CERT AI MOD V.30 (03/27/09)
#31

Thank you certificate!!!
Reply
#32

This is the best one ever. Simply fantastic.
Reply
#33

High praise - nothing less - is what I have for your work.

Keep it up Big Grin

Scary to think that the standard ace AI had a 1.5x damage allowance instituded. I never new that. I though that its "
Reply
#34

Thanks so much, certificate, you've made Offline playing much more interesting!
Reply
#35

thank you!
Reply
#36

[quote="Gromic"]High praise - nothing less - is what I have for your work.

Keep it up Big Grin

Scary to think that the standard ace AI had a 1.5x damage allowance instituded. I never new that. I though that its "
Reply
#37

chanklaus Wrote:Thanks so much, certificate, you've made Offline playing much more interesting!

And online play as well!! Thanks certificate!! This version of the mod is pure gold my friend....thanks for staying with it and making it the best is could be. A virtual pint for you! Big Grin
Reply
#38

As far as the problem of AI crashing into even moderately elevated terrain, I don't see any improvement over the 1.7 version.

I could never use this MOD because I make a lot of low level ground attack missions and the modded AI has a lot of difficulty with even small increases in terrain elevation (compared to unmodded AI).

I always do very controlled testing and it is very easy to reproduce the modded AI crashing. As a very basic example, I will include below the mis file for a simple test that anyone can look at.

The mission is simply 4 Bf-109G-6's taking off on the Kuban map. They have 50% fuel and one droptank. Their skills are: Ace, Veteran, Average and Rookie.

First run the mission WITHOUT the AI MOD. You will see that there is a small elevation change directly in front of the flight...maybe 2 kilometers away. However, the planes have no problem getting over this small obstacle.

Now, run the mission WITH the AI MOD. You will see that all the planes crash into this small elevation change. It looks like they don't have enough power to get over such a small mound. There is no way they could ever get over the higher 'mountains' on that map.

In the AI MOD readme file, certificate states that he has edited the AI engine management as well as "..reduced highest throttle settings..". This may the reason the AI is crashing so much.

The reason I started testing for this particular problem was back during version 1.7. I was playing my own coop missions offline (missions that I had flown many times before) and I started noticing something strange. Planes were crashing all over the place and I knew this was not normal.

I took a closer look and then the reason was very clear. The modded AI was having a very difficult time clearing elevation changes that were were not difficult at all for the unmodded AI.

Now, for people who 'test' this AI MOD with a couple of QMB dogfight missions, they may never notice or even experience this problem. However, if you make/play a lot of single/coop ground attack missions, especially on maps with moderate-to-high elevation changes, you will eventually realize there is a serious crashing problem with the modded AI.

Below are the contents of the mis file for the test mission I described above. Please keep one thing in mind. This doesn't mean the AI MOD is 'no good' and it doesn't mean you should 'stop using it'. It's simply one very basic example of a problem that exists in the AI MOD.

certificate is always asking for examples of 'bugs' so that is what I am attempting to do. We all would like a 'smarter' AI, but it is not easy to accomplish. Personally, I think the only real way to do it is to have an organized team with very structured testing.

Here is the test mission mis file:

--------------------
[MAIN]
MAP Kuban/load.ini
TIME 12.0
CloudType 0
CloudHeight 1500.0
army 2
playerNum 0
[Wing]
ZG1_I10
[ZG1_I10]
Planes 4
Skill0 3
Skill1 2
Skill2 1
Skill3 0
Class air.BF_109G6
Fuel 50
weapons R3-DROPTANK
[ZG1_I10_Way]
TAKEOFF 82249.05 117276.38 0 0 &0
NORMFLY 85173.96 112163.72 500.00 350.00 &0
NORMFLY 98304.94 105945.27 1000.00 400.00 &0
NORMFLY 99612.82 115063.05 1000.00 400.00 &0
NORMFLY 85300.89 124629.25 1000.00 400.00 &0
LANDING 81454.05 118653.37 0 0 &0
[NStationary]
[Buildings]
[Bridge]
[House]
--------------------

Aviar
Reply
#39

Certificate:

Just ran the v2.0 mod and still have the same problem of the AI guys turning their landing lights on about 1400 yards from the runway threshold in daylight. I've disabled both the "CarrierTakeoff_b4" and "Nav_Lights_Off_For_AI" mods by putting "-" in front of the name.

This happens in every form of mission - through FMB, QMB, online, offline, all maps, all aircraft with landing lights.

Does anyone else have or have had this problem? I've read this thread through time and time again but so far no mention.

Great days all.
Reply
#40

Thank you very much !!

With online playing is it enough to install the mod on the server and not on all clients ?
Reply
#41

Yes, the server needs to have it.
Reply
#42

And all the clients or not ?
Reply
#43

clients do not need it, only the host has to have it.
Reply
#44

Wonderful addition to the game, probably the most important mod of all for off-liners. Please excuse the lame joke if I say that Il-2 is now a CERTIFIED decent off-line combat sim. Thanks Certificate for all your work. Big Grin
Reply
#45

Thanks for another one Certificate !
BTW I had no idea that "Ace" AI planes could take 1.5x the damage of a Rookie/Average/Vet planes, that was simply unfair. Thanks for correcting this.
Reply


Forum Jump:


Users browsing this thread: 39 Guest(s)