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[MOD] AI Mod V.17 *UPDATE*

Thats odd. I have none of those things happening. Maybe you could try making sure there are no other ai mod bits still in your Mods folder and try reinstalling again. :?

Experimental mission: Hell over Valhalla - 1944 in the Bavarian Alps (Net Summer Mountains map)

12:00 noon, November 14 1944
Overcast
Random skills/skins in UQMB
ALT: 4000M

52 BF 109 G10
44 FW 190 D9
----------------- Total Axis: 96 fighters

20 P 47 D
20 P 51D 20 NA
36 B 17G full of 500 lb bombs
24 B 24J 100 CF full of 500 lb bombs
----------------- Total Allies: 40 fighters, plus 60 bombers (100 Allied aircraft)

----------------- Total aircraft: 196

Surviving: 2 Mustangs Allies
Many more ME 109, and FW 190 to paint the sky blue. It seems that gunner inaccuracy may have been backed off in .16 too much. While not historically accurate anyway, it does reflect too lopsided loss on the side of the Allies.

The silly program crashed with a memory exception before I could save what would have been a great track :evil: Well it will inspire me to more.

Hope that helps somehow

Triad

Rowddy Wrote:well i have installed nr. 6 now and after a few missions i can conclude this..

1. rest of the AI wing won't stay in formation
2. the other wings under your command fly in all kind a directions except the one to target unless you call them back every minute.
3. AI pilots are not agressive anymore and will not attack nore fly evassive manouvres ween being shot at.
4. it seems all dogfighting skills have dissapeared in the planes under your command it doesn't mather for wich country you fly.
5. AI planes stil love suicide i just had 8 planes after take off of an island diving into the ocean only 2 survived but were making funny dives all the time.

*****AI planes outside your command do appoach more carefully bombers wenn they attack.**** that 's definitly better now.


Hopefully this can be fixed?


Ya, I too found the AI had an aggressiveness problem... I was flying around trying to get hit (don't ask me why) and I found the AI lacked "stick-to-it'ness". When confronted by the enemy AI I found that they would fall in behind me (on my 6 o'clock) but after firing one volley (and missing) they would wonder off... All I had to do to escape attacking bandits on my six was fly strait and slow (lol).

Again I would like to point out that as long as I was attacking the enemy I had some fun...much better then it was. Smile

Tigershark Wrote:I think nav lights, for AI, should be turned off permanently.

For years we had the AI using the lights at the most ridiculous times, whenever I see them on it just invokes the many years of being a strain and eyesore to the game. That feature, nav lights, is simply shot now. I get so infuriated when I see them on. Finally, after so many years of avoiding night missions, someone here in the community made the Nav lights off mod. All I fly now, exclusively, are night missions. Its like I am a kid with a new toy.

I love how the AI has been adjusted. Poor AI is something which has plagued IL2 for ages.

However,
Please dont have this mod ruin my night missions also.... :wink:


TS

If you install SG4_Loku's mod which adjusts nav lights, you may be pleasantly surprised (search on this forum); no conflict with Certificate's mod, just a good complement especially for night missions.

Rowddy Wrote:well i have installed nr. 6 now and after a few missions i can conclude this..

1. rest of the AI wing won't stay in formation
2. the other wings under your command fly in all kind a directions except the one to target unless you call them back every minute.
3. AI pilots are not agressive anymore and will not attack nore fly evassive manouvres ween being shot at.
4. it seems all dogfighting skills have dissapeared in the planes under your command it doesn't mather for wich country you fly.
5. AI planes stil love suicide i just had 8 planes after take off of an island diving into the ocean only 2 survived but were making funny dives all the time.

*****AI planes outside your command do appoach more carefully bombers wenn they attack.**** that 's definitly better now.


Hopefully this can be fixed?

:?:

Odd that noone else has mentioned most of this. Are you sure that you have it installed correctly?

yesterday I had a very stiff dogfight, about a dozen ratas vs. 8 Emils. quite some action and i can't say either my men or the ratas where not agressive. so far I can't second this problem

Triad773 Wrote:The silly program crashed with a memory exception before I could save what would have been a great track :evil: Well it will inspire me to more. Triad

Would be really great if someone could fix that bug related to old computer...

Superb work certificate. Respect!

I wonder if you could fix one of the the most immersion killers (IMHO) in IL-2:
When you dogfight a group of fighters (2 enemies for example), the wingman tends to follow his leader, completely ignoring any threat. You can chase them both for hours, and they both just follow each other like ducks in a row. This symptom appears also when fighting larger wings, a situation which potentially facilitate a wider range of tactics and responses for the threat.
A reasonable behavior for two attacked plans is to split, so the wingman can sneak behind the aggressor and try to shoot him down, or at least force him off from his leader's tail. The IL-2 interpretation for "cover my back" is something like "fly behind me and mimic my maneuvers until we are both dead".

Another interesting 2 vs 1 tactic is to bracket before the merge, forcing the aggressor to chose between the two, and allowing the "free" plan to attack the aggressor.

Would be interesting to know if there is a way to do it :-)

Keep up the good work
David

303 Wrote:- wingmans dont attack when have clear position on enemy but mostly fly behind leader even if leader is actually attacked

I noticed the same thing, the wingmans often fly behind the leader and do nothing.

Interesting to me, how many stuck on nav lights.

There are so many other things so much more important. The all seeing AI and flak guns can see you anyway. Actually, I kinda like the lights. I can see my squad mates a lot better in low light. LOL

Yeah I know it just don't feel real. It is difficult to realize when you fly into that big beautiful cloud the enemy AI is following along at an efficient trajectory to meet and knock your bum outta the sky. LOL

Then of course there is that proverbial "following wingman" that has always been "a dedicated follower". LOL

In fact, if you spend some time watching the player and wingman from afar distance you'll notice many times the enemy gets on the tail of the player and the wingman just flys along behind. The wingman will have many opportunities to kill the enemy, but he just follows along. I have seen the enemy flight directly in front of the wingman and the wingman never shoots.

I've also seen this many times...the wingman's flight patch somehow crosses in front of the enemy the wingman gets shot down.

-------------------------------------------

Certificate - I have followed along on postings at BOB II WOV site for several years, and Buddye has constantly put up changes in AI. He has been very diligent to improve AI performance. He has done a remarkable job, and he has persisted through alot of dificulties. I see the same for IL2 AI performance as well.

Here is a recent post he made on improvements in forthcoming 2.09 release

http://a2asimulations.com/forum/viewtop ... 10&t=12548

You might run a search on his name and read a lot of his postings. You'll sure get some good ideas from AI performance issues he discussed with users.

Keep up the good work, don't be discouraged it make take a while. I mean discouraged, because there will always be posters that know little of how or what you have to do to improve the AI. They'll even write stuff that is down right demanding...some people never really get it.

This is the best MOD possible for the IL2 series, especially for OFFLINE players.

First i have to say thx for this mod and your hard work Big Grin

I

I would recommend letting people know that you've changed the name of the mod from CERT_AI_ MOD to just AI_MOD, and adjust the instructions on page one to reflect that.

Wouldn't having two sepreate AI mod folders conflict with one another?

CERT_AI_MOD folder now needs to be deleted, correct?

v1.7: I think that the AI has occasional problems with detecting enemy on their 6, even when under fire. While sometimes being *blind* during a high-speed bounce, especially out of the sun, is ok (infact it is great), once the shooting has started, the *awareness* factor should be higher than normal IMO.

S.

EDIT: Oh, by the way, all AI were veteran.

S.

Hi!

It's a long topic and read all post can bother someone but if those is made a lot of post had a previous responce.....so please be patient and read all!!!

1 - newer version have the name changed from CERT_AI_MOD to AI_MOD so if you upgrade from the first to the second delete the CERT.....and install only the AI....

2 - Seek that you haven't the "Carrier Take Off" and/or "Nav Lights Off for AI" mods because they are in conflict with AI_MOD (if you have one or either those mods rename it with '-' or delete at all) and AI can't work properly

3 - Specify which kind of mission you had flyed: 'COOP' - 'ONLINE' - 'OFFLINE' - 'SINGLE' etc etc and how this mission was generated: by QMB - FMB - DCG etc etc so certificate can know more easly if there is a real bug or not (he made a lot of work so we MUST help it better)

4 - for head on attack please check if the AC that you have can perform those kind of attack (not all are able to make it by historical issue)

About the navigation light can be made three separate files for each request? I specify: someone love the nav on and so will load the AA88EEXXXXX file that allow it , someother love the nav off so will load the same AA88EEXXXXX file that allow it , the remain people love softened light so the'll load the same AA88EEXXXXX file that allow it.
You can made a standard version that have the light turned in the more appropriate kind you'll fell to do and in the download folder you can add the other modified two so who fell light in a different way can overscribe the mod file with the one of his better agreement.

regards

walter

SEMPER INCOMMODUS

Or better yet, just upload your missions somewhere so certificate can see first hand what you were testing with.
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