - can happen when you dont have your mind on things (like getting a cup of tea etc )!
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