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Situation awareness through AI


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AcesDarthBubu
Posted (edited)

I am aware previously this has been discussed before, just didn't see any official response on whether it can or can't be done. As a single player gamer, the game now has AI team mates calling out when engaging enemy. What the game is lacking is for the AI flight lead (where player belongs) to call out and have the entire flight engaging enemy planes, as well as rejoining back once the fight is over. What is happening currently is the entire flight will suddenly veers off to engage an enemy flight, which is very immersion breaking. I believe there are sound files that are readily available to have the flight lead to do a call out, just not sure why it isn't implemented. 

 

Plus, is it possible to also utilize the "rep_underattack" , "rep_falling", "rep_Iamhit" sound byte as well? Instead of the usual "rep_wounded" and "rep_onfire" ones. 

Hope this can be answered or best still implemented after "korea" is fully launched. 

Edited by AcesDarthBubu
  • Upvote 1
AcesDarthBubu
Posted

So I digged the rabbit hole abit deeper, ungtp the script and discovered the soundengine.cfg file to attempt my very limited knowledge of cfg file meddling. 

Wasn't very successful in getting these messages played, despite increasing voice queue or shorten the delay to allow call out. Any pointers are appreciated if any one knows. 

max_sounds = 32
max_playfiles = 10
radioQeueSize = 12

locales = "rus", "eng", "ger", "pol", "fra", "spa", "chs"

Network=true

// Pilot, wingman report on plane life is zero
template = 101, "tp_mate_falling", "rus", 50, "$AMYID pil_rep_falling", 1, 2, 3, 4, 5, 1001
template = 102, "tp_mate_falling", "eng", 50, "$AMYID pil_rep_falling", 151, 152, 153, 154, 155
template = 103, "tp_mate_falling", "eng", 50, "$AMYID pil_rep_falling", 101, 102, 103, 104, 105
template = 201, "tp_mate_falling", "ger", 50, "$pil_im AMYID pil_rep_falling", 51, 52, 53, 54
// template = 0, "tp_mate_falling", "pol", 50, "$AMYID pil_rep_falling"
// template = 0, "tp_mate_falling", "fra", 50, "$pil_im AMYID pil_rep_falling"
// template = 0, "tp_mate_falling", "spa", 50, "$AMYID pil_rep_falling"
// template = 0, "tp_mate_falling", "chs", 50, "$AMYID pil_rep_falling"
// Pilot, wingman report on wounded
template = 101, "tp_mate_wounded", "rus", 50, "$AMYID pil_rep_wounded", 1, 2, 3, 4, 5, 1001
template = 102, "tp_mate_wounded", "eng", 50, "$AMYID pil_rep_wounded", 151, 152, 153, 154, 155
template = 103, "tp_mate_wounded", "eng", 50, "$AMYID pil_rep_wounded", 101, 102, 103, 104, 105
template = 201, "tp_mate_wounded", "ger", 50, "pil_im $AMYID pil_rep_wounded", 51, 52, 53, 54
// template = 0, "tp_mate_wounded", "pol", 50, "$AMYID pil_rep_wounded"
// template = 0, "tp_mate_wounded", "fra", 50, "pil_im $AMYID pil_rep_wounded"
// template = 0, "tp_mate_wounded", "spa", 50, "$AMYID pil_rep_wounded"
// template = 0, "tp_mate_wounded", "chs", 50, "$AMYID pil_rep_wounded"
// Pilot, wingman report on under attack by enemy plane
template = 101, "tp_mate_underattack", "rus", 50, "$AMYID pil_rep_underattack", 1, 2, 3, 4, 5, 1001
template = 102, "tp_mate_underattack", "eng", 50, "$AMYID pil_rep_underattack", 151, 152, 153, 154, 155
template = 103, "tp_mate_underattack", "eng", 50, "$AMYID pil_rep_underattack", 101, 102, 103, 104, 105
template = 201, "tp_mate_underattack", "ger", 50, "$pil_im AMYID pil_rep_underattack", 51, 52, 53, 54
// template = 0, "tp_mate_underattack", "pol", 50, "$AMYID pil_rep_underattack"
// template = 0, "tp_mate_underattack", "fra", 50, "pil_im $AMYID pil_rep_underattack"
// template = 0, "tp_mate_underattack", "spa", 50, "$AMYID pil_rep_underattack"
// template = 0, "tp_mate_underattack", "chs", 50, "$AMYID pil_rep_underattack"
// Pilot, wingman report on hit
template = 101, "tp_mate_imhit", "rus", 50, "$AMYID pil_rep_imhit", 1, 2, 3, 4, 5, 1001
template = 102, "tp_mate_imhit", "eng", 50, "$AMYID pil_rep_imhit", 151, 152, 153, 154, 155
template = 103, "tp_mate_imhit", "eng", 50, "$AMYID pil_rep_imhit", 101, 102, 103, 104, 105
template = 201, "tp_mate_imhit", "ger", 50, "$pil_im AMYID pil_rep_imhit", 51, 52, 53, 54
// template = 0, "tp_mate_imhit", "pol", 50, "$AMYID pil_rep_imhit"
// template = 0, "tp_mate_imhit", "fra", 50, "pil_im $AMYID pil_rep_imhit"
// template = 0, "tp_mate_imhit", "spa", 50, "$AMYID pil_rep_imhit"
// template = 0, "tp_mate_imhit", "chs", 50, "$AMYID pil_rep_imhit"

 

AcesDarthBubu
Posted

Yup, I do use your mods (they are great!). In this case, I was trying to check whether default game fully utilize all the sound messages, in which I discovered that there are quite a number of the 'templates' are never used or at least I haven't heard or seen the text used before. Not sure whether it's a bug, or it wasn't fully enabled by the devs. 

  • Upvote 1
Posted

I wish there was a "check your six" callout,like the original.

Also give position,which would be given in grid map,since its so easy to separate from your flight - "attack nearest ground","attack ground on your own" takes them who knows where instead on the objective.

AcesDarthBubu
Posted (edited)
12 hours ago, jokash said:

I wish there was a "check your six" callout,like the original.

Also give position,which would be given in grid map,since its so easy to separate from your flight - "attack nearest ground","attack ground on your own" takes them who knows where instead on the objective.

Unfortunately,  dont think feature request is feasible anymore for GB. Perhaps for Korea the devs will still incorporate new features. In any case,  i hope they are still willing to look at existing code to enable features that are dormant in GB.

 

For grid map enemy calling out, Kraut1 has a working mod that does just that. Not sure whether he is willing to mod it to call out your flight as well within radar range or wingman range.

Edited by AcesDarthBubu
Posted (edited)
21 hours ago, jokash said:

I wish there was a "check your six" callout,like the original.

Also give position,which would be given in grid map,since its so easy to separate from your flight - "attack nearest ground","attack ground on your own" takes them who knows where instead on the objective.

 

9 hours ago, AcesDarthBubu said:

Unfortunately,  dont think feature request is feasible anymore for GB. Perhaps for Korea the devs will still incorporate new features. In any case,  i hope they are still willing to look at existing code to enable features that are dormant in GB.

 

For grid map enemy calling out, Kraut1 has a working mod that does just that. Not sure whether he is willing to mod it to call out your flight as well within radar range or wingman range.

I have created 1 experimental mod (a group for ME) to command a squadron and to command the flights to search/destroy ground targets on certain grids:
Attack Squadron Commander VA
https://forum.il2sturmovik.com/topic/90017-attack-squadron-commander-va/

And you will find a demo mission there.

 

And I have created some examples for radio Navigation and Radio Direction finding over the Rheinland map
Due to the usage of the Flash Script only wingmen warnings with SUBTITLES can be used additionally, NOT with audio messages.
https://forum.il2sturmovik.com/topic/90776-radar-and-radio-navigation-system-germany-4345-v01/
image.thumb.png.26692ed7da833c67c224be65

 

And another optimized version with a working radio -FuG-10 Mod by AEthelraedUNraed
https://forum.il2sturmovik.com/topic/91243-emg-rheinland-map-area-extension-germany-4345-modified-settings-v01-29042025/
image.png.806e752e6677d94d90c2c798fb485f4b.png

 

All mods were working in early 2025 and have been tested by me.
There are detailed instructions and example missions available.
But I am currently not able to offer support, I am too busy with other tasks..

Edited by kraut1
  • Like 1
  • Thanks 1
Posted

Iv seen your mod...very impressive 

  • Like 1
  • 4 weeks later...
AcesDarthBubu
Posted (edited)

Interesting finding after playing for a bit. If I enable AI (autopilot) to take over my plane, suddenly all the voice comm within the flight become lively. Flight lead provides command from enemy sighting to rejoining formation, flight mates calling out enemy to engage. But once I take back control, silent again. No idea why is it done in such a way. 

I wonder is there a config somewhere I can enable AI (autopilot) for player plane while have full control of the plane. 

Edited by AcesDarthBubu
MDzmitry
Posted
23.03.2026 в 06:35, AcesDarthBubu сказал:

Interesting finding after playing for a bit. If I enable AI (autopilot) to take over my plane, suddenly all the voice comm within the flight become lively. Flight lead provides command from enemy sighting to rejoining formation, flight mates calling out enemy to engage. But once I take back control, silent again. No idea why is it done in such a way. 

I wonder is there a config somewhere I can enable AI (autopilot) for player plane while have full control of the plane. 

Honestly this sounds like a possible bug, there should be no such difference in chatter

AcesDarthBubu
Posted

Hmm. You might be right. Its a weird finding, I find after I did that my flight in game session is more lively with call outs. 

MDzmitry
Posted (edited)
18 минут назад, AcesDarthBubu сказал:

Hmm. You might be right. Its a weird finding, I find after I did that my flight in game session is more lively with call outs. 

A possible way to check it would be recording a sortie first while flying it manually and then restart it and have the autopilot handle everything (while recording it as well).

If the difference is there, the tracks could be submitted for a bug report

Edited by MDzmitry
  • Thanks 1

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