1946 with AI of 3.04

It seems this old AI has the jabo habit of jettisoning their bombs when ordered to attack. I wonder which file covers that routine ? :?
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I
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[quote="Carnagexxx"]I
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yeah thats right

these bastards make a really good head on when i first meet them
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Although this AI does some rolls sometimes, maybe 3 in a row, but it does it when it's logical to do so. I can only confirm that this works!
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For people who see a difference with this mod, please can someone set a pure (just pure AI, no autopilot) AI FMB mission and mark the special events happening when running the game with 4. AI and 3. AI? For example: at approximately t=3 minutes red no2 was deprived of a wing with 3. AI. At approximately t=5 minutes the same no 2 was very much ok with 4. AI. At t=7 blue 1 was set in flames with 3. AI. And so on.
Anyone please?
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lowfighter Wrote:For people who see a difference with this mod, please can someone set a pure (just pure AI, no autopilot) AI FMB mission and mark the special events happening when running the game with 4. AI and 3. AI? For example: at approximately t=3 minutes red no2 was deprived of a wing with 3. AI. At approximately t=5 minutes the same no 2 was very much ok with 4. AI. At t=7 blue 1 was set in flames with 3. AI. And so on.
Anyone please?

Low this isn't possible as every mission even if flown only by A.I. can change every time. If you still have some doubt just fly double times a standard QM with you Vs. 2 A.I. putting first time a "-" in front of modded STD , then quit completely the game (as wrapper.dll need to charge CLEAR folder every time) now put the "-" in front of non-modded STD, start 1946 and refly the same mission and you clearly can see the difference in A.I. behaviour Wink.
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Falco I tested a pure AI mission with and without the mod and there's no difference, same events happen at same times. That's why I was asking for this test for you guys who see a difference. No talk about this or that maneuver, just record what plane get killed and how and when.If you play a PURE ai mission 10 times the same events happen (within a certain version of the game). If you play the same PURE AI mission within other version events are changing if there's a change in flight model and/or ai model. But please no QMB (I have some reasons maybe later explain) , a pure AI mission please.

falco Wrote:
lowfighter Wrote:For people who see a difference with this mod, please can someone set a pure (just pure AI, no autopilot) AI FMB mission and mark the special events happening when running the game with 4. AI and 3. AI? For example: at approximately t=3 minutes red no2 was deprived of a wing with 3. AI. At approximately t=5 minutes the same no 2 was very much ok with 4. AI. At t=7 blue 1 was set in flames with 3. AI. And so on.
Anyone please?

Low this isn't possible as every mission even if flown only by A.I. can change every time. If you still have some doubt just fly double times a standard QM with you Vs. 2 A.I. putting first time a "-" in front of modded STD , then quit completely the game (as wrapper.dll need to charge CLEAR folder every time) now put the "-" in front of non-modded STD, start 1946 and refly the same mission and you clearly can see the difference in A.I. behaviour Wink.
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lowfighter Wrote:Falco I tested a pure AI mission with and without the mod and there's no difference, same events happen at same times.

Same here...

I'm yet thinking in placebo effect. Over all, reading all posts here.

Of course, I can be wrong.

Regards.
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Wilhelm Heidkamp Wrote:
lowfighter Wrote:Falco I tested a pure AI mission with and without the mod and there's no difference, same events happen at same times.

Same here...

I'm yet thinking in placebo effect. Over all, reading all posts here.

Of course, I can be wrong.

Regards.


sadly, but i can confirm this ( placebo ) .... for so long I've been wanting AI changes that i can't trust myself anymore . Been playing DCG campaign for a week or so with this mod enabled and i'm just not sure if there is a difference .....

Z
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Are these findings using the original Kowi mod or Certificates hashed file version? I think lowfighter is on the right track though, in order to mod the ai we first need some testbed missions that will allow ai behavior to be evaluated in an unbiased way.
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I don't want to be critic with anyone who don't see difference in A.I. with this mod, but -FOR ME, MY OPINION- is that you don't have installed correctly because I've seen noticeable difference of A.I. (less roll manoveurs+tendency to point on your plane in first-pass frontal attack+No more cheat speed of A.I. when try to go away = no more a p11 can disengage from a 262...). I've this immediately after 1st QM I've played after applyed the mod.
just for everyone another time my path/structure: STD/com/maddox/il2/air*

*into "air" folder there are all class files extracted from "ai" folder
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I don't believe an AI only test is valid. I've flown too many offline missions where the AI focuses on me as if I was the only plane in the air. I've also read a lot of posts by offliners complaining about the same compulsive obsessive AI behavior vs the sole human flyer.

I think there is a built in bias within the AI so that when certain conditions are met, they will singlulary focus on you to the exclusion of all other aircraft which should pose a valid threat to them. So I would be suspicious of any test which is done with AI only as a valid test for human vs AI performance.

Regards

SB
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..... sure , i don't know how to apply mod or correct mods structure/path .... that must be it

I'm assuring you that files are installed properly here .... it is just that i can not confirm any noticeable difference with absolute certainty .

Z
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Easiest way for me to know the difference is when I am flying offline...specificly when I am on an AI's 6.

Without mod AI immediately begins evasive maneuvers when in my gunsight...barrel rolls countless number of time until too low to continue...never breaks off combat until out of ammo or low on fuel.

With mod the AI does not begin evasive maneuvers until I have already fired a few rounds...no more barrel rolls...AI tries to dive, turn, or climb when I am on their 6...seen many more AI try to run away to live another day...much more aggressiveness...

Another thing is as I have begun mostly flying early way Barbarossa type missions...I've seen close to realistic type results...109s easily beating I-16s...109 can easily outdive I-16 now...everything else that you cannot do with super AI.

May not work for some but it has sparked a new life for me in the offline world, much as AAA has given IL-2 a boost.

And so ya know...I fly offline only. Haven't been online in over a year now.

Smile
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