In 4.12 AI does empirical precoded below stall maneuvers left or right, below stall?,
just look at the white trail from the Wingtips. Combined with soft but constant G-Turns,
you can bet you'll score less than in a DBW Mod version.
This is not Level dependent but the usual coded style. Rookie to Ace.
It reminds of Hartmanns high G-pull for evasion.
They whiggle like Drug freaks on LSD for 30mins, which for me is not a rookie,
who can evade my catch.
In earlier game versions the people complained about corkscrewing to space with AI late war
FMs, this is now reduced to a 50/50 chance, some FMs still corkscrew in über settings as Rookee,
dependent at the Mission height of the Flightpaths, below a certain number FMs are forced down.
To check this yourself start a Stock Eastern Front Campaign(Fighter) in DBW and BAT(4.12...).
Guess what the answer is, what was playable, I could collect aerial Kills, up to 3 per Mission(average),
you'll be lucky to get 1 out of 10 and almost always end up shot up, even in overnumbered
Missions on your side advantage.
Or my DBW Mass Desert Scramble Mission, ending in a 32 vs 32 dogfight between Tomahawks and Friedrichs,
the furball and curving I experience in low level is fantastic and I haven't see in 4.12 again.
The Mission is a Killer Mission, turned out unplayable.
The high deflection recognizing by AI to instantly counteract is game killing and was in earlier versions
Level dependent, now a Rookie can easilly outturn your shots. Does they have Tail radar or 4 eyes?
The overall maneuvers are the exact same as before, it was just tinkered at some what I call corner triggers
that let AI react faster and cut some too soft things in favour for what they call realism is simply harder to beat.
Sorry but this new AI is the outcome of the Stock IL-2 Lovers Guild, that is a minority amongst us and
always housed Forums bashing others over playing not realistical. When they know playing is fantasy dependent.
It's a sado-maso AI, sth. they like.