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[MOD] AI Mod V.17 *UPDATE*

BomberBoy Wrote:As for 6 o' clock attacks and tail gunners, that's the worst possible angle for a fighter to approach from. While you're setting yourself up for a zero-deflection shot, you're also setting the tail gunner up for one as well. Not a good idea! Learn deflection shooting (it's much easier for a fighter than for a bomber gunner who has to take several additional factors such as relative motion into mind for his firing solution) and make beam or vertical attacks. The reason combat boxes work is because while a fighter's jockeying into position for a beam or vertical attack, he's also setting himself up in the sights of another bomber or two. Mutual protection is what it's all about.

Can't agree more. Bomber gunner accuracy is ok IMHO. In fact I shot down a few B-17 and B-24 (in a flight of three) in a Bf109K14 from high 6 passes. And in the RV campaign I flew straight threw the bomber box once or twice with getting shot down. So if anything, bomber gunner effectiveness may be a bit lower than what it should be.

AI fighter shooting accuracy is also less than what it should be. I will give an example. I am turning in my109F4 with a Rata or an Yak on my tail. The enemy fires a couple of bursts just missing my tail, and then breaks off or lessons his rate of turn, allowing me to extend, turn into him and start a scissors, (or disengage). This has happened more times than I'd have liked to observe. But then, I do think this is a characteristic of the vanilla AI itself.

Snail Wrote:AI in this mod has problems with ground hitting, listening to orders, ghost targets and not fighting jabos. That are the things which need some tweaking, not AI gunnery.

I am not sure if the vanilla AI listened to orders more than the AI in v 0.17. And I'd also add to your list of corrections the AI tendency to use the vertical almost every time. But otherwise, yes, these are the things I, personally would like to see fixed.

S.
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