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[MOD] AI Mod V.17 *UPDATE*

GREAT !!

A single question about IA : Do you think it is possible to decrease gunners skill ?
Because, even a rookie is a sniper !

BadAim Wrote:
making153 Wrote:Just a heads up for anyone who hasnt noticed a difference, the self installer created another MODS entry in my MODS folder containing CERT_AI.. resulting in IL2/MODS/MODS/CERT_AI...

Just move the CERT_AI.. folder into MODS and delete the extra MODS folder.

Just point the installer to the IL2 folder instead of the Mods folder to prevent that.


Of course - silly me !!

making153 Wrote:Just a heads up for anyone who hasnt noticed a difference, the self installer created another MODS entry in my MODS folder containing CERT_AI.. resulting in IL2/MODS/MODS/CERT_AI...

Just move the CERT_AI.. folder into MODS and delete the extra MODS folder.
Ditto-not my fault afterall...

Nocturnum Wrote:This is very good, thank you! I played a few dogfight missions and was impressed how close the planes came to each other. I also saw a clear difference in the range of defensive tactics employed.

However, this evening I tried it (v1.13) on a huge anti-bomber series of missions. In the first one, the attack is frontal. The 109G6's did a great head on attack but then turned around and flew slowly through the middle of the formation of around 60 B-17s until they were shot to pieces and exploded.
bit of a shame.

I tried it on a similar mission but this time the 109s 9plus 110G2's and fw190's) started from the rear or the sides of the formation of B17s. Usually the fighters and Zerstoerers plow in and down a few planes with their curious high-lo style attack. This time they just flew in a straight line through the formation before being hacked to pieces by the gunners.

I tied it again after putting a "-" in front of the mod folder and they reverted to more aggressive attacks from the rear.

I definitely think you have done great work on this mod in general though.

Has anyone else reported similar behaviour -namely 'inert' interceptor AI in trailing attacks or after their initial head-on passes (which alone should earn you a medal, certificate).

Hmm, I was worried this might happen with really big bomber flights. They're trying to work their way back into position for a frontal or side attack, but not doing it in an intelligent manner. I'm pretty sure I can fix it. Thanks for letting me know!

certificate Wrote:Hmm, I was worried this might happen with really big bomber flights. They're trying to work their way back into position for a frontal or side attack, but not doing it in an intelligent manner. I'm pretty sure I can fix it. Thanks for letting me know!
maybe make them do it this way - first pass head on, then climb away to one side, when out of range turn back and dive onto them from side/forward side, then use the energy to climb out quickly to the other side, repeat until all bombers are dead or you run out of ammo.

Certificate you are a myth!!

Congratulation to your almost real time upgrade of this wonderful mod!

I have checked it a little more and it works good always!

Hope to make some carrier mission tonight (wife and sons permitting)!!

regards

walter

SEMPER INCOMMODUS

Hey, thanks again...

This mod is "really" looking promising. Every time I download a new version I read the little note at the end about breaking something, and I hold my breath...I'm really curious to see how far you can stretch this thing. Smile

Waiting for the gremlins to creep in...

Ahh..., how should I describe it? I'm feeling like as child at christmas, but nearly every day for new, since I be a member of this community!
And certificate does it make christmas and new year on one day! :lol:


Ok, back to business. :wink:

I will test a little bit with one and the same mission. How is the ranking of the AI?
Is 0 = Rookie and 4 = Ace, or is it contrary?

Hi Certificate

Thank you so much for your work on this - the combat is fantastic, much more realistic and unpredictable.

Forgive me for being difficult, but I suspect the changed max power available to the AI is affecting single player campaigns when one allows the AI to fly the first few waypoints. for example, I tend to take off myself, then let the ai fly the first say 30% of waypoints, then take over as we approach likely combat area.

I think the changed values might have scuppered the timing in offline missions, probably due to the AI flying your plane as uberly as possible, and the enemy AI being a mixed affair in terms of ability.

I don't know anything about IL2 code, but would it be possible to only effect your AI changes during combat - some sort of IF enemy planes

Wow Certificate this looks great! I skimmed 14 pages and did not see this question posed, so pardon me if I missed it.

This is an issue with AI in general and have witnessed this behaviour more times than I care to remember:

You're on a mission and have been through the gauntlet; you and your (AI) squad egress back to base. Half the stupid buggers fly right into a mountain side before getting back to base with no external influence (pea-soup fog, unfriendly fire, etc.), all the while saying "I'm taking hits!"--- boom Sad

Is such wacky behaviour to be addressed in some fashion?

I'll be using it regardless but was curious.

Thanks Certificate- looks excellent 8)

Nice job Cert, I knew you could do it. I'll give it a try and we'll see if my Tempest support wing pulls it off this time. Also thanks to Bee for those shots, very encouraging Wink Thanks Certificate, yer a peach! Wink

Another idea Idea

How about degrading AI performance significantly when they get their windshield sprayed with oil.

My only issue is that the AI keep their nav lights on at night unless attacking or being attacked. The result is a lot of on-again-off-again light switching during combat. It kills the immersion to see that happening all over the sky, and to pull up onto an enemy's six to have him cut his lights only long enough to perform a jink or two, then turn them back on...

...and then back off...then on...off...on...off.

I absolutely love this mod as long as missions occur during the daytime, but at night all the light switching is about as unrealistic as one can get. Please don't take this as a lack of appreciation because it's definitely not meant to be. You're doing an incredible job with this!

...but any way you can release a "nav lights always off" version?

Thanks for all your effort!

Did Quick mission FW-190 A6 vs LA5-FN:

Result: LA speeds up to Km/h 500+ and does what usally a FW190 does - you have to chase the LA with at least 500+ meters distance up to 5000 meters. LA always is faster than you - than he tries to catch you - pulling up sharply - b&z on you - dives at steep angles down and up again repeatedly.

What I always read is that with increased hight (3500+ meters) a FW190 - or especially a BF 109 will have a performance advantage.

So for Axis plane player the Ueber AI's is even more dangerous.

Of course that's just one simple mission test. For other this mod have worked wonders already though.

Kind regards,
Zebulon

rockyalexander Wrote:My only issue is that the AI keep their nav lights on at night unless attacking or being attacked. The result is a lot of on-again-off-again light switching during combat. It kills the immersion to see that happening all over the sky, and to pull up onto an enemy's six to have him cut his lights only long enough to perform a jink or two, then turn them back on...
...but any way you can release a "nav lights always off" version?
Hm, never noticed this... since v12 of this mod the nav lights are on ONLY at takeoff/landing, otherwise they're off all the time...
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