@ instruction who don't notce any difference and/or who want to make a correct test in "hot" condition this mod:
NOT CORRECT: MOD/pf3.04_AI mod folder
CORRECT MOD A.I. 3.04 "HOT" TEST:
-CREATE A BACKUP "STD" folder renaming it with a "-" before it
-extract from pf3.04_AI the -air- folder
-pur -air - folder into: "-STD/com/maddox/il2"
-create a quick combat 1-vs 2, or 4 vs 4, (as you like but SAME skill level for all A.I.) saving it with name "A.I. TEST" (or whatever you want)
-QUIT GAME COMPLETELY.
-put double "--" in front of STD folder (only one "-" will make window S.O. tell you there' jet that file)
-erase the "-" in front of -STD modded folder
Launch the the previous quick A.I. test mission and look now at differences in A.I behaviours 8)
It works indeed! Wow...AI is much more agressive! You tighten your turn, he tightens too, and you keep getting that deadly burst! Spit MKIs seem to behave normally, I mean the sections keep formation, not like in 4.09. Still, it's much more difficult to convince the hun to go home ...wow....and are AI gunners less accurate? Or it's just placebo?
Posts: 195
Threads: 5
Joined: Nov 2007
I kept the original file structure and have the AI folder in STD/com/maddox/il2. As mentioned though, I also have the 304_AI mod in my main MODS folder.
Sure seems to work for me. I tried a QMB+ missions that I like (flying a Spit V versus a couple of Ace 109 F-4s over Libya) and for the first time in a very long time I saw a plane auger in due to extreme flying that got away from him. This happened twice in the course of 3 missions. Stock Ace 4.09 AI will not do this. I did the rename and copy to STD folder thing and it works when activated. I deactivated it and I saw different flying styles.
I placed this mod directly into the MODS folder, thats all.
according to filelist ( extractor) correct path is :
com/maddox/il2/ai/Shot.class
so in order for wrapper to load file you need to have :
Mods\"whatever you like"\com\maddox\il2\ai\Shot.class
all other theories are just mambo-jumbo
regards
Z
Posts: 285
Threads: 17
Joined: Dec 2007
I tried to figure out whats what with this ai stuff. I made a folder with the hashed 4.x ai in the mods folder and one by one replaced the 4.x files with the 3.x files.
I was able to replace all of the files with 3.x files except for one, called manuever.class, when this was replaced the game locked up.
Two of the 3.04 replacements seemed to change ai behavior to me. Airgroup.class seemed to cause the missions to play out differently in ai vs ai QMB. Maybe this changes wingman behavior? The file that seemed to produce the biggest change was Pilot.class. This seemed to me to increase the aggressiveness of the ai pilots. The ai seemed not to use the roll maneuvre nearly as much. AI pilots were much more willing to play chicken in head on passes. I had a couple of head on collisions before I realized this.
All in all I am seeing some of the changes that have been reported, so I have to admit that it seems like Kowi's mod must somehow be doing something. I don't understand how. :?
Posts: 285
Threads: 17
Joined: Dec 2007
Low,
I think you were right in the first place, theoretically you would need to include the air folder. The hierarchy is Mods\folder name\com\maddox\il2\ai\air.
The files in this mod are one level deeper than shot.class.
Ok Poncho, I see what you mean (read more carefully your previous posts)...
So as I run same mission with or without the mod I got the same outcome and that outcome came exactly in the same way during the 2 runs. Still other people here claim to see the difference. If you do test with the hashed files same AI vs AI mission (may be a complex 20+aircraft or simple one say 8 aircraft), do you see a more or less different outcome (really needs to quantify it)?
I've got a question. If flying online I am the hoster and have got this mod installed, do the rest of gamers notice the difference in AI or should they also have the mod installed?