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#4256889 05/06/16 07:12 AM
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Barmy Baron from Berlin
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For all who find the enemy AI too hawk-eyed, there seems to be
a new choice in the "Workshop": you can set their vision to
"AI Reduced Vision Acuity: On"

Has anyone made experiences with this change yet?


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I was just about to make a thread on this and other things I've noticed which are new in WOFF3. So, Please excuse this long post which will include your question....

These are my best guesses as to what the function will do...



Allows the auto pilot AI to act as a novice or veteran. Cool feature for 2 seater squads, I think.


AI enhanced skill: AI will not consider odds when deciding to attack.
AI reduced vision: AI will have less distance to spot you from far away.
AI damage affects skill: very cool feature where AI's flying ability will be affected by how much damage they take.
Aces and Historical pilots



Reflections, Glossiness and Dynamic lights: WOW, WOW and WOW.
Cockpit visual Damage Effects: Awsome
Exterior Bullet Decals: Cool. can't have too many choices I say.



Advance to next mission in same day, I believe.


I was able to advance the mission time up to 3 hours... nice.


Now, you can increase or decrease the whole flight's ammo or fuel with just one click...


Self explanatory and very nice.


Start as landing in QC flight.

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Nice summary.
The Advance Mission time is nice as I recall flying early morning with 60 Squadron in January and the mission being in total darkness.
Now if I only had a chart with WOFF seasonal sunrise and sunsets I would really be cooking with gas.
The Visual Accuity setting is interesting. I am trying to think of the times I felt the AI was seeing TOO well and not many pop to mind. Course when flying Full Real sometimes things are not clear as to the big picture - which I like.

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It's not only reduced vision but couple other things, too.
Having it off, means it is like it always was in WOFF2.

Set to on means that, the further away something is, the worse AI vision can get. Not always though, it depends on AI skill and if and how often he looks in this direction. Sometimes they can see you immediately, sometimes you can surprise them and attack them before they know what's happening. They can also reconsider decisions. That means your flight or the enemy can decide to attack, then seeing that you are too far away or too high or too fast etc., and the go back into formation again and continue their patrol. Very cool feature which creates more variables.

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Okay if I understand what you are saying, it sounds pretty cool.
So if I have this setting ON the AI's vision varies by range, skill, and timing.
Whereas with the old way (2.0) range did not play a factor?

So now with "variable vision" (with it set to ON) we should get more and varied AI responses as they are always seeing "differently?"

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Yes, exactly. There are more factors but generally you are spot on.

In the old way range plays a factor, too though. It's great. But with this setting it is more of a factor among other things, like skill, vision angles etc. I love it.

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Sounds awesome and a definite ON click!
Thank you for the information.

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Originally Posted By: OldHat


Advance to next mission in same day, I believe.

Not necessarily - it could mean you can advance to the NEXT FLYING MISSION,
which would mean, you could overcome longer periods of very bad weather.
A word from the devs would be nice here?


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OldHat is right. That is to jump to the next mission on the same day. If it's getting too late, it'll jump to the next morning.
That's for those who want maybe fly only one mission a day, and not necessarily early but afternoon patrols. Or if someone does not like the current mission, but still want's to fly on the same day with the next flight etc.

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I actually wanted both the advance to next mission in the day and move time to later features and am thrilled to hear they are in there!


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Remember that now all of your AI mates do develope themselves if you advance time. They are flying missions, adding flighthours etc. on their own while you are away. Also they might get killed, wounded, go on leave etc. So you are now even more only one small part of the whole thumbsup

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Creaghorn, remember a while back you were testing something on the AI's decision...

Originally Posted By: Creaghorn
BTW. I have worked on and tested some stuff regarding AI-decisions and visions etc. in the past few months. It wasn't included officially because there was simply no time for the devs to test it very much, and one guy testing is thank god not enough to implement something officially, so I might upload it as an unofficial mod.


Is this what is part of WOFF3 now?

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Yes, sort of. Not exactly the same but refined and apropriately coded etc.

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Thanks for all the advice guys,really good insight Thank you


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Age shall not weary them, nor the years condemn.
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I am expecting the reduced AI vision to be a great improvement; AI had superhuman vision range and great to be able to tone that down now. Looking forward to trying it out.

I am hoping someone will give a definitive answer on what the "AI Enhanced Skill Level' setting does. Several people are making guesses about what it does but I'd like to hear a bit about it from a 'non guessing' source. smile2

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Well, I'm not that source, but I can provide a pic to show you the fine print....


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Probably changing the name to "AI Variable Vision" may put people into the right mindset for what it does.
Lord knows I am going to use it now that I apparently stopped my CTD problem.

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Originally Posted By: OldHat
Well, I'm not that source, but I can provide a pic to show you the fine print....




Thanks for posting that Oldhat; I don't seem to get those little 'clue' boxes on my system.

I find the name of the setting and what the setting does to be at odds. It seems to turn on reduced AI skill (i.e. gives the AI a death-wish stupidity) rather than increasing it?? Maybe I am reading it wrong?

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Bump: I am hoping some other people will help me out on this 'AI Enhanced Skill Levels' setting. The setting function seems backwards to me (per my previous post), but I might be misunderstanding it.

Shouldn't turning on 'Enhanced Skills' make the AI think about odds before engaging, rather than the opposite. To make the AI 'smarter' I actually have to turn off enhanced skills? (That seems so weird)

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It reduces their reliance on morale in effect, they will see you and attack - to the death mostly.


Regards,

Polovski
OBD Software, developers of epic, immersive, unique flight sims;
Wings Over Flanders Fields & Wings Over The Reich
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https://www.wingsoverthereich.com
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