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Patch 2.08 für die internationale Version von Battle of Britain II - Wings of Victory

This update has been brought to you by the freeware BDG (BoB Developers Group) team. We hope you enjoy the continued enhancements for what has been a real labour of love over a number of years now.

AND for users with a 256M (or better) video card we also have MULTISKIN:

Note1: this update will bring *any* previous version up to 2.08. You do not need any previous patches at all.

Note2: You will need the latest DirectX to run 2.08.
You will get a missing .dll error if you do not. When you run the 2.08 self-installer it will point you to the Microsoft DirectX update page. Update to DirectX9.0c (June version). Unfortunately, there are multiple versions of 9.0c so if in any doubt, update.

Note3: The MultiSkin patch should go ON TOP OF Battle of Britain 2: Wings of Victory v2.08 Patch (English) OR Battle of Britain 2: Wings of Victory v2.08 Patch (International)
You should have a 256M gfx card to be sure to run without issues.

The 2.08 AI Performance and Design

The redesign of the AI Maneuver Selection (Buddye)

The redesign of the AI maneuver Selection Criteria was driven by the need to become more deterministic and less random in selecting AI maneuvers. I felt the need to move in this direction to improve the AI offence and defense so the AI selection software had more control. Of course there is a big danger in this strategy. We do not want BOBII to become repeatable. This will become a fine line to follow in the future and I will need both our testers and customers help and feedback.

Here is a summary of the new selection criteria design:

1. Altitude (how much altitude and rate of change)
2. Speed (how much speed, and rate of change)
3. Position of A/C to each other (none to tail, tail to tail, nose to beam, tail to beam or left, right, front, back)

To implement the new selection criteria I built a 3 X 6 matrix (a truth table) and many new programs. For each A/C (the unfriendly and the AI or the player), I designed programs to look at Altitude, Speed, and position and to first try and select the best maneuver option (aggressive or defense) based on AI skill level.

Altitude and speed can also be thought of as energy as altitude can be turned into speed. The new design uses the A/Cs current position but I am thinking about implementing the A/Cs lead position (his future position which would be a small delta in the future).

Anyway, this new design is a long term work BOBII AI strategy (work in progress) that I can work on as I have new ideas for the AI from our testers and customers. It should position the BOBII AI design for future improvements by using more deterministic rather than random selection criteria. The goal is very simple "to improve the AI performance" and keep BOBII the best off line AI.

My gut feel based on my experience and testing is that the AI is now stronger at selecting the best/correct maneuver, avoiding bad positions (like low altitude), better at avoiding low energy, and in general a bit stronger fighter and defender. Of course, the Player will always "win" with experience/practice but if we give the player a better fight (scrap), I personally consider that real progress.

BTW, I also gave the Terminator a bit of boost in performance and tune-up so you might want to try it out. With the boost in Terminator performance, he was getting cocky so I implemented a spinout feature. The Terminator flies so close to the edge now that he has a tendency to "spinout". This is when you can get him.

I also implemented a new AI feature called "Flying Factor (FF)". This is the knowledge of the AI pilot to fly a given maneuver (experience) and how well the AI pilot will actually fly the given maneuver (skill). The FF is based on the Skill Level (customer selected in Instant Action Missions and software assigned in the Campaign). The Terminator is assigned a Skill Level of Hero2 (the highest in the game) so that is where he gets his boost in performance (edge).

The AI Performance Dependencies

Skill Level
The AI performance is dependent on AI Skill Level (which is customer selected in Instant Action and SW assigned in the campaign). BOBII AI do make mistakes (spin, crash, dumb maneuvers, bad judgment, shoot late , shoot bad, etc) which is after all very human.
The skill level of the AI is key in making decisions on about everything with respect to AI performance like (1) how well the AI fly, shoot, shoot fast, slow, accuracy, or not shoot, (2) how well the AI fly, what maneuvers are selected, and how well the AI will fly the chosen maneuver.

Random Numbers (Luck of the draw)
The BOBII AI A/C is also dependent on luck (specifically on random numbers). Random number decisions are coded through out the AI code. BOBIIs random approach keeps BOBII from doing the same thing each time. Even something as simple as the direction to start a maneuver (left or right), I will use a random number to decide (why hard code something when you can use a random number).

For example, most BOBII vertical maneuvers use a random number to assign a length of time to for a specific vertical maneuver (Like Zoom). The AI pilot will sometimes cut off early, or late, or somewhere in the middle. If early the maneuver may carry too much speed and if late the AI may slow down so much that control is lost (very human).

The bottom line is that the customer will always see a somewhat different maneuver (very good, good, not so good, and loss of control) both because of the random implementation and the different physic's parameters (speed, roll, heading, pitch, and overall energy) going into each maneuver.

The very real downside of random numbers is it is very hard to test (not repeatable) and the processing power used.

Conditions
The conditions for each maneuver are always different (energy, speed, altitude, skill, damage, and enemy position). This also changes how the maneuver is performed. A damaged AI will not fly as well as an undamaged AI.

Maneuver Selection
The first key decision to be made is to select either an aggressive or defensive maneuver. This is a complex decision based on the available information on both the Player and the Enemy AI or the friendly AI and the enemy AI. The data considered for both Player and enemy is speed, altitude, and the position of the targeting AI and the AI being targeted with respect to each other.

After selecting either an aggressive or defensive, then a random approach is used to select a category (choose good , choose bad , or choose neither good nor bad maneuver).
Maneuvers are then divided into three parts Vertical, Horizontal, and dive for each of our categories (choose good, choose bad, and choose neither good nor bad maneuver).

The individual maneuver selection is then based on speed, altitude, and position of both the player and the enemy AI.

One big thing to remember is that the BOBII AI performance is very dependent on AI Skill Level (which is customer selected in Instant Action and SW assigned in the campaign). BOBII AI do make mistakes (spin, crash, dumb maneuvers, bad judgment, shoot late, shoot badly, etc) which is after all very human.

1) Feature update (Buddye)

BDG_2.08 Changes (from 2.07)
1. Fixed Novice_Stronger_Bullets=ON [ #NOTE: Only the player has the stronger bullets (not the AI)] so that only the player has the stronger bullets and not the AI. Default is off and I added a NOTE in the BDG.txt
2. Fixed Auto Pilot so if significant damage occurs the A/C will crash as Auto Pilot will be disengaged back to manual and can not be re-engaged thanks to Trumper for catching this one for us.
3. Fixed Auto Landing in Auto pilot to exclude the BOBII unflyable A/C like bombers thanks to Bader for catching this one.
4. Added code to smooth out turns during auto landing thanks to Bader.
5. Prevented a CTD in SPC when START_FROM_PEN=ON.
6. Added a BDG.txt parameter External_View_Starting_Distance = 3.100000 #sets the starting distance from the A/C in external view NOTE: set to 1.3 to get the old distance. The default is 3.1 which fixes slight vibration in external view by increasing the distance slightly. NOTE: for anyone who wants/needs (for Pic's or close inspections) the old distance set to 1.3.
7. Implemented necessary code to support Stickman's BOBII 2D Gauge System work (see Manual for operation details by Stickman) with a special thanks to Eric (2D Gauge System Programmer) and Scott (provided the code to the BDG). The goal is provide a 2D gauge option for the A/C 3D gauges that have problems.
8. Fix a FlyBy sound issue where the Players A/C engine sound was left on during the FlyBy. The player's engine sound is stopped during FlyBy and restarted when FlyBy is completed.
9. Added a BDG.txt parameter for MysticPuma or other movie makers. The default is 50 (for about 50 times the minimum distance). Most all customers will not use this option. External_View_Zoom_Distance , "External_View_Zoom_Distance", 50, "#Sets the max zoom distance from the camera (player A/C) in external view NOTE: default = 50 to zoom out farther set to 60,70, 80,etc. for movie makers like MP"
10. Added Range (in meters from the player, NOTE enemy AI only) to the MoveCode label for SW analysis/debug. If you set Show_MoveCodes=ON in the Bdg.txt, you will get the following:
AUTO_COMBAT MANEUVRE_TURNINGFIGHT Range Skill Altitude Speed
Example  AUTOCOMBAT MANEUVER_BREAKHIGH 390 ACE 3000 295
11. Implemented a redesign and implementation of the AI Selection Criteria for 2.08.
12. A significant Reworked the AI maneuvers for fighters against bombers was done to improve AI performance. The new code is based on skill level.
13. Added a new BDG.txt parameter Collision_Detection_And_Avoidance=ON #NOTE CDAA must be set to TRUE to do Collision Detection And Avoidance. Also check the other two CA BDG.txt parameters for correct values, if needed. The default = ON.
Deleted the old BDG.txt parameter Collision_Avoidance (default = OFF)
This was done to permit the customers to have a default = ON for Collision_Dection_And_Avoidance for the new Tiger Moth in their BDG.txt. The slow speed of the Tiger Moth was causing the faster fighter to crash with the Tiger Moth too much. Requested by Osram.
14. Fixed the Bomb Doors not opening and closing correctly. I tested it in the Instant Action Intercepts Lone Fighter Vs Lone Bomber Mission and the Historic London mission. The Bomb doors work correctly on the DO17 and the HE111. They do not work on the JU88 (The JU88 has under wing bombs).
15. Prevented a CTD had by a customer by checking for a NULL Pointer in Diary::SetLanding (in sqddiary.cpp at line 2699.
16. Implemented the following Bdg.txt parameters for Ken our FM engineer (Note: these are only for Ken´'s use for a FM change):
Spitfire_Aileron_Trim_Delta = 750 #FM Adjustment for FM Engineer, default = 0
Hurricane_Aileron_Trim_Delta = 725 #FM Adjustment for FM Engineer, default = 0
BF109_Aileron_Trim_Delta = 775 #FM Adjustment for FM Engineer, default = 0
BF110_Aileron_Trim_Delta = 500 #FM Adjustment for FM Engineer, default = 0
JU87B_Aileron_Trim_Delta = 250 #FM Adjustment for FM Engineer, default = 0
TigerMoth_Aileron_Trim_Delta = 0 #FM Adjustment for FM Engineer, default = 0
17. Implemented the following Bdg.txt parameter for testing the AI ( so I can easily see the speed and altitude of both the player and padlocked enemy AI A/C, Note: this feature will only work in AUTOCOMBAT):
Your_2dGauges_Work_In_Autopilot=OFF #Set to ON to have your 2dGauges work in AutoPilot. The default is OFF. Note: Only works in AUTOCOMBAT.
18. I fix a small bug when the movecode was SCREWYOUIMGOINGHOME (a group go home movecode). The A/C would not take Evasive action depending on many interesting factors I will not bore you with.
19. Changed the default for the LUF Campaign Directives from %tied 0 %free 100 to %tied100 %free0 (note: change only needed for Convoy and Eagle Day as the other phases were already that way). We felt that attached setting is more historically accurate and we also did a lot of LUF campaign testing for the LUF Escort bug and we feel this setting solves some or most of the Escort bug issues (except under some certain factors).
Customers can still change the Directives as they choose but we recommend you give the new default a try if you use Directives. If you do not use Directives for the LUF Campaign please give the default setting a try. Let us know if you are still having the Escort bug with a test case so we can debug it.
20. Implemented a Bdg.txt parameter for the AI called RAF_Breaksoff_Before_France. The default is OFF and the RAF will continue the fight until normal Go Home criteria is met (Ammo, Fuel, Damage). If your set RAF_Breaksoff_Before_France = ON, the RAF fighters will breakoff and go home before they reach France.
21. Osram added a new Bdg.txt parameter for the Triple Head customers. If you set ALLOW_ULTRA_HIGH_FOVS=ON in the Bdg.txt you can then expand the FOV for your Triple Head hardware. The default is ALLOW_ULTRA_HIGH_FOVS=OFF.
22. Thanks to Hard_Sarge (our new super Beta Tester), I able to fix some bugs in the RAF and LUF Combat Reports in the campaign (we never saw this problem in Instant Action (IA) as it is very hard to shoot down different A/C types in IA missions). The problem occurred when more than one A/C was shot down by both the player and the players wingmen.
23. Here are the new maneuvers that I coded and the ones I tried to improve:
I added 9 new maneuvers for the BOBII AI. The new maneuvers are BARRELROLLATTACK, ZOOMANDDROP, DROPANDZOOM, BREAK180, SPLITS, QUICKROLL, TURNANDRUN. DIVINGROLL, INSIDELOOP, and OUTSIDELOOP.
There are 10 recoded maneuvers : PANICTURN, JINK, ZOOM, SCISSORS, MILDSCISSORS, STALLTURN, SPINOUT, BREAKHIGH, IMMELMANNTURN, and IMMELMANN.
NOTE: the new vertical risky maneuvers IMMELMANNTURN, IMMELMANN, INSIDELOOP, OUTSIDELOOP, and STALLTURN can only be seem by using the Hero, Ace, and Veteran skill levels (Includes Terminator = Hero2).
It is hoped the new maneuvers will add to the AI's fun and enjoyment and also give the player a stronger fight.
24. I added 18 new BDG.txt parameters (Ken calls them Boost parameters) for Ken (Our FM engineer) so he can fine tune the Player FM and A/C movements. Ken will provide me with the numbers when he has time to complete his analysis and testing.
SPITFIRE_Aileron_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
SPITFIRE_Rudder_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
SPITFIRE_Elevator_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
HURRICANE_Aileron_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
HURRICANE_Rudder_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
HURRICANE_Elevator_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
BF109_Aileron_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
BF109_Rudder_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
BF109_Elevator_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
BF110_Aileron_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
BF110_Rudder_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
BF110_Elevator_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
JU87B_Aileron_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
JU87B_Rudder_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
JU87B_Elevator_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
TigerMoth_Aileron_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
TigerMoth_Rudder_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
TigerMoth_Elevator_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
25. Implemented a new Spinout maneuver. It works when you shoot at a enemy AI and score a hit or near miss. If the targeted AI is Damage = Yes (a specific amount of damage that that will send the targeted AI home (movecode =DISENGAGED or SCREWYOUIMGOINGHOME), then the targeted AI will have a 20% (medium) chance of a Spinout. If the targeted AI is Damaged = No, then the targeted AI has the following percent chance of a Spinout based on skill level:
NOVICE and POOR = 20%
REGULAR and VETERAN = 15%
ACE and HERO = 10%
I am trying simulate the different skill level AI pilot's surprise and ham fisted reaction to being targeted, surprised, and shot at and the fact that a damaged A/C will tend to spinout when the AI pilot over reacts.
You control this feature with the BDG.txt Value Use_The_Spinout_Maneuver. The default is set to "ON" so if you want to use the new Spinout maneuver (recommended) do nothing. If you do not want to use the new Spinout feature, set the BDG.txt parameter Use_The_Spinout_Maneuver = OFF.
26. Increased the distance for the AI to start shooting for head-on engagements to account for the short time.
27. Fixed a CTD by checking for a zero pointer thanks to Prem.
28. Fixed A CTD thanks to Borton.
29. Fixed Optimize_Objects_During_Runtime to always be set to OFF (no matter what the customer has set in the BDG.txt).
30. Fixed a CTD in AirCombat() caused by a faulty check of the SAG control parameters for a extended SAG.
31. Fixed the problem of the customer issuing a Attack my Target radio command (help) while the A/C are on the ground.

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