Certifcate you really really impress me with your dedication to this MOD. As soon as anyone reports a problem, you fix it!! Im really really greatful. And the fact that we already have so many replies is a testament to your sucess!!
THANK YOU!
By the end of today, it looks like this thread will have cracked 20000 views.
And that in about 5 days!!!
If thats not testament to the interest in this mod, then I don't know what is... :lol: 8)
GREAT GREAT GREAT GREAT MOD!!!!!!!! MANY THANK'S!!!!
Would it be possible for AI to break when the leader goes to land? Now they will try and match your airspeed and altitude which leads them to crash most of the time. You CAN order them to land but that is annoying to as then they will constantly start to radio for permission etc. and the whole situation just gets very messy.
I wish AI would just go in and land without too many times going around the circuit :roll:
Certificate, this mod is epic!!!
Yesterday we flew some online mission with my squad mates, and the AI mod works perfect, now it's hard to diference between Ai pilots from human, as Ai now perform diferents manouvers and angles of attack.
I will download and install every update of this mod!
Potenz
Posts: 152
Threads: 21
Joined: Oct 2007
Certificate,
thanks again for another great update, the way you are progressing with this the possibilities seem endless, this really is the best mod to come out in my opinion,( i only play offline).
Was wondering if any of the following could be fixed/implemented
1 AI break off engagement when damaged
2 Any chance of undercarriage dropping sometimes when damaged, to simulate hydraulics failure.
3 Landing routines, as already mentioned
4 Do not know if this is an AI thing, but random defects such as oil pressure, oxy failure, engine overheat. That will force a return to base, or even a crash landing/bail out
5 AI routines looked at to get A20's,B-25,s etc to act like level bombers, rather than ground attack, and maybe for planes to bomb in formation, rather than going into line astern. Also maybe a bit more random bombing. for example if i set a group of bombers to attack a bridge they will always hit it smack on, there never seems a possibility they may miss. Also for AI to bomb on Human controlled planes order.
6 Different and/or larger formations, you can order AI into different formations as flight leader, but not available as default
7 Ability for Aircraft to take off in pairs, threes, or fours
8 weather conditions to be taken into account, to affect bombing accuracy, ability to seek opponents etc
9 sniper bomber gunners toned down
I realise this is quite an extensive list, and I'm more than happy with what you have done so far, but just thought i would share my wishes, if you are able to sort any that would be a bonus.
Thanks again for the great work you are doing
regards
slipper
I have testet V12 V13 and now V14
V14 is much more better for Fightingf against a Bomberpulk
Thank You
I've got no problems with "sniper" bomber gunners as long as:
1) The gun is in a turret, preferably with a reflector sight.
2) The bomber is straight and level.
3) The attacker is coming in with minimal deflection (i.e., 12 or 6 o'clock level).
Anything else should degrade accuracy, especially at range. In particular, a hand-held gun angled out into the bomber's slipstream should have its inherent accuracy go down, and accurate gunnery should be virtually impossible while the bomber is pulling any sort of Gs. There is no way that the tail gunner on a dive bomber can shoot as the plane is coming out of a dive, or that a gunner who isn't seated and strapped into his seat (e.g., waist gunners, or the tail gunner on the Betty) can shoot if the bomber isn't basically flying straight and level.
The issue of bomber gunners opening up at long range is a different topic. It's common for inexperienced gunners to open fire way too soon (perhaps that could be worked into the AI for Rookie pilots as well), and even experienced gunners might "spray and pray" at targets 700+ meters away. Unfortunately, coming up with routines for shoot/don't shoot based on a bomber's strategic position would be tricky. A bomber crew might be more conservative with ammunition on the inbound leg of a long mission, than on the outbound leg of a short mission.
Talk about fast and furious.. I'll have to see how the friendly AI behves... I have just the QM too.. it is one where every time I run it I look around see a bandit trying to get on my 6 and I stell my wingman to cover me.. and he says roger.. then he flies along side the guy who is blasting me to bits.. my wingman or if I say attack fighters he says roger... and wings over away from the guy right next to him , who again is getting ready to blast me to bits... and either goes for some rookie way off on our low 7 .. or even worse.. starts going for my target who is in front of me... LMAO... If you wind up fixing that I'll be a happy camper.. so far from what I have seen from 1 , 2 & 3I like it.. I havent tested that though...
By George I think you've done it... I ran that mission... and this time.. when I told my wingman to attack.. he actually went for the leader whoose wingman I was closing in on.... I had the wingman in my 1.. my wing man was on my 5... the leader was about at my 3.... and my wingman actually tightened his turn and broke for the leader.... NIIIIZZZE