Current set of changes to the dogfighting AI's behavior:
attempt to shake pursuers by jinking, breaking, and optionally cutting the throttle
Increase backSenseRange angle to 45 degrees to broaden the region behind the aircraft where enemies are considered to be strictly "behind"
break and maneuver immediately upon taking damage
break when a missile is launched
add randomness to flare dispense intervals, other decision-making
increase max. attempted gunfire range to 700m (from 500m)
force attempt a climb when below minimum acceptable altitude
Please test this and decide if the AI changes are welcomed! I was using YS2015 as a baseline for comparison.
Some ideas of "test" scenarios:
Dogfight auto-demo from main menu - how do the AI handle duels and large, dynamic fights? Do they avoid terrain, break convincingly, flare correctly, etc. ?
Dogfight the AI with and without wingmen (on either team).
Dogfight the AI with and without missiles enabled.
I recently forgot to add @pasutisu to the org I resolved that, I've added him to the assignee list. No pressure, take this on at your leisure, boys. 😊
Current set of changes to the dogfighting AI's behavior:
Please test this and decide if the AI changes are welcomed! I was using YS2015 as a baseline for comparison.
Some ideas of "test" scenarios: