Jump to content

AI priority number one - the player?


Recommended Posts

Is it just me, or does the AI always fly to the player first?

 

Channel map - Fw190-D9 - Thunderbolt Furball - Fast Mission:

After the P47 shot me down and I took a new 190, the AI still flies to me first.

No matter where it is or in which dogfight it is.

After each restart you have an AI behind you immediately. The own AI planes don't have this problem.

Link to comment
Share on other sites

Oh, you're talking about the enemy AI, right? The behaviour of AIs is dictated by the mission. If all enemy groups have you as their first/only target, they will come for you first.

Don't accept indie game testing requests from friends in Discord. Ever.

Link to comment
Share on other sites

Oh, you're talking about the enemy AI, right? The behaviour of AIs is dictated by the mission. If all enemy groups have you as their first/only target, they will come for you first.

I may be misunderstanding you Flappy but I'm not sure it is.... the AI will sometimes make its way through a big juicy bomber formation and its escort just to get at the nearest client.

Link to comment
Share on other sites

What I'm saying is your issue may be caused by the mission you're flying, not necessarily by the AI itself. In the ME, one can ask AI flights to defend/attack a zone, ignore specific targets, or attack a specific target. What you describe looks like an explicit "Attack the player" order. You can edit one of those missions to find out.

Don't accept indie game testing requests from friends in Discord. Ever.

Link to comment
Share on other sites

What I'm saying is your issue may be caused by the mission you're flying, not necessarily by the AI itself. In the ME, one can ask AI flights to defend/attack a zone, ignore specific targets, or attack a specific target. What you describe looks like an explicit "Attack the player" order. You can edit one of those missions to find out.

No attack player order, (my own mission)... just CAP in Zone order given. I think maybe its probably less noticeable in BVR but in a dogfight its very noticable.

Link to comment
Share on other sites

Proving this behavior to ED would require a simple test: fly a single aircraft in the middle of a dozen other single flights with a "no reaction" order, same aircraft, wait for the enemy to attack (without moving) and see if you get hit first. Redo this three or four times, and see if it's always the same.

 

I would be happy to test this, but I'm AFK for two weeks.

Don't accept indie game testing requests from friends in Discord. Ever.

Link to comment
Share on other sites

Proving this behavior to ED would require a simple test: fly a single aircraft in the middle of a dozen other single flights with a "no reaction" order, same aircraft, wait for the enemy to attack (without moving) and see if you get hit first. Redo this three or four times, and see if it's always the same.

 

I would be happy to test this, but I'm AFK for two weeks.

I think its well know to ED as has been an issue even going back to the Flanker series. They are working on AI presently so it's just a matter of waiting a bit longer hopefully.

Link to comment
Share on other sites

No attack player order, (my own mission)... just CAP in Zone order given. I think maybe its probably less noticeable in BVR but in a dogfight its very noticable.

Don't know if it's fully related to the issue you're seeing, but as a general rule, many if not most of those “default tasks” — especially the “CAP” task — are just outright broken and should not be used. Any aircraft with a CAP order will happily start hunting whatever first enemy unit it can find in the unit list, seemingly irrespective of any kind of detection logic, and keep relentlessly doing so until the end of time without any regard for its own safety or the availability of saner or more suitable targets. Quite often, this will be the client aircraft due to how many missions are built.

 

Always delete all default automated tasks any flight is given. Always.

If you want to have a tanker or awacs aircraft do their thing, add in that task manually (because those two largely work the way they should), set up the way you want it and starting and ending at the appropriate waypoint(s). For all other default tasks, nuk'em. They will only ever make the AI misbehave and screw up your mission.

 

The CAP task is the most egregious of these broken tasks. It has no precision; it makes AI units behave wholly unlike what you'd want for a CAP airplane; and it pretty much overrides any other orders you're trying to give them so you have no chance whatsoever of the group actually acting as any kind of CAP. Replace it with well-setup “search and engage” task variants (“search and engage in zone” often being the most CAP-like). Also, match that with a “priority designated” or “designated only” ROE. That way, it will be more likely that the ground actually has to rely on detection to find its target; that it will find targets that are relevant to its mission; that those targets are not just the player; and that you can more finely tune exactly which aircraft will be squaring off against each other.

 

It's just one of those quirks of how you need to set up your missions to have them work the way you want.

❧ ❧ Inside you are two wolves. One cannot land; the other shoots friendlies. You are a Goon. ❧ ❧

Link to comment
Share on other sites

Thanks for that Tippis ... I'll take a look at the default tasks. (The tasks given are by a combination of MOOSE and my own crappy code btw. )

 

I think my point is that all of this should really be unnecessary but hopefully it will be fixed in time.

 

edit: That seems to have worked really well so far, (needs a little more testing)... thanks Tippis!

 

edit: Turns out to be a slight improvement but AI still make a bee-line for the client even when priority is bombers and there are other far more obvious targets available.


Edited by FubarBundy
  • Like 1
Link to comment
Share on other sites

  • 3 months later...
Thanks for that Tippis ... I'll take a look at the default tasks. (The tasks given are by a combination of MOOSE and my own crappy code btw. )

 

I think my point is that all of this should really be unnecessary but hopefully it will be fixed in time.

 

edit: That seems to have worked really well so far, (needs a little more testing)... thanks Tippis!

 

edit: Turns out to be a slight improvement but AI still make a bee-line for the client even when priority is bombers and there are other far more obvious targets available.

 

I'm not sure about all this, but I'm curious. Imho, regarding the default CAP task when no parameters are given, fighters should prioritize engagements according to threat level.

So if you have a BLUE bomber group and an escort fighter group, RED fighters should engage the fighter escorts first, again, if no parameters are given.

And offcourse, if the player/client is in the fighter escort group, it should not matter, AI should not prioritize player/client more than any other fighters in the escort group.

GPU: PALIT NVIDIA RTX 3080 10GB | CPU: Intel Core i7-9700K 4,9GHz | RAM: 64GB DDR4 3000MHz
VR: HP Reverb G2 | HOTAS: TM Warthog Throttle and Stick
OS: Windows 10 22H2

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...