- Stanger - 24.01.2009
Yes I went thru and read all post. I saw a mention of a conflict of the carrier take off mod. What does the conflict do?
Edit:I found out planes will extend wings and explode. If it can have the same routine with wings extended as the carrier take off mod all will be well with that.
- certificate - 24.01.2009
The goofy wingman and takeoff behavior that came with .15 is fixed, I'll put out .16 later on.
Re: [MOD] AI Mod V.15 *UPDATE* - Xoddam - 24.01.2009
certificate Wrote:Xoddam Wrote:certificate,
Mod 1.5 patch:
Bug 1): watched multiple times that my wingman could not maintain altitude a few seconds after take-off and crashed. Wingman look to be crashing into the ground after take-off a lot more than before the mod. Nearly all of them related to take-off.
Bug 2) fighters that are en-route (e.g. first mission of 'storm clouds'; spits that fly over the airfield) but perform weird and almost make suicidal manoeuvres. They go up and down each and every time. They descend and when they nearly crash into the ground, they recover and go up again. I know for sure this behavior was not there before the mod.
Regards,
Mark
Okay, I think I know what's going on with the takeoffs. Should be fixed next version.
Did some more tests with .15:
Take off issue: it happens with all planes that take off it seems, except the leader of a flight (a 'rotte' or 3). Only wingmen seem to behave this way and it does not matter if it's they're ground attack planes or fighters. I haven't tested bombers yet (is the same manoeuvre code used for bombers and fighters?)
Other bug I saw:
Bug: Il2's in ground attack collide a lot more. They collide easily when they line up for a ground attack (e.g. attack with cassetes) and they collide a lot faster when getting into formation or changing formation (but please let other people confirm)
Regards,
Mark
- StarGazer - 24.01.2009
I think the code I used for the new bomber attacks in v.14 was causing the bomber interceptors to target fixate entirely on attacking bombers, not even bothering to check their six. A couple of other people reported the same problem. I removed that code for now, in v.15, so maybe give that a try and see if they're a little more sensible.
Thanks for the feedback![/quote]
Hi Cert,
In V.14 in a Biggin Hill Campaign spits and 109s in a furball.
I was able to come up behind a flight of 4 109's and saddle up on each aircraft and shoot them one by one. None took any evasive action - all continued to fly straight ahead. Loved my kill score though
S!
- chas1963 - 24.01.2009
This is not a complaint, but is more of an observation (on AI "break turns")...
I find that occasionally when an enemy fighter breaks into me (in an effort to defeat my gun solution) their are some situations where they end up "hanging in front of me" as I close in. I think that it is because they choose to pull up as they break into me, and their energy state is too low (slow). I wonder if (in RL) this would be a rookie mistake? Obviously breaking down would help build up speed if you where slow in the air and you needed to break fast.
Maybe you should add some information about their angle of break depending on their energy state and the angle of the attack (its getting more complicated_lol)
thanks again
- Xoddam - 24.01.2009
certificate Wrote:The goofy wingman and takeoff behavior that came with .15 is fixed, I'll put out .16 later on.
Certificate,
Is the collision problem with il2's maybe related to some changes you made in .15 code?:
UPDATE .15:
..
- Bomber attacking behavior adjusted. New behaviors seemed to be causing trouble, they'll be readded when I figure out what the problem is.
...
Just the messager, so please don't shoot me... I understand AI is hard, very hard. Normal procedure is to fix one thing and break another, but it also happened to Maddox ;-)
- Are you also thinking of adding new code to change tactical behavior or is that too complex (or early)?
Anyway, appreciate what you're doing, it wil breath new life into this still great sim.
thanks and regards,
Mark
- Cpt_Biggles - 24.01.2009
so folder cert_ai_mod gets deleted and replaced with folder ai_mod???
or both stay in the mods folder?
- Klemm - 24.01.2009
Cpt_Biggles Wrote:so folder cert_ai_mod gets deleted and replaced with folder ai_mod???
Option 1 is right.
- certificate - 24.01.2009
Xoddam Wrote:certificate Wrote:The goofy wingman and takeoff behavior that came with .15 is fixed, I'll put out .16 later on.
Certificate,
Is the collision problem with il2's maybe related to some changes you made in .15 code?:
- Are you also thinking of adding new code to change tactical behavior or is that too complex (or early)?
Anyway, appreciate what you're doing, it wil breath new life into this still great sim.
thanks and regards,
Mark
Not too sure about the IL2 colliding thing, they aren't classified as bombers, and the actual bomber behavior hasn't really changed much, just the bomber attacking behavior.
It's likely that the problems are related to the wingman and takeoff behavior that was causing the other issues in .15.
Quote:- Are you also thinking of adding new code to change tactical behavior or is that too complex (or early)?
Definitely on the list, but I'm still trying to take care of the easier to fix stuff first.
Theres a LOT to do.
- RRuger - 24.01.2009
StarGazer Wrote:I think the code I used for the new bomber attacks in v.14 was causing the bomber interceptors to target fixate entirely on attacking bombers, not even bothering to check their six. A couple of other people reported the same problem. I removed that code for now, in v.15, so maybe give that a try and see if they're a little more sensible.
Thanks for the feedback!
Hi Cert,
In V.14 in a Biggin Hill Campaign spits and 109s in a furball.
I was able to come up behind a flight of 4 109's and saddle up on each aircraft and shoot them one by one. None took any evasive action - all continued to fly straight ahead. Loved my kill score though
S![/quote]
I'm not sure that the bug is not in the mission StarGaser, it was either mission 4 or 6 I think that the very same thing happened to me prior to this MOD being made???
- Neil Lowe - 24.01.2009
Quote:Only one way to find out, I suppose.
Hehe, haven't had much pit time to test the recent versions but have kept an eye on this thread. All seems to be going great. Looking forward to seeing this evolve over time.
Great stuff 8)
Thank-you
Cheers, Neil
- Mutet - 24.01.2009
I can confirm that the latest version makes the players gunner's less accurate online.
That is not good for a bomber pilot like me.
It means I have to disable the mod every time I fly.
- certificate - 24.01.2009
Mutet Wrote:I can confirm that the latest version makes the players gunner's less accurate online.
That is not good for a bomber pilot like me.
It means I have to disable the mod every time I fly.
hock:
This is no longer the case. Sorry about that, I missed a ! .
Please upgrade to .16
- WWSandMan - 24.01.2009
First to download v16 ... LOL, just wanted to look for something else and saw the new version released. Will be testing shortly, thanks for the updates Certificate. (Do you sleep?)
Yikes - nearmiss - 24.01.2009
I gotta say it...
I would have never dreamed we'd be getting AI performance upgrades!