Reisen Posted January 13 Posted January 13 Have the devs commented on any improvements over the Great Battles AI model? I'm really hoping we get better wingman and enemy AI routines to keep dogfights more interesting. 4 Quote
tattywelshie Posted January 14 Posted January 14 16 hours ago, Reisen said: Have the devs commented on any improvements over the Great Battles AI model? I'm really hoping we get better wingman and enemy AI routines to keep dogfights more interesting. It's been alluded to in some of the dev videos, but we've not had any concrete news really about it, or clips of it in action, which is a worry. Holding off pre-ordering until we get some proper info about it. 1 Quote
Gelete_Rojo Posted January 28 Posted January 28 By far the most important thing for me. Il2 Flying Circus AI is not an option... keep fingers crossed. Quote
Avimimus Posted January 28 Posted January 28 AI is the most important and most difficult aspect of modern flight simulators. They've solved the technical issues for most other problems... but AI remains very difficult (for all sims). I've often wondered if a more modular structure - one which would allow introducing different manoeuvres (e.g. for different aircraft or periods of the war)... and debugging them one at a time... would help? It'd also be great to have a 'realistic AI' option that causes the AI to act more like real pilots with: - A greater likelihood of disengaging (i.e. realistic morale) - Less predictable situational awareness (i.e. focussing on one plane makes them less aware of others). We could really do with a system where the AI scans different sectors of space visually and can temporarily lose a target if it goes out of sight (rather than the current situation - where spatial awareness is pretty perfect... and also very consistent i.e. all aircraft of the same skill level have exactly the same spatial awareness). 1 3 Quote
Dash,Polder Posted January 28 Posted January 28 Completely different classifications and capabilities divided according to type and mission, and also physical characteristics. Have high hopes this was done for all, the evidence is already in on the B-29 in their video release. If you had even five different distinct AI behavior patterns it already gets complicated and harder for the human mind to sort and make sense of. Currently in GB you can figure out a single fighting style that'll defeat everything AI really quick. 1 Quote
Airborne2001 Posted February 3 Posted February 3 On 1/29/2026 at 8:25 AM, Avimimus said: I do like how they are going to emphasize target priority and allowing the AI to have different approaches to ground attack. The emphasis on the variety of air combats is a big one too. Hopefully this all pans out well. Quote
Lusekofte Posted February 15 Posted February 15 On 1/28/2026 at 5:33 PM, Avimimus said: They've solved the technical issues for most other problems... but AI remains very difficult (for all sims). I am aware of difficulties on all sims regarding AI. But the communication with them in Great Battles is the worst in history. I gave Singleplayer in Great Battles every chance over many years. But AI gunners and wingmen lived their own life. And that is a shame, because campaign creators here is in no way behind any other. I have no inteeest in jet dogfighting melee’s that is going to happen online. So my question is will AI gunners do their job as expected. Will your wingman cover you? Will they obey commands? I am probably buying a new rig and will reinstall GB for some funflights If TU 2 and A 26 arrive as flyable And AI is improved I might buy Korea too. 1 Quote
Sulaco Posted Saturday at 01:10 AM Posted Saturday at 01:10 AM I'm hoping we'll see some more self-preservation from the ai in the form of proper morale modelling. I don't want to be stuck in a turn fight with an ai that has black smoke billowing from the engine and oil leaking everywhere, blinders on, determined to kill me. Flanders Fields does this well, ai will show signs of fear and run from fights when they find themselves in bad situations. We shouldn't have to "kill" every fighter to take it out of action, a major engine hit(as well as other mechanical failures) should result in that ai doing everything they can to disengage and get home, allowing the player to move on to more threatening targets. 1 1 1 Quote
Donik Posted Saturday at 01:31 AM Posted Saturday at 01:31 AM Even having just this one thing would be a huge improvement over great battles Quote
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