1946 with AI of 3.04
#61

falco Wrote:Thank you Graf about your suggestion to CHANGE NAME OF THE FOLDER may be this make the trick :wink: I'll go and check and report here. Regards

No: tested with spit '43 vs 109g6 quick mission average and ace level A.I. , 1 vs 1 and 2-vs2 A.I. still make always same manoveurs compared mod/non mod folder (put a minus in front of the folder to try youself at "hot testing situation" to compare) rolling and scissor to evade, same "break-point-diving"when you are at its' 6' at 44mt. exact distance and then loop back, same scissor manoveurs when you are behind him at 10-15 mt...
No m8.. sadly still this mod need to be done.. May be -poncho- have find something NEAR about, but still to be optimized as reading its last tread here.waiting :roll: ..
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#62

I have this " STD " folder in my mods folder which i don't remeber how i got it but this "STD" folder have subfolders "com" and "i18" so I opened this "com" subfolder , then next inside is "maddox" subfolder , after opening "maddox" subfolder there is "il2" subfolder , after opening "il2" subfolder there is an "object" subfolder" .
Now I unzipped the 3.04 AI mod in to " My documents " new created empty folder and opened this mod all the way up to "ai" folder and copy and pasted this "ai" subfolder next to my "object " subfolder folder which is inside my "STD" folder.
I tried AI and they'are not making those never ending rollovers any more at least what I can tell so maybe my game is now reading this 3.04 ai mod out of this "STD" folder now , that I copied and pasted this 3.04 mod only "ai" subfolder next to my "object" subfolder .
I know , what a messed up explanation :lol:
Needs more testing but I don't see that erratic behaviour that much in AI after trying this AI 3.04 mod.
PS: can anyone tell me how this "STD" folder got inside my mods , what mod install did put it there ?
it's a part of sound mod 0.93 ? or perhaps part of AC installer mod ?
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#63

HolyGrail Wrote:I have this " STD " folder in my mods folder which i don't remeber how i got it but this "STD" folder have subfolders "com" and "i18" so I opened this "com" subfolder , then next inside is "maddox" subfolder , after opening "maddox" subfolder there is "il2" subfolder , after opening "il2" subfolder there is an "object" subfolder" .
Now I unzipped the 3.04 AI mod in to " My documents " new created empty folder and opened this mod all the way up to "ai" folder and copy and pasted this "ai" subfolder next to my "object " subfolder folder which is inside my "STD" folder.
I tried AI and they'are not making those never ending rollovers any more at least what I can tell so maybe my game is now reading this 3.04 ai mod out of this "STD" folder now , that I copied and pasted this 3.04 mod only "ai" subfolder next to my "object" subfolder .
I know , what a messed up explanation :lol:
Needs more testing but I don't see that erratic behaviour that much in AI after trying this AI 3.04 mod.
PS: can anyone tell me how this "STD" folder got inside my mods , what mod install did put it there ?
it's a part of sound mod 0.93 ? or perhaps part of AC installer mod ?

yes its' from AC installer, please HolyGrail make a correct test re-creating a "CLEAN" STD folder (without A.I. files) and test it putting a "-" in front of the STD+A.I. files one, make a quick combat 1-vs-1 veteran/ace , then QUIT completely FB game before changing "-" STD clean folder one with the other. Now re-fly same quick mission and check A.I.:this is the right "Hot" method to see if there are different A.I. behaviours .. FINGERS CROSSED! 8) ..
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#64

"...I tried AI and they'are not making those never ending rollovers..."

What I am seeing as well. Now they are not rolling all over the place they actually try to dive away or turn. Very much enjoying this. Wink
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#65

I've put this this mod into my main MODS folder and renamed it to 304_AI as Graf has done. I also followed HolyGrail's instructions and put the AI folder into STD/com/maddox/il2 folder as I don't think it can hurt to have duplicates of this mod. I've only done a few brief tests in the QMB but I've yet to see the AI perform any of the usual annoying barrel rolls. They dive away almost every time. I may be imagining it but the AI seems more aggressive to me now. I'll need to test this some more but the AI definitely seems to have changed somehow.

Anyway, whether or not this is a placebo this mod is well worth persevering with.
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#66

Yep.. AI now far more aggressive.
Dives away, had some lazy rolls occasionaly, but none of the roll after roll with the previous AI..
had a hell of a fight when two Zeroes got on my tail, and they were damn near impossible to shake off!
There is a definate change with this mod.. well done!
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#67

Trooper117 Wrote:Yep.. AI now far more aggressive.
Dives away, had some lazy rolls occasionaly, but none of the roll after roll with the previous AI..
had a hell of a fight when two Zeroes got on my tail, and they were damn near impossible to shake off!
There is a definate change with this mod.. well done!

Agree!

Following advice to rename it as well as put in duplicate within the STD folder within the MODS folder I have noted the above performance. The lack of brain pickling endless barrel rolls on AI 190's is alone worth it!

SB
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#68

8) YYESS!! THAT IS!!.. Great performance now in off-line time!
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#69

It does seem like something different is going on. What has changed from the original mod?
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#70

GBrutus Wrote:I've put this this mod into my main MODS folder and renamed it to 304_AI as Graf has done. I also followed HolyGrail's instructions and put the AI folder into STD/com/maddox/il2 folder as I don't think it can hurt to have duplicates of this mod. I've only done a few brief tests in the QMB but I've yet to see the AI perform any of the usual annoying barrel rolls. They dive away almost every time. I may be imagining it but the AI seems more aggressive to me now. I'll need to test this some more but the AI definitely seems to have changed somehow.

Anyway, whether or not this is a placebo this mod is well worth persevering with.

I thought that particular folder in STD only read .ini files ?? I dont think putting a complete folder in there would make any difference ??

Havent tried yet mind you !!

Mick
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#71

Still a placebo in my experiment. Glad some enjoy it though.

First, for me 3.04Ai and 4.0XAI are more or less the same, i don't remember any dramatic change except for the adaptation to the new FM.

Testing the supposedly different 3.04AI

I think that, in most's opinion, if 3.04AI is working as a mod, i shouldn't see successions of barrel rolls from my intended victim, am i right ? (if i'm wrong on this assumption, my test becomes worthless).

Let's suppose i'm right, for the demonstration:

-select QMB, pacific islands, you un a corsair vs two (2 is very important) zeros "medium" (or "veteran or "ace", if you're a hotshot)

-without "304AI", let's engage the zeros, at the crossing don't shoot, try to put your nose behind n
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#72

Those who have it working, please tell us step by step how to fire it up. Thanks in advance!
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#73

reflected Wrote:Those who have it working, please tell us step by step how to fire it up. Thanks in advance!

Put it in the same MODS\STD\com\maddox\il2 folder that your Objects folder is in. Not any other. If you don't, the game will ignore it.

Replaying a mission where I-16's bounce scrambling 109's; the 109's try to extend away at ground level in a straight line. Before this, the default AI was breaking left/right once flaps were raised.
Can't comment on much else though.
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#74

[quote="rollnloop"]Still a placebo in my experiment. Glad some enjoy it though.

First, for me 3.04Ai and 4.0XAI are more or less the same, i don't remember any dramatic change except for the adaptation to the new FM.

Testing the supposedly different 3.04AI

I think that, in most's opinion, if 3.04AI is working as a mod, i shouldn't see successions of barrel rolls from my intended victim, am i right ? (if i'm wrong on this assumption, my test becomes worthless).

Let's suppose i'm right, for the demonstration:

-select QMB, pacific islands, you un a corsair vs two (2 is very important) zeros "medium" (or "veteran or "ace", if you're a hotshot)

-without "304AI", let's engage the zeros, at the crossing don't shoot, try to put your nose behind n
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#75

You are very right, i just installed using bee's explanation and there is definitively something changed.

I have to explore it further before saying i like it, because i'm concerned on how the energy fighters will work, but i confirm that with the "AI" folder side to the "object" folder there is a change in AI behaviour, and they seem more agressive (even at lower levels).

I start to understand better what your request was.
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