All-Aircraft-Simulations
[MOD] AI Mod V.17 *UPDATE* - Printable Version

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+--- Thread: [MOD] AI Mod V.17 *UPDATE* (/showthread.php?tid=58844)

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- fractional - 20.01.2009

I observed something rather interesting. I lost my engine sounds *only* when firing guns with this mod ON. This seems to be limited to the British 30 cal MG (browning) only. (I experimented a bit with Spits, Corsairs and Wildcats.) With the mod OFF, everything is back as it should be (i.e. engine sounds + gun sounds).
I use the sound mod that came with UI 1.0.
Anybody else noticed this? (Or is it just my imagination playing tricks?)

S.

EDIT:

Things seem to be okay with v 1.2.

S.


- asheshouse - 20.01.2009

Thanks for the mod. This is a hugely valuable area you are trying to tackle.

I tried it on a coop mission 4 gladiators v. 4 CR42
I took a seat in Gladiator 3 and let the AI fly the rest.

The CR42's were much less likely to evade and would just fly in a straight line while I sprayed them with bullets. It seemed to be easier to get on their tail than previously. This happened twice. Maybe I got lucky and hit the pilot --- both times?

I took the third Gladiator because the AI tends to focus on the leader more.
No change there.


- LAL_RONE - 20.01.2009

@ Certificate : check MP !


- Hawkman - 20.01.2009

Many thanks for your work - this opens up a whole new & exciting area of the game and I can't wait to try it out Big Grin

Hawkers Big Grin


- Radoye - 20.01.2009

agracier Wrote:Very nice indeed - now I have bombers taking evasive action instead of just flying along as if without a care in the world. Much better this way.
One thing though - the Japanese Navy pilots did continue flying straight in formation when attacked. It was required so by their doctrine, to show "discipline under fire" no matter how suicidal this actually was. This is well documented and supported by first hand accounts from both Japanese and Allied pilot-veterans of WW2.

I don't know if it is possible, but there should be some way to reflect these differences, so that the AI acts differently if flying for nation A compared to nation B or C, and these differences shall reflect real life historical differences in doctrine and tactics being used by these respective countries.

Maybe even fishing through the earlier versions of the game, from the 1st Il-2, could be useful - if i remember, back at the early days the Russian AI would act pretty distinctively different than the German AI, but later (i guess as the game became more and more multiplayer-oriented) this difference evaporated...


- Jure_502 - 20.01.2009

Yes, this mod, sadly, conflicts with ''AI navigation lights off''.


- certificate - 20.01.2009

A lot to respond to here, first of all, thanks for the input, your comments and suggestions really help!

Secondly, the next version will only have AI nav lights on takeoffs and landings. When it goes out of beta I'll probably make multiple versions, but for now, that's how it's going to be.

Thirdly, you guys are too kind, I haven't even done that much yet!


- LAL_RONE - 20.01.2009

GREAT NEWS !!! THANKS !!!!!


- F4U-1_Corsair - 20.01.2009

whilw I don't think it is possibleto differentiate nations, what about planes?

zekes fly in a triangle, spits fly in finger four, and Corsairs fly in vic or 4 o clock line.

perhaps japanese planes can fly without evasive action?


- certificate - 20.01.2009

F4U-1_Corsair Wrote:whilw I don't think it is possibleto differentiate nations, what about planes?

zekes fly in a triangle, spits fly in finger four, and Corsairs fly in vic or 4 o clock line.

perhaps japanese planes can fly without evasive action?


Probably, actually. We can definitely make different models of planes do different things, I haven't really looked into formations yet.


- BadAim - 20.01.2009

I flew a quick mission in a 109 with an AI wingman against two spits and two B25's. During the mission I ordered my wingie to cover me and went after the two spits. While I was chasing the first one my wing man, chased off the second one from my tail and shot him down, then proceded to support me in my dogfight with the first one without getting in my way, shoulder shooting or otherwise being stupid.

After taking down the spit, and turning towards where I thought the B25's went, I heard a sound not unlike a sound I sometimes hear when flying with human wingmen. It was the sound of my AI wingman sidling up to his slot in the formation. This without me giving a rejoin order or any other kind of fuss.

A few moments later, we caught up with the B25's, so I ordered my wingie to "attack bombers" just out of curiosity. Wonder of wonders he attacked the bombers! His attack was nothing to write home about, but it was a thing of beauty to me. After getting hit he broke off and commenced to kind of mill about as if to say "OK, it's your turn"

This was one of the best offline experiences I've had in a long time, and I look forward to quick missions being more than just gunnery practice, and maybe even doing some campaigns.

This AI mod is the best thing since sliced bread.


- Dudok22 - 20.01.2009

Confusedhock: :o thank you !


- F4U-1_Corsair - 20.01.2009

What I meant about formations is just an example, they already do that

I was just thinking that you could use the same differences in planes to cause japanese bombers not to break formation


- certificate - 20.01.2009

TH0R Wrote:Haven't tested the mod yet, but - can you also prevent gunners from firing on friendly bombers nearby?

And how is this mod compatible with online gameplay?

Thanks very much for your work.


DL-ing the mod now.

Maybe, I'll have a look at some point.

People have reported that if the host is running it, you'll get the AI changes no matter if the clients have it installed, if the client is running it but the host isn't, no effect.


- certificate - 20.01.2009

Aussie Pilot Wrote:Hey Certificate,

Did you get to read my reply back on page 3, there are so many coming in thick and fast you may have missed it. Check below.

cheers, AP.

certificate wrote:
CPS_fraggmann wrote:
We all know that the AI can see through clouds..can that be altered?



Unfortunately, no. The ai will know where you are as long as your're within x metres from it. That distance "x" is dependent on the ai skill level.



Hey Certificate, This mod sounds great, thanks. Being new here and fairly new to IL2, can you tell me what distance the "X" is equal too or at least where to find out?
It would be great to know for those time's your running for home all shot up with an enemy approaching.

cheers, AP

around 5km, depending on the skill