AI and Mission Builder

General discussion for CFS2 - WW 2 Pacific Theater

AI and Mission Builder

Postby Pepelyayev » Mon Mar 28, 2011 8:12 am

Hi

Some questions about the AI and some parameters with the mission builder. In the stock game there are some planes configured as AI: C-47, B-25, the original Nakajima Ki-43 Oscar, etc.
How change the combat model,the reactions of a AI model(code 2 with the AirEd)and changing this one to 0, as flyable model?

In the stock game you fight with your A6M2 againts F4F Wildcats and this planes are also flyable models(code 0) and not something like AI_F4F Wildcat(code 2).The thing work fine as expected.

Is the quality, maneuvers, tactics of the AI encrypted in the MDL of each model or is a default one encrypted in the sim and the other parameters, defined editing the dificulty of the mission and the quality of the enemy pilots(Rookie, veteran, Ace?

In other words: If I set a mission in Korea with my flyable MiG-15bis againts 4 F-86A-5 Sabre also flyables(code 0)can expected the same comportament and reactions as againts 4 F-86A-5 Sabre configured as AI(code 2)?

With the Mission Builder in a typical mission Fighter vs Fighter(MiG-15 againts F-86A-5 for example): wich is the more right order : Intercept or Fighter Sweep?

Intercept for the MiGs work fine. In general I set six waypoint for this type of mission. Take off. Waypoint 1: grouping(so 10nm from Antung, 8000 ft with 250 kts)ORDER TURN. Waypoint 2 over the Yalu and the starting point of the patrol ORDER INTERCEPT. Waypoint 3: calculated after the time, is the point of encounter of the enemy(F-86s), ORDER INTERCEPT, in general some 40-50nm of Antung HDG SE near Anju. Waypoint 4, rely point 10-15nm of Antung with 8000 ft, 250 knts and preparing the plane for landing, ORDER TURN. Waypoint 5 , the MiG in final at Antung, ORDER TURN.

Things good work in this way , enemy time is set to coincide with the Waypoint 3 and F-86s are always there, maybe a couple of seconds later or early, but always there as defined.

MiG engaged, sometimes wingman score and obtain a kill but the point: the reaction of the F-86s, are not as expected. With the F-86 parameter defined as FIGHTER SWEEP maybe try to engage and evade a couple of minutes; then the F-86 are all around and one F-86(the leader ?) fly to the Waypoint 4(rely point to return to K-14 Kimpo). After that things go very easy for the MiGs, only follow and pursuit each F-86, go to the six , some 150-200 distance open fire five 23mm or two 37mm and go to the next F-86. All that in a perpetual circle over o near Waypoint 4. Not evade, engagement or something other. Is like a Mariannes Turkey shoot. With enough ammo or a good wingman, all F-86 are destroyed in a couple of minutes. Only follow , aimming and fire.And turn , turn and turn at this perpetual circle.

Of course , that is absolutly no realistic. Parameter of the enemy pilots are VETERAN. With ACE , fly and maneuver with more energy but, poor tactics evasions maneuvers and they were a few more agressive.

Exactly for that my question about the reactions expected with a plane configured as AI or as Flyable model(engaged F-86A-5 were configured as Flyable models, code 0)

Regards
Last edited by Pepelyayev on Mon Mar 28, 2011 8:21 am, edited 1 time in total.
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Re: AI and Mission Builder

Postby Tango_Romeo » Mon Mar 28, 2011 7:15 pm

Well, Pepelyayev, you've asked a couple of good questions there.
Last edited by Tango_Romeo on Mon Mar 28, 2011 7:35 pm, edited 1 time in total.
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Re: AI and Mission Builder

Postby Tango_Romeo » Mon Mar 28, 2011 7:31 pm

With regard to your question about aggressiveness, I have always found that using either Veteran/Average or Novice/High ratings give much better combat results than Ace/High.
Last edited by Tango_Romeo on Mon Mar 28, 2011 7:34 pm, edited 1 time in total.
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Re: AI and Mission Builder

Postby Tango_Romeo » Mon Mar 28, 2011 7:43 pm

If you haven't already done so, I suggest that you download and read Cody Coyote's newest 15MB mission/campaign-building handbook.  I took the file to a commercial printer and  had it printed in color and bound...that's how great it is  :D.

Find it here:

http://simviation.com/1/search?submit=1&keywords=cc_handbook.zip&x=17&y=13
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Re: AI and Mission Builder

Postby Pepelyayev » Tue Mar 29, 2011 5:12 pm

Thanks Tango_Romeo, very interesant. Certainly some maneuvers are encoded in the AI parameters and avoid the risk of stall or go the the limits of the flight envelope can be some of theses. Also, I dont remember to had see in CFS2 planes climbing and dive at low altitude impacting ground after AI pilots mistakes. In IL2 series you can see sometimes this type of "accidents" with the AI.
Righ now downloading the doc of Cody Coyote for the Mission Builder.

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