zzzspace Posted August 6, 2012 Share Posted August 6, 2012 In within-visual-range engagements, either with guns or missiles, the Ai keeps on following the aircraft down amd prosecuting the attack, even when the aircraft is already ripped apart, and pilot dead or punched-out. Looks nice and aggro of course, but the Ai uses up is missiles and ammo for nothing. Another related issue to it, is when watching a guns-only fight, if one of the Ai is too damaged to fight, or is bingo fuel, so slows-down straight and level, what occurs is the other Ai aircraft does not stop using their afterburners to slow and slot in behind for the kill shot, but instead continues to prosecute the guns fight, so buzzes all around the loser at high speeds in high-G turns, but most often due to this, is never able to line-up to get a killshot, ... at a slow straight and level loser. lol But I have seen the loser take down the winner with a crossing burst. :) On top of this, the winner has now burned a huge amount of fuel, and is also out of the fight. Those issues will need to be rectified. ||| Romanes eunt domus ||| zzzspace V2.0 REAL SOUND for DCS World - and all Modules ||| Link to comment Share on other sites More sharing options...
zzzspace Posted August 13, 2012 Author Share Posted August 13, 2012 (edited) Just need to add that this prosecution of the dead is not just between other Ai aircraft, that are treating dead aircraft as if they were still alive, and in the fight. The SAMs are also continually trying to double, triple and even hextuple-kill an already obviously destroyed aircraft. Today I saw an F-16, that was already dead, hit by another 6 SAMs on the way down, some of them launching even after the target was clearly a wreck. The necessary rounds to kill follow-on aircraft are thus not available due to this waste. If an aircraft is visibly breaking apart and falling, then both the radar SAMs and MANPADs should 'know' not to launch more missiles. EDIT: oh yeah, the AAA are doing it as well, the Ai AAA is hosing down already destroyed aircraft all the way down to the ground. Edited August 13, 2012 by zzzspace ||| Romanes eunt domus ||| zzzspace V2.0 REAL SOUND for DCS World - and all Modules ||| Link to comment Share on other sites More sharing options...
Eddie Posted August 13, 2012 Share Posted August 13, 2012 Known issue. Spoiler Intel 13900K (5Ghz), 64Gb 6400Mhz, MSi RTX 3090, Schiit Modi/Magi DAC/AMP, ASUS PG43UQ, Hotas Warthog, RealSimulator FSSB3, 2x TM MFDs + DCS MFDs, MFG Crosswinds, Elgato Steamdeck XL Link to comment Share on other sites More sharing options...
docfu Posted August 14, 2012 Share Posted August 14, 2012 You should see the fights that occur in the bar afterwards between all the different AI trying to take credit for the kills. Link to comment Share on other sites More sharing options...
zzzspace Posted August 19, 2012 Author Share Posted August 19, 2012 I've identified another aspect to the Ai engagement behaviour which seems to affect all of the Ai fighter aircraft in DCSw (don't know if this is a known issue, apologies if it is) If you place 2 x 2 in a guns-only and watch you soon realise that once the Ai mutually 'choose' each other as their respective enemy target, they will only attack that one single target aircraft, and not any other in the fight. They also will not switch targets at any time even if the perfect opportunity emerges to do so and get an easy kill. So when one of the aircraft is destroyed, the remaining two against one gun fight does not occur, because the second available Ai aircraft will not fight, because it was not a party to the original mutual targeting arrangement decided upon at the initial merge. So this second aircraft, after defeating its target simply flies away and lands, leaving it's wingman to fight it out alone ... not good mav! But if the opposite side wins the remaining guns battle, even then the remaining two aircraft do not then engage each other, even though they would still have enough fuel to do so. They just ignore each other and go ahead and land at the same runway, as though they are no longer on opposite sides. Or rather, they act like they're not combatants any more. ||| Romanes eunt domus ||| zzzspace V2.0 REAL SOUND for DCS World - and all Modules ||| Link to comment Share on other sites More sharing options...
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