The AI are god awful at dogfighting. I was testing a MiG-15 that I've been working on and I wanted to see how it faired against itself, I set it agianst itself with both planes being controlled by AI. Whenever one of the planes was on the other's tail, it would pancakes into the ground. Or when niether of the planes can get their guns on target they just spiral upwarduntil one succseeds, but once a plane as a moment of oppritunity it starts having a seisure with the rudder and freaks out. I'm sure that the AI is programmed to avoid being shot at all costs, this would make sense as it would probably drag on dogfights so it doesn't end after just 2 seconds of engagment, but more often then not this makes the AI just fly straight into the ocean, is this ever going to be fixed?
nvm its been 5.9 years my bad
its been 2 years later maybe they fixed the crashing part a little idk and they added a new ww2 enemy model that has no mini guns thats great
@TheGuyYouMightKnow I'm not being mean, but it's called spraying. It can be accurate. Try it sometime
The only thing I can see benefiting from this is a remake of ace combat zero mission 18, Fight with pixy, I mean one of their main purposes if not landing missiles is shooting at you and its like ChiChiWerx said they surge for head on attacks so a pixy fight would be great for that speaking of which in acz you kinda do the same thing.
To put it short the Combat AI seems to be a flying aimbot, from what I have seen (at least mainly in guns only type fights) its sole programming centers around aiming at the player and shooting. I say aimbot because the AI can be surprisingly good at leading its shots.
I think that at minimum adding some simple evasive programming would remedy the glaring issues. Mainly an avoidance of low altitude when possible and a program to evade the player's aim, discouraging it from head on passes.
If it can read the deflection of its own guns then perhaps a similar system could be used allowing it to detect player aim and turn away. I'm no programmer of course, but it seems like a simple fix that could help make the AI more fun to fight.
I think that a similar kind of defensive programming is used for normal AI, as they do seem to turn away from you when you fire on them. Generally an ability to switch between an Offensive/Defensive mode like what OtterOfToast mentioned could be a more simple solution, only with reuse of existing code for the normal AI repurposed as a 'defensive mode'.
These are just some suggestions I thought I'd pitch for this old topic, given it and the comments below relate very well to my own experiences with the AI.
My beef is the pipper never leads the target in a gunfight. I've been 100 meters away from a bogey and the AI never pulls up to buzzsaw the target, just a trail of tracer fire mere feet from the enemies' tail. I'm sure and hopeful the AI will improve soon with new updates.
the AI doesn't really avoid missiles either
@marcox43 I think it would easily make the AI significantly more tricky and exciting to fight.
@OtterOfToast that Defensive/Offensive mode would be awesome!
@marcox43 I like your idea a lot. A library of maneuvers for the AI to use! Genius! It'd be simple enough to code, considering what else Jundroo's done with the game.
Something I'd like to add- and this is going to be difficult to code, but it is possible-- is allow the AI enough freedom to choose a defensive/offensive stance depending on the stats of the AI's own plane VS. yours.
This would tie in with another suggestion many have sallied forth-- basic flight information like turn times, climb rate and maximum G-forces pulled.
@OtterOfToast is it possible to set a list of maneuvers for the AI so it is not only head ons and mountain crashes? for example: [if: AI opponent is at 6:00, pull up inmediatly]
[if: AI opponent is at 12:00 at 2 miles, fly straigh and pull up at 0.1 mile]
Default AI behaivor: Pursuit
Default Min altitude: 400ft
Default first 10 seconds, fly straigh to gain speed.
just an idea, also the thing of circle inside circle is a must
Already said a lotta' this. Glad it's getting more exposure here :3 AI is in dire need of education.
Problems with the SP combat AI:
1. The AI will, as often as not, try and split-S into the ocean (or ground).
2. The AI does not seem to know to avoid mountains and will fly your creation into a mountain.
3. When spawning, the AI (almost always) throws in full scale elevator deflection at 250 mph, sending your faster airplanes into accelerated stalls and causing them to depart controlled flight. A pilot is trained to know not to "demand" more out of his airplane than what's safe and to keep his jet in the proper maneuvering envelope.
4. The [combat] AI knows nothing of BFM (Basic Fighting Maneuvering)...it prefers to go head to head making high-speed passes while trying to gun or missile its opponent, then turns to repeat the maneuver. AI combat devolves into a series of high-speed head-on passes where whether or not you defeat the other jet is more driven by a lucky strike than anything else. It doesn't try to turn inside the opponent's turn circle or give itself turning space to take advantage of geometry.
In short, the AI sucks at combat, to the point it makes it a total toss-up during challenges of which airplane is going to win.
At least it tries to avoid missiles. (Tested on 2 1600+mph parasite fighters equipped with 1 Interceptor)
You should see them with a mach 4! They completely spazz out. Imagin' if it was intense. I'm talkin' insane maneuvers, guns blazing, and long fights.
Hope so, I'm having this issue too, it seems like the AI fly's towards the sea whenever it uses a less agile plane or the same as agile plane.