The Russians Are Coming: Flanker 2.0 in Review | ||||
In Part I we introduced Flanker 2.0 and started to go into the core list which I use to measure a sim's mettle. AV8R's Ten Commandments of Flight Simulations are: GUI, FM, AI, CKPIT, SA, PADLK, SOUNDFX, MSSNED, DOCS, MULTIP. We started with the first two, and now we continue on. So sit down, strap in, and let's get rolling. ARTIFICIAL INTELLIGENCE - AI As with Flight Modeling (FM), Artificial Intelligence (AI) is a primary indicator of the complexity designed into a simulation. None of us like to fly alone for long, or only against ground targets. So what is AI? It's the complex software algorithms that gives the computer driven pilot its brains and weapons its smarts. AI provides us with challenging airborne enemies, missiles, wing persons, AWACS and tankers. AI has always been a strength within Flanker, and it continues to be so. AI is employed in many facets of the environment to help bring it to life. It is the goal of the programmer to make the AI approach the HI (Human Intelligence), but in most cases that's just not possible. However in some other cases, I'd have to admit being out smarted by AI.
Virtual Pilot AI The best use of AI is in enemy and friendly aircraft. To test this, I set up a 1v1 gunzo (guns only) mission scenario against an F16 Viper in expert mode. First I tried the no-brainer of going head on with him. I was rewarded with an face full of lead and a ride down the silk elevator. Lesson learned. Next I tried the more appropriate angle off heads on. Being familiar with the Su 27, it's best to keep your speed nearest to the corner velocity (~740 KPH) and lead in your turn at the right time. Too fast, and you'll have a Viper up your six in no time. Too slow and you'll be wallowing low and slow and again a dead goose. |
My lead turn was more of a downward slice. The Viper immediately went for angles (circle fight) and the fight was on. I made the rookie mistake of yanking the stick too hard and my speed bled so rapidly that the nose was beginning to get mushy, again great FM at work. So I chose to extend and get some speed back. I hit the cans into full burner and the Viper wasted a golden opportunity.
The next trick in my bag was to come back at him with lots of E and start high slicing low. My goal was to make him fight MY fight, not his in the horizontal. Sure enough, he went for me by going into the vertical. Nice move on his part. But never count a Flanker out when you go into the vertical. Soon my Su-27 was up his six sharing 30mm cannons. Yes those precious 150 rounds. Talk about temerity. Soviet Flanker pilots are confident that that is all you'll ever need. Note that the radar guided pipper is not working properly, nor is the A2G CIIP. Thankfully, my WW2 simulator experience has trained me to conserve on ammo, and how to use lead gunnery. Using the targeting funnel instead of the pipper is just as good. Here is another area where SSI promises to patch the sim. Now we could get real technical on how AI should or should not react. I figure if you can get into a scrape with AI, sweat bullets, find yourself complimenting the move that your AI adversary just made, then you have a great dogfight nad the AI is good in my book. It's even better if he is not predictable every time you meet the same type of aircraft. I find F2's AI semi predictable. They have a deep bag of tricks, but in time you learn them. But heck, most online pilots I fight are the same way, even to their peril, and even after you warned them about it.
Go to Page Two: Friendly AI and Tactical
|
|||
Copyright © 1997 - 2000 COMBATSIM.COM, INC. All Rights Reserved. Last Updated November 12th, 1999 |