AI Wingman dropping AG ordinance
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@Killroy said in AI Wingman dropping AG ordinance:
@Alfred Have you used the command W-6, weapons hold ?
it didn’t work! the moment I lock onto an AA target the wingman drops all his AG ordinance, pretty stupid reaction. It wasn’t like that in the past. Even the elements act in unintelligent way, it shoots both HARMs upon request to attack a target!
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@Alfred said in AI Wingman dropping AG ordinance:
@Killroy said in AI Wingman dropping AG ordinance:
@Alfred Have you used the command W-6, weapons hold ?
it didn’t work! the moment I lock onto an AA target the wingman drops all his AG ordinance, pretty stupid reaction. It wasn’t like that in the past. Even the elements act in unintelligent way, it shoots both HARMs upon request to attack a target!
It depends on the AI level and it’s not upon your actions , it means they have been STT most probably and are dropping AG in order to make best chances for evasive
We could make them avoid to jettison Harms or low drag weapons
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We could make them avoid to jettison Harms or low drag weapons
and How please?
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@Alfred said in AI Wingman dropping AG ordinance:
We could make them avoid to jettison Harms or low drag weapons
and How please?
By being a dev and releasing a new version of BMS.
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@Alfred said in AI Wingman dropping AG ordinance:
We could make them avoid to jettison Harms or low drag weapons
and How please?
By coding it based on weapon drag index
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@LorikEolmin said in AI Wingman dropping AG ordinance:
@Alfred said in AI Wingman dropping AG ordinance:
We could make them avoid to jettison Harms or low drag weapons
and How please?
By being a dev and releasing a new version of BMS.
funny joke
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@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in [AI Wingman dropping AG ordinance]
We could make them avoid to jettison Harms or low drag weaponscould you make the jettison upon request ONLY? we already have jettison ordinance option (make two one for all ordinance and one for explosives only)
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@Alfred said in AI Wingman dropping AG ordinance:
@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in [AI Wingman dropping AG ordinance]
We could make them avoid to jettison Harms or low drag weaponscould you make the jettison upon request ONLY? we already have jettison ordinance option (make two one for all ordinance and one for explosives only)
No , we can’t risk the AI defensive critical actions based on bad players leader
That is one of the fundamental of AI , it should be able to take its own decision , especially the ones critical without players input , else everything would be scripted from player
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@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in AI Wingman dropping AG ordinance:
@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in [AI Wingman dropping AG ordinance]
We could make them avoid to jettison Harms or low drag weaponscould you make the jettison upon request ONLY? we already have jettison ordinance option (make two one for all ordinance and one for explosives only)
No , we can’t risk the AI defensive critical actions based on bad players leader
That is one of the fundamental of AI , it should be able to take its own decision , especially the ones critical without players input , else everything would be scripted from player
but the elements don’t do the same thing, beside, they are supposed to take orders. They act on their own if weapon free but weapon hold should be effective.
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@Alfred said in AI Wingman dropping AG ordinance:
@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in AI Wingman dropping AG ordinance:
@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in [AI Wingman dropping AG ordinance]
We could make them avoid to jettison Harms or low drag weaponscould you make the jettison upon request ONLY? we already have jettison ordinance option (make two one for all ordinance and one for explosives only)
No , we can’t risk the AI defensive critical actions based on bad players leader
That is one of the fundamental of AI , it should be able to take its own decision , especially the ones critical without players input , else everything would be scripted from player
but the elements don’t do the same thing, beside, they are supposed to take orders. They act on their own if weapon free but weapon hold should be effective.
When a missile is incoming AI have no time to ask you about autorisation to jettison
This is all a matter of multiple criteria decision.
Decision making can be better but definitively NOT under players control in those cases
You should understand the difference between standard combat like weapons free or hold and emergency situations
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@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in AI Wingman dropping AG ordinance:
@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in AI Wingman dropping AG ordinance:
@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in [AI Wingman dropping AG ordinance]
We could make them avoid to jettison Harms or low drag weaponscould you make the jettison upon request ONLY? we already have jettison ordinance option (make two one for all ordinance and one for explosives only)
No , we can’t risk the AI defensive critical actions based on bad players leader
That is one of the fundamental of AI , it should be able to take its own decision , especially the ones critical without players input , else everything would be scripted from player
but the elements don’t do the same thing, beside, they are supposed to take orders. They act on their own if weapon free but weapon hold should be effective.
When a missile is incoming AI have no time to ask you about autorisation to jettison
This is all a matter of multiple criteria decision.
Decision making can be better but definitively NOT under players control in those cases
You should understand the difference between standard combat like weapons free or hold and emergency situations
then just tell it to flex to keep it away from combat zone
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@Alfred said in AI Wingman dropping AG ordinance:
@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in AI Wingman dropping AG ordinance:
@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in AI Wingman dropping AG ordinance:
@Mav-jp said in AI Wingman dropping AG ordinance:
@Alfred said in [AI Wingman dropping AG ordinance]
We could make them avoid to jettison Harms or low drag weaponscould you make the jettison upon request ONLY? we already have jettison ordinance option (make two one for all ordinance and one for explosives only)
No , we can’t risk the AI defensive critical actions based on bad players leader
That is one of the fundamental of AI , it should be able to take its own decision , especially the ones critical without players input , else everything would be scripted from player
but the elements don’t do the same thing, beside, they are supposed to take orders. They act on their own if weapon free but weapon hold should be effective.
When a missile is incoming AI have no time to ask you about autorisation to jettison
This is all a matter of multiple criteria decision.
Decision making can be better but definitively NOT under players control in those cases
You should understand the difference between standard combat like weapons free or hold and emergency situations
then just tell it to flex to keep it away from combat zone
Exactly what I was talking about , multi criteria decisions is the way to go
Thank you for the advice