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[MOD] AI Mod V.17 *UPDATE*

rollnloop Wrote:I just played P-40B vs Ki27otsu ace, just to check. There is no jato nor max speed problem. Of course it's far from obvious when you're boresighted by the little fellow, but once he's at the right place (ie in front of your gun, fleeing), there is no way he can escape, he's caught in 10 to 20 secs, and since it has no imagination, he's dead.

if you want to check use the (spoiler) usual trick vs AI:



1/get to the deck, then turn, AI (even modded in 1.7) can't aim good enough when you turn

2/keep turning, until the AI overshoots (it always overshoots at one moment or the other)

3/once it has overshot, you're in scissors. Win the scissors (quite easy, but be careful not to get into its gunsight, or you may loose)

4/when you win the scissors, AI will extend. Catch it, fire with accuracy from medium range, it's dead. Then you'll see it has no rocket power, at least with 1.7 (but in fact it worked with stock, was just a bit longer to catch)

BTW it would be nice if this trick wouldn't work systematically, in a future version. An AI ace KI27 should be able to force a draw, just by turning at the right point, imo.

Thanks rollnloop, but I think you misundersdtood me somewhat. It is not his ability to roll, loop, scissors, or perform maneuvers of any kind that is unrealistic. It is the AI's ability to accelerate, climb, and dive at speeds which exceed that of A/C they could not match in speed that is the problem. It has almost always been the case, save for one version, long ago, I cannot recall the number. In that one version, the AI performed as they would have in real life, speed-wise. Significanlty slower. Then in the next version they were back to their lightning-fast hijinks.
It would be great if Certificate could make a mod to amend this excess speed, it would not be a violation of the rules since it would affect only the AI. If people did not like it, they would not use it. :wink:
I would definitely use it!
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