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

Solved, was not the AI mod but the Reduced airfield radius.
Reply

Ramstein Wrote:AI mod with moving dogfight mod.
(The link is inoperative)

So far, it looks like the AI mod isn't working well in a moving dogfight mod mission. Even setting the AI to Ace does not help. The AI are back to being absolutely stupid. :roll: Anyone else see it working better?
:?:

Let me re-phrase my post..

Is there a way this mod can be tweaked so it can work properly with the moving dogfight mod?
as it is currently, the AI mod is not working and the AI are very stupid when you engage them... Cry

Thanx..

I posted this in the AI Mod thread thinking that it belongs here more than in the Moving Dogfight thread... but, maybe it should be there too? :?:
Reply

Moving DF mod's main bug is that enemy AI only can see other AI or host. New players joining are not visible for AI, for some reason that mod programmers has found no solution yet.

We hope he finds soon fix.

But... you mean that if you use moving DF mod and CERT AI mod, then AI turns stupid even if you fight it in a quick mission or in a coop mission??? Confusedhock:
Reply

III/JG52_Torpe Wrote:But... you mean that if you use moving DF mod and CERT AI mod, then AI turns stupid even if you fight it in a quick mission or in a coop mission??? Confusedhock:
What????
:?:

Moving DogFight Mod together with AI Mod is all.. The AI are stupid or stupider..

:roll:

I am very happy this is already being worked on..
III/JG52_Torpe Wrote:Moving DF mod's main bug is that enemy AI only can see other AI or host. New players joining are not visible for AI, for some reason that mod programmers has found no solution yet.

We hope he finds soon fix.
Reply

I have been using this mod (latest version) this week in a 1941 E Front campaign - so far 12 sorties, about 8 hours flying, in a Bf109F2. The enemy are mostly recruit quality I16s, I153, SB2s etc.

Observations: it is now just possible (although not easy) to form up and climb to altitude without being left behind or overheating, provided you are trimmed right, no wobbling around etc. As a wingman, I can form up stay right with my leader and reach cruise altitude of 5000m without dropping more than 50m behind - but he still gets a bit further ahead at the transition to level flight. This is a big plus for me from this mod, in some ways more than the combat effects, as the ability of the AI to climb at full power forever was a big immersion killer.

In combat, the main effect I have noticed is that the 6 o'clock radar is reduced. If you get behind an enemy a/c you often get a clear shot before he starts to manouvre even if he is not target fixated. (Given that the targets in this campaign are mostly recruits this is quite right).

My own squadron AI (mostly veteran or ace) seem not to have changed as far as I can see following my leaders around, but this may reflect the limited options of the enemy rather than their own skills. Yes, they will shoot enemy a/c off your tail if you call for help, but then they always did. I must have seen this dozens of times in campaigns before the AI mod, and I often use it as a deliberate tactic since the AI seem to be better shots than I but I am better at preventing a bandit on my tail getting a firing solution than they. I dare say I will notice more as the enemy quality improves.

So thank you very much for this mod, a major improvement to the game even on my limited trial - if you could somehow stop AI aircraft from flying low and slow over flak infested areas I would kiss you!
Reply

Flying CAP over Normandy with 4 Spit14e.
Spotted a single aircraft over the channel co-altitude about 5k distant. Turned flight towards visual to ident.

The single also turned head on towards us. Target was identified as a single P51 on patrol. I watched it close on us and it made a near pass to starboard at speed. My guess was the AI was also attempting to ident us.

However, the P51 clipped the wings of my Spt wingman and both spiraled as pilots ejected.

Interesting!
Reply

Hi Certificate - yet another congrats and thanks note, bloody well done. Been using v3 for a while now and it's changed the feel totally in the best of all possible ways 8)

I was just wondering if any codes for bombers had been changed? Recently I played a mission with two waves of 30ish b24s attacking a port, and noticed something amazing. As the first wave made its bomb run they were getting pretty badly shot up, largely by a capital ship in the middle of the harbour, but after they made their run they turned for home as normal...

...only the flack didn't stop. One b24 peeled off from the inside flank of the formation (whose bombs would have hit the water) and made a second run, coming in alone, releasing its bombs and scoring 3 hits on the battleship, sinking it. Reminded me of Yossarian going round again! The second wave then came in and made short work of the shore-based AAA installations and dock facilities. No doubt that one b24 saved many aircraft in the second wave.

I don't know if this was fluke, or is coded somehow, but it was deeply impressive - a real sense of there being personalities behind the controls. And it gave me something to look at as I drifted down 17,000ft by parachute Smile

Thank you once again, an absolutely vital mod.

Screwball
Reply

screwball Wrote:One b24 peeled off from the inside flank of the formation (whose bombs would have hit the water) and made a second run, coming in alone, releasing its bombs and scoring 3 hits on the battleship, sinking it. Reminded me of Yossarian going round again! The second wave then came in and made short work of the shore-based AAA installations and dock facilities.

Screwball

That i remarkable, but this is the first time I've heard of bombers being able to make a second bomb run and release ordnance a second time. I thought that all bombs were released the first time around.

Does this mean we can set 2 or multiple targets for a bomber and have them hit twice?
Reply

is it possible to alter the distance the ai shoots since they seem to engage at like 500m still
Reply

I really enjoy using this mod!

The only problem I'm having is that I like to play the Pacific Fighters campaign, and I'm unable to have my aircraft take off from the carriers correctly (Wings all unfold at the same time causing a catastrophic explosion for all the planes on a carrier) But I'd like to be able to take off from a carrier with my group and still have the great AI in this mod.
Reply

AlmightyTallest Wrote:I really enjoy using this mod!

The only problem I'm having is that I like to play the Pacific Fighters campaign, and I'm unable to have my aircraft take off from the carriers correctly (Wings all unfold at the same time causing a catastrophic explosion for all the planes on a carrier) But I'd like to be able to take off from a carrier with my group and still have the great AI in this mod.

Are you sure this is an AI MOD issue? I just did a small test with 8 F4U-1A's on an Essex carrier. I tested both the unmodded version and the AI MOD version.

There was no difference in the two missions as far as the takeoff's were concerned. There were no crashes and all the planes took off with no problems. Also, the wings unfolded at exactly the same time in both missions.

You may have issues with some other mod(s) you have installed.

Aviar
Reply

creamy Wrote:is it possible to alter the distance the ai shoots since they seem to engage at like 500m still

+ 1 -- this will be very appreciate Smile
Reply

Hello Aviar,

I had some time to do a complete re-install of my game and tested with Lowengrin's DGen each time I changed or installed a mod to my game to see what was causing the problem.

4.08m unmodded with Iwo Jima Campaign aircraft were F4U-1D's on Essex carriers. - Worked fine
4..09b unmoded with above scenario - works fine
4.09b with numerous mods I have collected - works, planes take turns moving foward, unfold wings, then take off from carrier.

4.09b with All the above but added Cert's AI v3.0 mod - planes unfold wings at same time and explode on carrier.

Not sure why this happens, but it works if I don't have the AI mod running with my campaign, though the enemy AI can't compare with the AI this mod provides. I hope this can be fixed in the future though, it would be great to have Pacific carrier battles with this new AI.
Reply

AlmightyTallest Wrote:I really enjoy using this mod!

The only problem I'm having is that I like to play the Pacific Fighters campaign, and I'm unable to have my aircraft take off from the carriers correctly (Wings all unfold at the same time causing a catastrophic explosion for all the planes on a carrier) But I'd like to be able to take off from a carrier with my group and still have the great AI in this mod.

From your description I'm sure you must also have the Carrier Takeoff mod installed. Right now the AI mod and the Carrier Takeoff mod aren't compatible. If you want to use the AI mod you have to disable the Carrier Takeoff mod and vice versa. It's not a bug in either mod, its just that both mods modified the same file. Someday they might be combined.

Fireball
Reply

Hi Fireball, that was the problem. Thanks for the solution, I really hope you guys can combine the two mods, together they would really make a better Pacific Theatre. Big Grin
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)