Page 1 of 2

AI A to A combat

PostPosted: Sun Jan 01, 2006 10:50 pm
by Falcon500
I noticed today in quick mission that the AI wingmen are horrible in dog fighting, i had four "reds" and three "blues" (incuding myself ;)) and i shot down three of the reds before i got shot down and the other two blues were shot down as the game respawned, the last bandit was behind me by 800 yards and my wing men were in formation (about 200 yards behind me on either side) and when i gave the help me command, they both peeled over in a vertical loop and ended up some 1300 yards behind me. As this was happening the bandit put shells all over my wing and fuselage. Some how i got behind the bandit and shot him down too.

I was in a Stock corsair and had it set with 60% fuel.

We were fighting four KI-46's

Makes me mad >:(

Re: AI A to A combat

PostPosted: Mon Jan 02, 2006 11:24 am
by Woodlouse2002
Rookie AI are pretty bad but I noticed in the campaigns that if you keep them alive long enough then they actually become quite useful and even effective in some cases.

Re: AI A to A combat

PostPosted: Mon Jan 02, 2006 12:51 pm
by AvHistory
Try "TAB" then 'attack my target' on each bandit one after another. AI should be set at highest skill level.

Re: AI A to A combat

PostPosted: Tue Jan 03, 2006 11:42 am
by james007
Falcon 500 I notice through observation in flying in

Re: AI A to A combat

PostPosted: Wed Jan 04, 2006 4:20 pm
by Falcon500
Dont get me wrong, the AI is beautiful, before i started playing Fighter Anthology, the AI was determined by three of four factors, (Fighter , Bomber , AC-130 , F-117)
The air to air (brains) were okay but the ground attack stunk, A-10's couldnt hit anything smaller than a single story house F-105's were prone to strafing and were horrible at it.

But CFS2 the air to ground is beautiful, the aircaft can hit anything and the bombs and torpedoes are accurate. But many a time I will make a mission with Corsair's providing air cover and me attacking ground targets but many times I need to set up long loiter times or multiple waypoints so the enemy can get closer and the Corsair's can find them.

I also wonder what is the real differance with the (airframe) settings in the .air files.
I understand that if you change the stock B-25's setting to a B-24's the flight of B-25's stays in level flight and fires their guns like madmen defending themselves. (more realistic). Rather than acting like fat fighters and rolling and looping through the sky. But what is the differance between the F4F and F6F? ???

Re: AI A to A combat

PostPosted: Thu Jan 05, 2006 2:40 am
by H
But what is the difference between the F4F and F6F? ???
Aside from a lot more power in a larger frame and still managing some maneuverability (F6F)? Actually, I've only occasioned CFS2 so I can't properly ascertain their comparable AI charcteristics but, as player flyable, they perform differently (to the Hellcat's favor -- but the F4F isn't really that wild). 8)

Re: AI A to A combat

PostPosted: Thu Jan 05, 2006 7:28 pm
by Woodlouse2002
Dont get me wrong, the AI is beautiful, before i started playing Fighter Anthology, the AI was determined by three of four factors, (Fighter , Bomber , AC-130 , F-117)
The air to air (brains) were okay but the ground attack stunk, A-10's couldnt hit anything smaller than a single story house F-105's were prone to strafing and were horrible at it.

But CFS2 the air to ground is beautiful, the aircaft can hit anything and the bombs and torpedoes are accurate. But many a time I will make a mission with Corsair's providing air cover and me attacking ground targets but many times I need to set up long loiter times or multiple waypoints so the enemy can get closer and the Corsair's can find them.

I also wonder what is the real differance with the (airframe) settings in the .air files.
I understand that if you change the stock B-25's setting to a B-24's the flight of B-25's stays in level flight and fires their guns like madmen defending themselves. (more realistic). Rather than acting like fat fighters and rolling and looping through the sky. But what is the differance between the F4F and F6F? ???

I should imagine that there are two AI modes. Bomber and fighter. The bombers will fly straight and level and shoot you with their guns, the fighters will twist and turn and try and dogfight. This would be the main factor in how an enemy aircraft fights. As for differences between single aircraft it sould be as with the player flyable aeroplanes minus fuel and ammo weight.

Re: AI A to A combat

PostPosted: Thu Jan 05, 2006 10:10 pm
by james007
I have a question? Would not this difference of wieght and ammo give the Ai a tremedous advantage over the player.


James007

Re: AI A to A combat

PostPosted: Thu Jan 05, 2006 10:55 pm
by AvHistory
I have a question? Would not this difference of wieght and ammo give the Ai a tremedous advantage over the player.
James007


Not enough to overcome its predictability.

Re: AI A to A combat

PostPosted: Fri Jan 06, 2006 9:09 am
by james007
I believe in CFS2 the Ai does take into account the wieght of the fuel and Ammo weight. Thats the reason sometimes the Ai some find it hard to land on a Airbase.

As for the diference between the Hellcat and the Wildcat. You can find them here: http://www.acepilots.com/planes/main.html


James007

Re: AI A to A combat

PostPosted: Fri Jan 06, 2006 10:41 am
by AvHistory
I believe in CFS2 the Ai does take into account the wieght of the fuel and Ammo weight. Thats the reason sometimes the Ai some find it hard to land on a Airbase.
James007


The CFS2 AI does not account for fuel or ammo weight.  The AI landing problem has to do with a fixed glide slope issue in the landing routines software.

Image

BTW: I don't expect AI to have a landing problem is MAW ;D  Some screens of large groups landing have been posted at sim outhouse a while back.

Re: AI A to A combat

PostPosted: Fri Jan 06, 2006 1:57 pm
by james007
That sounds nice and dandy. Even with CFS2 and CFS3 Ai short commings. Once you get to understand them you start to realize they are not that bad.

Now with all the upgrade done to CFS2 World map and all the airbases created by the community. I can not only fly in the Philipines Sea and South China but also over the Eastern Front and Burma.

MAW will bee a nice addition to the Hooby.

Now lets go and shoot down those AI before they get us first.  Oh , Oh, I see a Ki84 Frank on your six Bear. !Dive, Dive! LoL


James007

Re: AI A to A combat

PostPosted: Fri Jan 06, 2006 2:06 pm
by Woodlouse2002
Once you understand the CFS ai you realise how bad they are. Even in Ace mode it's easy to predict exactly what they're going to do. Turn in circles in CFS2 and dive and climb in CFS3.

Re: AI A to A combat

PostPosted: Fri Jan 06, 2006 2:42 pm
by AvHistory
[quote]

Re: AI A to A combat

PostPosted: Sat Jan 07, 2006 11:37 pm
by Falcon500
I understand that bombers and fighters fly different ::) but all 70 some fighters from A-1's to YAK-141's shared the same fighter (brains)....

the only thing i can think of is that when F6F (brains) work to the advantage of F6F's where SBD (brains) use SBD advantages