Koziolek Posted May 1 Posted May 1 45 minutes ago, Avimimus said: If you are going to make claims about the plans of the developers, make sure you have enough evidence to know that they are true. See the forum rules: "21. False claims on future or past decisions and plans of the developers, which are not backed by hyperlinks or other facts are prohibited." Do not claim that they have no AI programmers unless you are certain. Of course, you can say that "I'm not sure if they've hired an AI programmer" - that is fine. You are right, I am sure they did not say they had hired an AI programmer ( they said they were looking for one and after that nothing). And there is no one on a current list of a developer team ( I call it evidence) But believe m, I will be very happy to be wrong and there is one, working like crazy to improve the AI planes 1
Catch Posted May 1 Posted May 1 6 hours ago, Avimimus said: Do not claim that they have no AI programmers unless you are certain. Since the topic has been raised, perhaps you should ask them. That would be the logical course of action. 1
Jaegermeister Posted May 4 Posted May 4 I am most looking forward to exploring the new terrain features. I have built an entirely new computer with very little left from my old gaming rig except the CPU water cooler, monitor, VR and peripheral controls.. I thought the case would work but no, the graphics card would not fit. I have scrapped my old uncomfortable cockpit chair and I am constructing a new, more comfortable VR sim pit as an investment in the future of IL2 Korea and beyond. When this is complete, I am very much looking forward to taking a fully fueled jet of some type up from Suwon or Kimpo and flying out over the ocean, up the coast and into the mountains sometime around sunset... just to look at the scenery and get a feel for my brand new (almost state of the art) simulator set up and see what it can do. As far as AI and the mission editor is concerned, I guess that will come later. I will post updates if I can 2 Ryzen 7 7800X3D l 32GB DDR5-6000 l RX 7900 XTX 24GB l HP Reverb G2
AEthelraedUnraed Posted May 5 Posted May 5 On 5/2/2026 at 12:45 AM, Catch said: Since the topic has been raised, perhaps you should ask them. That would be the logical course of action. Avimimus is not part of the Dev team. Besides, with the amount of questions raised by the public, if the moderators would forward any and all of them to the Devs, they'd have a full-time job doing it. So not a logical course of action at all IMO. The question was raised in this thread; if the Devs feel inclined to answer, then I'm sure they will. (Besides, does anyone seriously believe that a singleplayer game would have no-one dedicated to AI?)
Catch Posted May 5 Posted May 5 3 hours ago, AEthelraedUnraed said: The question was raised in this thread; if the Devs feel inclined to answer, then I'm sure they will. 🤣 3 hours ago, AEthelraedUnraed said: Avimimus is not part of the Dev team. He is a conduit to the dev team. He can ask. Better that than the bickering between him and Kosi over the nuances of Rule 21. 3 hours ago, AEthelraedUnraed said: (Besides, does anyone seriously believe that a singleplayer game would have no-one dedicated to AI?) Umm .. GB/FC.
AEthelraedUnraed Posted May 5 Posted May 5 1 hour ago, Catch said: He is a conduit to the dev team. He can ask. Better that than the bickering between him and Kosi over the nuances of Rule 21. He is not. He is a moderator, whose task it is to, well, moderate. Not communicate. You might argue that that is part of LukeFF's task as a "community manager," but it's certainly not Avimimus'. Besides, if you want to ask a Dev, why don't you simply do it yourself? There are many on the forums that you can PM, or tag them in your posts like this @Catch and they'll get a notification. 1 hour ago, Catch said: Umm .. GB/FC. No idea what you try to suggest here. GB has most definitely had AI programmers.
Jaegermeister Posted May 5 Posted May 5 On 5/1/2026 at 9:40 AM, Koziolek said: Besides, they have Aircraft AI Programmer listed as former member of development team but none as a current Just out of curiosity, where is this list of development team members you are referring to? Do you mean the list of Great Battles developers and past employees and affiliates that is linked in the Great Battles GUI interface, or have you located a listing of the IL-2 Series - Korea programmers? I recall reading that new developers were hired to work on Korea, but I have never seen a list of their names and positions. Ryzen 7 7800X3D l 32GB DDR5-6000 l RX 7900 XTX 24GB l HP Reverb G2
Aapje Posted May 5 Posted May 5 I do know that they have a vacancy for an AI programmer: https://1cgs.net//jobs/c-ai-programmer Of course, it could be because they want a spare. 😉
Catch Posted May 5 Posted May 5 9 hours ago, AEthelraedUnraed said: No idea what you try to suggest here. GB has most definitely had AI programmers. Had is the key word here. Luke has stated many times over a number of years now that 1C has been trying to hire a specialist AI person or team without success to date as far as I'm aware. The AI remains problematic in GB/FC so naturally people are concerned about the AI in Korea.
Lusekofte Posted May 5 Posted May 5 I have not spent any dedicated time looking for details regarding this game. AI will be a major or rather should be a major part of development. I guess they know that. And will eventually inform about it. For my sake it is not in a hurry as long as they have it sorted until PTO. So far from what I have seen it look promising. Clearly not amateurs on the subject, as far as I can judge they gone far beyond my expectations in some areas 1
AEthelraedUnraed Posted May 6 Posted May 6 9 hours ago, Catch said: Luke has stated many times over a number of years now that 1C has been trying to hire a specialist AI person or team without success to date as far as I'm aware. And what do you think they'd do if they cannot find a specialist AI programmer? Wait until the cows come home for the AI to fix itself? Much more likely that they'd do what all other companies do when they can't fill a vacancy for an important task: assign it to another employee. Specialists are always good to have, but it's not like the IL2 AI uses Neural Nets or something. Their AI code is just normal code like any other, and any capable programmer should be able to deal with it if needed; if necessary with a bit of training. Given that there aren't any courses in "Combat Flight Simulator AI", it's pretty much how every "specialist" started out. But hey, we can keep on arguing forever if IL2 has or hasn't assigned someone to AI, or we can look for evidence. For obvious reasons, there haven't been many changes in IL2:GB lately, but if we go back to the 6.002 changelog, we find the following: Quote Added the ability for AI aircraft to use rockets when attacking aerial targets: instead of firing the rockets to reduce weight and drag before the fight, the AI will try to launch them at the enemy on the first approach; But I guess it must've been the fairies doing this🤷♂️ 1
tattywelshie Posted May 6 Posted May 6 On the subject of AI, this is the reason why I'm holding off any sort of pre-order - the silence on this is deafening, the fact they are posting DD's regarding things like gunsights and not the AI really speaks volumes imo. I do really worry that there is not going to be a significant step up in the AI compared to Great Battles. Obviously, would LOVE to be corrected, and maybe the devs could release a lovely DD showing the AI improvements to put people's minds at ease? I only even play single player, so the AI is a deal breaker for me really. 1
1C Game Studios LukeFF Posted May 6 1C Game Studios Posted May 6 Guys, yes, there will be improvements to the AI. 🙂 We are planning an interaction system between the player and AI aircraft, using ground-based radar and air-control posts. To do this, we will implement dedicated dialogues and radio communications. There are also many improvements to how the AI flies. Now that almost all aircraft are flying, major effort is being directed at AI: air combat logic, formation keeping, an entirely new commander-order system, radar interaction, and a reworked system of basic AI priorities—all aimed at reaching a new level of quality. During tuning and debugging, many issues remain, but progress is good. AI is one of the areas we plan to develop after release as well. 6 3 4
GiftGruen Posted May 6 Posted May 6 (edited) This is such a good message, Luke, that you are aware of AI topics and willing to address them. Indeed - for me, personally - the most important and maybe also the most difficult area of a combat flight sim. Regarding topic: Graphic stuff, jet planes, that‘s all very interesting and I really am curious how it will feel. Edited May 6 by GiftGruen 1
Catch Posted May 7 Posted May 7 6 hours ago, LukeFF said: Guys, yes, there will be improvements to the AI. 🙂 It is good to at last have some feedback on the AI Luke. 🙂 After some prompting I may add. 🙂 Will there be a blog soon illustrating developments?
MajorMagee Posted May 7 Posted May 7 An AI system that relies too heavily on the player to issue commands is not going to be well received. There are two key elements to simulating realistic AI behavior. The first is providing a variety of skill levels that are reflected in each AI pilot's flying and fighting abilities. This needs some random distribution of performance to account for their having a particularly good, average, or bad day. Fatigue should play a factor in this as well. The second is built around representing the challenging reality of maintaining situational awareness. Every limitation or advantage the human pilot has in the sim should be imposed on the AI too. Weather and terrain masking, cockpit visibility issues (blind spots), temporary disorientation during rapid maneuvering, varying lighting conditions, identification distance (LOD versus screen resolution), contrail tracking, etc. Ground-based radar still had significant limitations in Korea and should not become an excuse for the AI routinely making perfect intercepts and shooting silver bullets. 1 1
tattywelshie Posted May 7 Posted May 7 15 hours ago, LukeFF said: Guys, yes, there will be improvements to the AI. 🙂 We are planning an interaction system between the player and AI aircraft, using ground-based radar and air-control posts. To do this, we will implement dedicated dialogues and radio communications. There are also many improvements to how the AI flies. Now that almost all aircraft are flying, major effort is being directed at AI: air combat logic, formation keeping, an entirely new commander-order system, radar interaction, and a reworked system of basic AI priorities—all aimed at reaching a new level of quality. During tuning and debugging, many issues remain, but progress is good. AI is one of the areas we plan to develop after release as well. Thanks for the clarity Luke, this does sound really promising!
lefuneste Posted May 7 Posted May 7 11 hours ago, MajorMagee said: An AI system that relies too heavily on the player to issue commands is not going to be well received. ... I don't agree. We need of course improvement of AI itself but also on the way we can interact with it, especially if you have a role of leader. Let's hope some warning from wingmen, better control of ground attack approach and weapon to use, better control of the air target to engage and the approach (left /right/up/down...) also. My first experience of AI in a scripted campaign : my wingman went seated in the six of a bomber untill shoot down by the gunners...having more control of AI may provide some workaround of the difficulty to have an efficient AI... 1
AndreiTomescu Posted May 7 Posted May 7 12 hours ago, MajorMagee said: The first is providing a variety of skill levels that are reflected in each AI pilot's flying and fighting abilities. This needs some random distribution of performance to account for their having a particularly good, average, or bad day. Fatigue should play a factor in this as well. Wings of Il-2 over Korea ? 🙂
Duce_de_Zoop Posted May 7 Posted May 7 On 2/20/2026 at 11:53 PM, Dash,Polder said: I can't wait to splatter a rolling convoy of trucks on a mountain road and watch the physics kick in as it's wrecked with trucks rolling down the cliff breaking to pieces. Pretty much this lol. I almost always prefer ground attack and my biggest gripe in GB in how fixed and unimmersive it can feel. Seeing some real physics and authentic looking convoys will be huge. No more "boom -> destroyed model". 1
1C Game Studios LukeFF Posted May 7 1C Game Studios Posted May 7 16 hours ago, Catch said: It is good to at last have some feedback on the AI Luke. 🙂 After some prompting I may add. 🙂 Will there be a blog soon illustrating developments? Maybe, maybe not. All depends on what the team wants to show.
AEthelraedUnraed Posted May 7 Posted May 7 1 hour ago, LukeFF said: Maybe, maybe not. All depends on what the team wants to show. I certainly do not hope that the implication is that if someone wants his questions about the game answered, he needs to nag long and hard enough and borderline break forum rules. Or conversely, that you only forward questions to the Devs if they are asked in a certain manner that is not entirely consistent with my views on good behaviour. 1
MajorMagee Posted May 7 Posted May 7 The quickest way for you to die is by focusing all your time and attention on telling your numbskull Wingmen how not to die. Some high level interaction is fine, but as I said, too much reliance on player intervention to get the AI to behave rationally will kill the experience. 1
tattywelshie Posted May 11 Posted May 11 On 5/7/2026 at 5:55 PM, LukeFF said: Maybe, maybe not. All depends on what the team wants to show. Seems slightly worrying why the team wouldn't want to show updated AI, especially with as many updates as you mention.
1C Game Studios LukeFF Posted May 11 1C Game Studios Posted May 11 Well, it's as I mentioned above: the AI is still very much being worked on, and there are many things the team wants to show as well as the AI. They are well aware this is something people want to know more about. 2
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