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Posted
3 hours ago, LukeFF said:

Please don't post entire dev update posts like this. One or two images is fine, but other than that, just a link.

Same here, just post a link to their news. This forum here is not an avenue for full-length news updates from other titles.

Understood.

Won't do it again (even though it is only twice per year 😁)

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Posted (edited)
1 hour ago, Veteran66 said:

 

this screenshot show the new cloud reflections

attachment.php?attachmentid=58517&d=1766

The stopped propeller can happen if the game time is slowed down to say 1/16 and then paused for a pic.

looking further up this forum thread… I clearly need to get up earlier.

Edited by paul_leonard
  • Haha 2
Posted
7 hours ago, paul_leonard said:

The stopped propeller can happen if the game time is slowed down to say 1/16 and then paused for a pic.

looking further up this forum thread… I clearly need to get up earlier.

hahha it did get quite active all of a sudden.

  • Like 1
Posted

Clod65:

Have you joined the CLoD Discord yet?  I’ve posted about you and your progress there and a couple of sample missions based on your work.  People are starting to test and give feedback.

Paul

Posted

Paul,

Ever since fixing the combat issue with tactics slider I've just been having way too much fun playing.

I will join shortly.

Thanks

Dom

 

On 12/29/2025 at 9:00 PM, paul_leonard said:

Clod65:

Have you joined the CLoD Discord yet?  I’ve posted about you and your progress there and a couple of sample missions based on your work.  People are starting to test and give feedback.

Paul

I don't use discord that much, how do I join? I did create username while back

Posted
On 12/29/2025 at 9:59 PM, clod65 said:

Paul,

Ever since fixing the combat issue with tactics slider I've just been having way too much fun playing.

I will join shortly.

Thanks

Dom

went back through posts and found this:- https://discord.gg/CGVCkgdRZ

I have joined my username:- Dom65AL

 

image.png.e4c02191909c6b75c5651f17cbd1d8b0.png

 

well Oleg did get back to me with thumbs up for working out the tactics slider

  • Like 2
Mysticpuma
Posted

Completely forgot about this.

A few years back I created the launch trailer for the Blitz edition, however this intro was created but never used.

Here's the test intro followed by the release version.

Test 

Release trailer.

  • Like 1
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Mission_bug
Posted

I like them both, not sure I could make one in particular my favourite, congratulations to those involved.:classic_cool:

 

Take care and be safe.

 

Wishing you all the very best for the coming year, Pete.:classic_biggrin:

  • Like 4
Posted (edited)

Just an update, testing on Free Hunt mode, there's a lot going on on discord server, I will be doing another video with Engage Fighters mode, the main thing i will be checking in next video is how many planes ran out of ammo and low on fuel:- https://www.youtube.com/watch?v=XmBfAqYfXv4

There was no editing, the 26 minutes is the end to end scenario

 

 

https://youtu.be/oj7TgpKPHqA Engage fighters Action type

 

 

two important things with clod, 1. the tactics slider set at 4 marks from left or 0.20 in mission file (per Paul_Leonards investigation)

And altitude:- https://youtu.be/DigOrPVI04o

 

https://youtu.be/OoUqxSZrVv8  new video of effective combat altitude height difference for Action type 'Free Hunt' and then combat from the test

Edited by clod65
  • Like 1
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paul_leonard
Posted

I think Normal Fly generally works best?

Can I ask you to post the .mis files as well.  That way anyone interests can download and reproduce or edit to learn more.

Mysticpuma
Posted

@clod65 I note too that you are using the original game, not any of the updated/Blitz/Tobruk files. Amazing that with 13-years of bug reports, replies, requests, that these are the same files and no work has been done with them.

Posted (edited)

@Mysticpuma, that's exactly right, I do not find the last patched original problematic, I did listen to interview that team fusion had the source code of the game that were previous iterations of the sim, the source code they were able to obtain was not the final original patched version. So with this in mind I have dedicated the youtube channel to the original sim, and in some ways to honor Oleg for that version. My feeling is that he may have been done wrong in the end possibly by the publisher wanting to push the game out early and then the bad comments coming from the gaming community, it may have tipped him over the edge and that's my feeling. If only he had more time and his way things would have been different.

 

@paul_leonardMission files attached.

18engagefighters.mis 18freehunt.mis 18normalflight.mis

 

I've just posted this on discord

image.png.de0b0b403ff8a69331aa659c097604f7.png

109attackSPIT.mis 109circlesukhoi.mis

Paul if and anyone else can test the above that would be great, definitely all sliders to the right:-Skill 1 1 1 1 1 1 1 1

In mis file, im going to test different planes now

 

 

Edited by clod65
Mysticpuma
Posted

*****THESE ARE ONLY FOR THE BLITZ - BLITZ/TOBRUK VERSION, NOT THE VR BETA*****

So here as promised are a few missions to try out from ATAG_Lenny, one of the Team Fusion Simulations guys who is working on improving the offline player (single player) experience. However, these settings can be transposed into online play, but for now, this is a request to test these few missions and see if the overall experience is or has improved.

You should notice less of the 'barrel roll to doom' or excessive barrel rolling. Aircraft will not just enter 'drone mode' and fly off from combat, of course they will need to return to base at some point, but the timer has been extended so they stay in combat longer and if engaged while RTB, they will defend themselves.

There are also some additional features on the maps that should make the experience a bit more entertaining.

Download from the link below, and PLEASE ENSURE YOU READ THE 'README' FILE in the zip file, on how to install the missions, it's very comprehensive and details what is or has changed.

Can I ask you to post your feedback here. There is a separate thread on Facebook which is why they are named Facebook Ai 👍

This will be the best and easiest way to gather valuable feedback and improve the experience for everyone. Cheers, Mysticpuma.

Download the test missions here.

https://www.mediafire.com/file/01nxzhh7ccr1stm/AI_Testing_-_Facebook.zip/file

  • Like 4
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Doctor_Ramble
Posted

I have tested the missions and my overall impression of the Tac20AI is positive. Great job! :classic_biggrin:

The Steam AI tends to go AWOL after about 6-10 minutes through the sortie (from mission start). Then it displays the usual 'drone-iness', where it's sole goal is to head home, not even deviating path if an enemy aircraft creeps up on it (at least until it's been ripped to shreds).

From my observations, the Tac20AI doesn't do this. In the 6v6 mission I never even lasted long enough to see the 109s go AWOL! The AI still does it's trick of using one aircraft as bait and then having another creep up on you, which is good.

In the 'German Attack' mission even after all the 109/110s started forming up and leaving they didn't display any drone-like behaviour. 3 Hurris and I (in a Spit) intercepted some 110s that were hanging around Ramsgate, maybe taking a scenic tour, and the 110s waited for one of the Hurris to get close enough so that one of them could merge behind it and blast it out of the sky.

I have the data I collected in a spreadsheet, you can find it attached here.

I will be testing the Tac20AI even more in some of my own missions, of which I have played a lot, and I will post again if I find anything worth sharing.

I do think that fixing the AI combat timer in the game's code itself will be a much better long-term solution, but until then I'd say that this is a more than good enough temporary solution (the AI behaves much better than it used to).

Thanks clod65 and Lenny for your work! :classic_smile:

Cheers,

Ramble

 

P.S. That was A LOT of flak on the German Attack mission. I have 64GB of RAM and 12GB of VRAM, I don't think my computer has ever stuttered that much in CloD, even with the '200 Wellingtons' mission! Sometimes the textures for the various effects would vanish all together because the game was being overloaded. I like the mission though, probably going to be a regular one for me, though I will have to get rid of some AA. :classic_wink:

Tac20AI.ods

  • Like 2
paul_leonard
Posted (edited)

Thanks for the feedback.  If you build your own missions then you will know how to read the skill settings in the .mis file.  I would recommend you copy and paste rather than adjust the sliders, as the sliders result in “close but no cigar” settings.  
 

The feedback on the flak is also appreciated.  The flak is based on actual geolocated positions and caliber that are now available on the interwebs.  The slowdown is not likely the graphics, rather to the CPU  as the demand of so many AI gunners, and rounds in the air.  The best way to adjust if too many is to put a timeout of 720 minutes either directly into the .mis file or 12 hours and zero minutes (720 minutes) in the properties tab for each gun.  This puts the AI gunner to sleep. I prefer being selective and timing out via the FMB.  

May I ask what CPU and GPU you have?

Lenny

Edited by paul_leonard
Doctor_Ramble
Posted
4 hours ago, paul_leonard said:

Thanks for the feedback.  If you build your own missions then you will know how to read the skill settings in the .mis file.  I would recommend you copy and paste rather than adjust the sliders, as the sliders result in “close but no cigar” settings.  
 

The feedback on the flak is also appreciated.  The flak is based on actual geolocated positions and caliber that are now available on the interwebs.  The slowdown is not likely the graphics, rather to the CPU  as the demand of so many AI gunners, and rounds in the air.  The best way to adjust if too many is to put a timeout of 720 minutes either directly into the .mis file or 12 hours and zero minutes (720 minutes) in the properties tab for each gun.  This puts the AI gunner to sleep. I prefer being selective and timing out via the FMB.  

May I ask what CPU and GPU you have?

Lenny

Thanks for the info regarding the mission. I will check out adding a timeout to the gunners.

Here are my CPU and GPU specifications:

CPU: Intel Core i9-13900K; GPU: nVidia GeForce RTX 4070 v1.0 w/ 12GB VRAM; nVidia Driver: 566.36 Studio; Display: 1920*1080 @ 60 Hz

Posted (edited)

Slide tactics slider all way to left (0) and try it then to make a comparison to 0.20

I will do few tests myself again, I did go up against bf109-E4 with tactics at 0.20 and they blasted me out of the sky, cut my tail with 20mm guns

jumped into another Spitfire and same thing happened, several 109s jumped me from behind. It's 18 vs 18 bf109-E4 vs Spitfire2a

I did not pay attention to the time, just full on action, after while the 109's started circling, but the spitfire pursued and attacked and it was on again

I suspect that pushing the slider all the way to left, they will continue fighting, but will confirm on that later. Just one note because it was full on dogfighting time went so quick, that it felt like 5 minutes.

Mission attached, it is from the Oleg's IL-2 Sturmovik final patch 2012 CLOD version.

18engagefighters.mis

Edited by clod65
Posted

To be quite honest? I don’t understand what is ultimately supposed to be tested:

Adapting the game to the player’s skill level?
Fairness and balanced dogfights?
Impact of wins/losses on the ranking?

Skill = easy for AI vs player?
Skill = normal for AI vs player?
Skill = hard for AI vs player?

AI opponent strength?

Reaction time of AI opponents

Damage dealt by AI opponents

AI resource availability (ammunition, healing)

AI error tolerance / forgiveness (e.g. auto-aim, checkpoints)

Up to this point, I still have quite a few questions for clarification …

Kind regards
BENKOE

 

Posted (edited)

Hi Benkoe,

It is the duration of combat before AI disengages, I'm still testing, actually set the skill tactics slider to 0.

I'm just trying out the 1 on 1 scenario for now. When I start chasing the bf109-E4, following from behind, it doesn't seem to want to come at me

Here is my 1 on 1 mission created in fmb. basically were trying to get the AI to keep attacking rather than just sit there and wait for something to happen.

Initially the bf109-E4 did attack, but then when i started to chase it wasn't so active on the attacking scenario, again this is tactics set to 0.

I'm going to confirm my results.

Kind Regards

Clod65 

1on1_acelvl.mis

Edited by clod65
update
paul_leonard
Posted

If I could add, setting tactics to 0 and all other sliders to 100 to clod65, myself and a small group of initial testers clearly extends combat time significantly.

But… it has been noted in the past that having other sliders set to 100 can result in some AI behaviours that are less desirable.  So we continue to test and ask as many people as possible to participate.  
 

So clod65’s work is at a minimum 2 steps forward.  But we would like avoid a 1 or 2 steps back situation. Problem is combat time can be objectively measured, oddball behaviour subjectively measured.

 

  • Like 1
Posted (edited)

For instance Benkoe:- https://youtu.be/_857P8nrFz4

This is recording tactics set to 4 markers from left on skill slider, note here paul_leonard found that setting it in .mis file to .20 works as well

and you will see 5 markers on tactics slider in gui, but if you set it in gui to 5 markers, it will be .21 in .mis file and it will not work, i.e combat is back to 9 minutes or less.

In the above video I did not attack, so there is no damage to the bf109, it lasted 22 minutes only because we had a collision, the bf109 kept on with boom and zoom tactic, for that long.

next will test how long the engagement will be if i do damage the bf109, will it just try to get away and not attack?

Just uploaded:- https://youtu.be/MhJS4BmKjM4

first youtube link is non-confrontational, I don't shoot. and second link is confrontational, where I damage the bf109

It lasted 12 minutes, I shot it down. 

 

Edited by clod65

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