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AI Blackout Modelling


NineLine

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  • ED Team

Wags let me know that this will be available in a future update. It will be tested internally first.

 

AI will now have the same G black out model as the player.

 

AI will use the same G-effect model as human pilot. When G is quite big and blackout is near - AI pilot reduces pressure on the stick, reducing G. If, anyway AI pilot catch blackout - it try to set stick to get G = 1, to remove blackout. And finally - if AI pilot loose consciousness - it try slowly to return plane to "default fly" - horizontal fly with G=1 until consciousness return.

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This is awesome! Huge experience change.

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This change with the incoming DM model is a serious and exciting game changer.

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Thanks for all the work!

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Awesome news, thanks! :thumbup:

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And finally - if AI pilot loose consciousness - it try slowly to return plane to "default fly" - horizontal fly with G=1 until consciousness return.

 

Does this mean they won't lawn dart but instead keep pulling until they leveled out and wait for their "consciousness" to return?

I want to see the AI punished for over-Gs :joystick:

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  • ED Team
Does this mean they won't lawn dart but instead keep pulling until they leveled out and wait for their "consciousness" to return?

I want to see the AI punished for over-Gs :joystick:

 

I take it more to mean the stick will go to zero input... but I will ask.

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  • ED Team
Positive news indeed. When may we see the G-modeling take effect?... or will it be introduced with the other AI-improvements on a later date?

 

I would imagine it will come through soon, within the next few patches depending on how testing goes.

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Great stuff indeed! Can't wait to test this out.

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This is some of the best news I have heard regarding DCS. I play mostly single player. Thank you for ED for addressing the AI issues.

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This.... That we finally can get AI to bar with the human players at some level...

 

Hopefully the G-level is a possible to get added in Mission Editor so that AI G-level can be a variable by two values, what is the G effect between effects randomly (like we can set that it is anywhere between 6G to 7.5G, or if want to lock to top level then set it 9G to 9G) and then set the amount of time spent in G forces before started to blackout (simulating that some people can withstand longer the G forces than others).

 

This would allow to make AI that can easily start to avoid the high G turns and maneuvers but can do those for longer time. Or AI that can make few high G maneuvers in short period but will do them less often.

 

So there would be G limit from 0% to 100% and then two values how quickly does the "G-bar" fill from 0% to 100% and how quickly it gets back to 0%.

 

So higher skilled AI could pull higher G forces and withstand longer times the G-forces and recover faster from it. Such AI is dangerous.

And lower skilled AI could either keep going longer time for lower G forces by keeping "G-bar" not filling up quickly as recovery is slow, or then make a few high G forces but then recovery is slower.

 

And hopefully the AI will get the same flight modeling limitations as human players has, so no more SFM to them and us the different.

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  • 2 weeks later...
And hopefully the AI will get the same flight modeling limitations as human players has, so no more SFM to them and us the different.

 

Or, even if that's not possible due to keeping things reasonable frame-rate wise, at least the AI limits should make things more worthwhile when fighting the them!

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Excellent news! :D

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I dont think having the AI using the same FM as players will be wise, since it will cause massive CPU loads.

 

The current project treated here is more than enough (AI blackout and G limits) :)

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