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[MOD] AI Mod V.17 *UPDATE*
#46

So does it make friendly AI respond better?
#47

Personally I find their speed unchanged to be realistic.

maybe set them to about 99 or 98%, but If you take the time to trim your plane out, you can go about the same speed as they.

In real life pilots were trained even in combat to adjust their trim for the best speed and diving charachteristics.

Just my opinion.

Another thought however, any way to change the AI's actions when attacking bombers?

and likewise, the actions bombers take when attacked?


and lastly, if one AI is chasing another AI, the evading AI will take appropriate action, however, will the persuing AI take appropriate action to follow?
#48

ok if someone already asked or not i don't care to read through the whole thing.

If on a coop game over internet with one person that has the mod and one person doesn't. How would the AI behave? I wouldn't work at all i think unless the AI does something different for each person? but that is impossible since then it would be a hack. and hacks are bad. :evil:

So how would this mod work? it can't reset to default behavior because then its useless, but at the same time it cant change the other persons files because then they could sue the creator because it's an infringment of personal data when you change it
#49

F4U-1_Corsair Wrote:Personally I find their speed unchanged to be realistic.

maybe set them to about 99 or 98%, but If you take the time to trim your plane out, you can go about the same speed as they.

In real life pilots were trained even in combat to adjust their trim for the best speed and diving charachteristics.

Just my opinion.

Fair enough, but that doesn't account for the fact that they can run 110power + WEP on a tempest for an hour sortie.

F4U-1_Corsair Wrote:Another thought however, any way to change the AI's actions when attacking bombers?

and likewise, the actions bombers take when attacked?
Probably, yes.
F4U-1_Corsair Wrote:and lastly, if one AI is chasing another AI, the evading AI will take appropriate action, however, will the persuing AI take appropriate action to follow?

Yessir.
#50

IAF.116~Jagr Wrote:ok if someone already asked or not i don't care to read through the whole thing.

If on a coop game over internet with one person that has the mod and one person doesn't. How would the AI behave? I wouldn't work at all i think unless the AI does something different for each person? but that is impossible since then it would be a hack. and hacks are bad. :evil:

Well, from a cursory look at the code, I'd say that the coop hoster's machine controls the AI behavior, and tells the clients where the enemy planes are and what they're doing. I didn't change any parameters that the clients can't handle. If that is indeed the case, the clients are just being told differently what to display and when.

The same way that if you and I connect to someone else's coop game, it takes our input, position, speed etc and sends it to everyone else in the game, it's taking the AI's position, speed etc and sending it to everyone else in the game.

I could be way off base on that point, so someone please test it.


IAF.116~Jagr Wrote:So how would this mod work? it can't reset to default behavior because then its useless, but at the same time it cant change the other persons files because then they could sue the creator because it's an infringment of personal data when you change it

Don't worry about that, there's no way this mod is changing anyone's files. Not possible.
#51

well i was hopeing that it would changes files so that we could so Oleg for infringment. that his game erased my files and copied his own Pro-Russia files over Smile

we could sue him for every asset he has including but not limited to SOW. or we could just force him to give us a diffinative release date. other than this year (its been this year since 2004, 2005, 2006, 2007, 2008, 2009)

back to the point i think that it should be tested for compatibility.
#52

I guess I agree with the 98...95 is a bit too.
#53

Excellent -thanks a lot for this.
If it is so that the ai run at 110% then perhaps a 102% setting would be a good adjustment?
#54

I found that when I hosted with the AI mod the other player didnt need the mod . He saw the same AI reaction as I did ...so it seems just the host needs the mod..(In the Lobby).. guess kill ratios are going to change now.
#55

CPS_fraggmann Wrote:I found that when I hosted with the AI mod the other player didnt need the mod . He saw the same AI reaction as I did ...so it seems just the host needs the mod..(In the Lobby).. guess kill ratios are going to change now.

That's what I was hoping to hear. Smile
#56

THARN Wrote:Excellent -thanks a lot for this.
If it is so that the ai run at 110% then perhaps a 102% setting would be a good adjustment?

Agreed...

I think part of the problem is that they swoop and bug out when you have them set in your sights...

..like someone mentioned before, ~95% you gain on them too quickly, and at default their airspeed is jaw dropping... I think 102% might be enough to be convincing, while still posing some form of a combat challenge...


TS 8)
#57

I think you misunderstood. I cut back ~5%. To be precise, WEP is 105 from 110, regular throttle is 96 from 100. I can try different settings, but I'm not totally convinced that the AI can't still pull away from a player in the same aircraft at 105/96 with their uber engine management and lack of overheats.

I might be able to come up with a more elegant solution anyway, but the problem lies in the fact that different planes overheat at different rates, and I'm not sure I can call on those rates for the AI.
#58

Thanks for making a mod like this. I like how the AI is now flying. I did encounter an issue with a pre-made QMB mission I have flown a lot and like, my big bombers now crash trying to take off. I'm not sure how your changes would affect this but with your mod deactivated they still take off like I initially created the mission, with it enabled 3 out of 4 crash into trees now. I guess this has to do with the power reduction you've done? Hopefully you can still tweak things. I doubt that the bomber AI is separate from the fighter AI so you may not be able to do anything about it with what you're trying to achieve. Just wanted to give you some feedback on it. Thanks again for your work.
#59

Avatar Wrote:Thanks for making a mod like this. I like how the AI is now flying. I did encounter an issue with a pre-made QMB mission I have flown a lot and like, my big bombers now crash trying to take off. I'm not sure how your changes would affect this but with your mod deactivated they still take off like I initially created the mission, with it enabled 3 out of 4 crash into trees now. I guess this has to do with the power reduction you've done? Hopefully you can still tweak things. I doubt that the bomber AI is separate from the fighter AI so you may not be able to do anything about it with what you're trying to achieve. Just wanted to give you some feedback on it. Thanks again for your work.

Didn't think of that one. It would probably screw with carrier takeoffs too. I'll see if I can figure out a way around it.

Thanks for the input.
#60

Oh, this is goooood so far. I will be Hosting for my squad on Wed night, and plan to run this mod for some online testing or earlier if I can get some of the guy's together.
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