1946 with AI of 3.04

Poncho, I was talking about doing this test to the original mod because some M8's see a difference and some don't. Sure same test can be applied to Certificate mod which I haven't installed yet.

poncho Wrote:Are these findings using the original Kowi mod or Certificates hashed file version? I think lowfighter is on the right track though, in order to mod the ai we first need some testbed missions that will allow ai behavior to be evaluated in an unbiased way.
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:oops:
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:oops:
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Good to see you finally got it working. Offlining is soooo much better now. Smile
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Just 10 minutes ago FW 190 did in front of me about 13 continuous barrel rolls :evil:
Back to square one for me .
This is embarrassing , yesterday it was flawless and today I got endless barrel roll .
Either this thing is so random calculating so many flying environment things at once each time differently or I am stupid .
Period .
Problem is that "ai" is coded not to be every time the same with missions and AI approach to fight and making it each time different scenerious .
I won't gave up , will continue to find out something more visible if the game is actually able to read
those files .
I am sure almighty Oleg knows the answer to this .
My apology :oops:

Maneuver.class file inside is reffering to :
com/maddox/il2/ai/air
com/maddox/il2/ai/DifficultySettings
com/maddox/il2/ai/RangeRandom
com/maddox/il2/objects/air/Aircraft
com/maddox/il2/fm/AircraftState
com/maddox/il2/ai/air/Airdrome
com/maddox/il2/fm/FlightModel
com/maddox/il2/engine/Orientation
com/maddox/il2/fm/Autopilotage
com/maddox/il2/objects/air/TypeStormovik
com/maddox/il2/ai/Airport
and on and on and on......a lot more.........

kinda confusing .
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I just flew with the all AI3.4 mod in the other thread 1 hour, had some shot down - and no barrel roles at all (flying me109 in russia)
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honestly..this mod doesn't work for me...every time i tested with and with out... they still do those annoying barrel rolls...( i really think that the 4.09beta patch AI sucks more than the 4.08m AI )


if someone really thinks that it works..Please.. show me 2 youtube videos of the same scenario ( try a P-51 vs FW-190 on the quick mission builder. ) and also post a link of how exactly you guys installed it cause i really think that you guys modified this mod many times after being posted since April
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Hi,

for me its work!!!!
after 3 days of testing in qmb and my own missions i think its work. every skill of the ai (beginner, normal, veteran and ace) don`t do this fu...... rolls!!! Sometimes thy do this rools but then break left or right, dive or climp.

I do it like this:

1. i put the mod to: D:\Il-2 sturmovik 1946\mods\
2. then i copy the parts that are in the air folder in the ai folder and delete the air folder so it looks like this:

D:\Il-2 sturmovik 1946\mods\pf304_AI\com\maddox\il2\ai

after this i coppy the ai folder with the parts in it to
D:\Il-2 sturmovik 1946\mods\std\com\maddox\il2\ai

When i play my mission without what i do in the text befor, i have this fu... rolls every time no dive, climp, break left or right.

Sorry for my bad english, but its 16 years sins scool and i never use it :oops:

Hasemausi
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i just have to say this. you probably have the cutest nickname I ever encoutered on an Il2 forum Smile

otherwise.... I have seen much less rolls too, only the La pilots have tendency but break after 3 or 4 rolls.
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I use the all-AI-mod of filmit (other thread in this forum)
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mayestdo Wrote: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?


Does this mod work in online coop missions? If so does all people connected to my server need mod installed for it to work correctly? Thx
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Wolf- Wrote:Does this mod work in online coop missions? If so does all people connected to my server need mod installed for it to work correctly? Thx

If you just use the .class files without hashing them then it doesn't matter, since the mod won't do anything for anyone. This has been repeated many times, but I guess it doesn't hurt saying it once more: The game does not care about the .class-files.
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certificate Wrote:If you want to try kowi's 3.04 files with the 4.08 maneuvers file (the 3.04 one makes your game crash), install this to your MODSfolder:

http://www.yousendit.com/download/bVlBZU...SUN4dnc9PQ

To be clear, your structure should be /sturmovik path/MODS/pf304_AI/the hashed files

if you can't handle that, here's a sfx:

http://www.yousendit.com/download/bVlBZU...MWswTVE9PQ

Let me know if you see a difference!!

I have read the entire thread.......seems like some people believe it works without the hashed files, which btw are no longer available for d/load. Could someone post those files again?? If I somehow do get the hashed files will it work in online coop mode or does everyone need those files for the changes to take effect? ty
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THere is an easy way to check if you had a new AI

make a QMB Mission

In 4.08 or 4.09 the AI Fighters never make Headons with me, but with this mod its really dangerous to encounter them first at the same hight.

The firing their asses of at you

its nice, but I hate that my wingman dont check it and also go straight against them instead of evasive actions
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Here's another way, already posted in this or the other AI-thread, to check if you have a new AI: Open a few of supposedly working .class files with a text-editor. Destroy some lines here and there and write some gibberish all over the files. Save it and launch the game. Set up a QMB mission with one AI and fly to dot-range. If you haven't had a CTD by now you can be sure the game doesn't care about the .classes.

On another note 4.08 and .09 veteran AI and above like headons, where as those below that level don't do them that much if at all.
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