AI of 3.04 for 4.09b (all AI files)
#16

falco Wrote:
Wilhelm Heidkamp Wrote:I can say I don't see any difference with this topic mod. Yesterday I was watching a great combat (several AI,s flying and fighting) through the ntrk file and I didn't see any difference in AI movements and tactics. Any.

Regards.

M8, "ntrk" tracks are RECORDED actions, then how do you can only think that this mod can affect them?.

Now about this new extracted/hashed files by FilMit: I don't know If it works or not, but surely Kowi one does (at least for me)


i'm getting bored with your running around and persuasion people how mod works for you ....

now make movies or ntrks with both AI's in same mission and show me the frigging proof

Z
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#17

falco Wrote:M8, "ntrk" tracks are RECORDED actions, then how do you can only think that this mod can affect them?.

:lol: Seriously?

Well, what clever guy you are...

Later I installed this mod, I played a big mission with lots of AI,s in it (both sides), while I recorded the action in ntrk. Later, I watched the ntrk file and I can say this mod isn't changing the AI behaviour.

Enough clear now?
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#18

fly_zo Wrote:
falco Wrote:
Wilhelm Heidkamp Wrote:I can say I don't see any difference with this topic mod. Yesterday I was watching a great combat (several AI,s flying and fighting) through the ntrk file and I didn't see any difference in AI movements and tactics. Any.

Regards.


.....now make movies or ntrks with both AI's in same mission and show me the frigging proof

Z

http://www.4shared.com/dir/9853439/ea7b ... aring.html
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#19

falco,

Leave those that think they see no difference be. Currently all they wanna do is bitch and moan and act as tho the people who are seeing a difference actually saw a UFO.

I guess having over 3000+ posts means you can treat people like shit. Not good form when someone is trying to help.
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#20

Graf Wrote:falco,

Leave those that think they see no difference be. Currently all they wanna do is bitch and moan and act as tho the people who are seeing a difference actually saw a UFO.

I guess having over 3000+ posts means you can treat people like shit. Not good form when someone is trying to help.

The Emperor cannot see the (non-existent) cloth, but pretends that he can for fear of appearing stupid; his ministers do the same. When the swindlers report that the suit is finished, they dress him in mime. The Emperor then goes on a procession through the capital showing off his new "clothes". During the course of the procession, a small child cries out, "But he has nothing on!" The crowd realizes the child is telling the truth. The Emperor, however, holds his head high and continues the procession.

Z
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#21

You say those who see a difference only fear to tell the truth? Well, I don't care what others think, or others think I think, or what they think I think they think. I'm happy with this 3.04 AI, and 110% sure to see a remarkable difference.
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#22

falco Wrote:
fly_zo Wrote:
falco Wrote:
Wilhelm Heidkamp Wrote:I can say I don't see any difference with this topic mod. Yesterday I was watching a great combat (several AI,s flying and fighting) through the ntrk file and I didn't see any difference in AI movements and tactics. Any.

Regards.


.....now make movies or ntrks with both AI's in same mission and show me the frigging proof

Z

http://www.4shared.com/dir/9853439/ea7b ... aring.html


yup, you're right .... in those tracks i can see the difference , it's just when playing campaign every now and then i'm getting same roll maneuvers as in 4.8 .... maybe it depends on situation

Z
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#23

reflected Wrote:You say those who see a difference only fear to tell the truth? Well, I don't care what others think, or others think I think, or what they think I think they think. I'm happy with this 3.04 AI, and 110% sure to see a remarkable difference.


It's easy for you .... but if i'm going to make official AAA mod out of this ( download section and suggest to get included in AAA UI ) i must be sure that it works .

Z
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#24

I remember there was a quirk in AI before Pacific Fighters.
Torpedo bombers attacked enemy ships from one side of the ships only (don't remember if it was right or left, can be retrieved from UBI forums). If the waypoints told the AI to attack from other side of the ship (it must be a moving ship) they did strange manoeuvers to attack from their "planned" side.

This is a funny behaviour that could be easily observed, if we really have 3.xx AI.

Maraz
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#25

Funny you should mention that, Maraz. It was the starboard (right) side that the attack worked best on; port side attack caused the wierd Torpecker behavior to get into proper position. I have been watching this discussion very closely, but have kept my mouth shut until now. I downloaded kowi's mod, and I see a difference.....sometimes, on some planes. I have 3 missions that are favorites that I go back to time and again because they are fun. One I made, one I downloaded, and one I dld and modified. The best one is a low-level Italian raid on a British airbase in the desert I got from some campaign, and I inevitably get my Spit into a rousing, tree-top level scissor fight with an MC 202 or two or three. Anyway, the enemy AI rolls alot-ALOT! Always has and apparently, always will, cause there is absolutely no difference that I can detect in that mission since I added the mod.

On the other hand, I have a Zeke/Wildcat furball at altitude where there is a very noticable change in the AI behavior as others have noted (no matter which side I fly). (I have numerous ntrk's of each of these mission prior to adding the mod, and there is a difference.) To get back to Maraz, just last night I decided after months of not trying it out, to fly the Avenger. I went back to some old torp missions I made for the Avenger and tried them out. It still flies like a bitch--hope someone can work that out someday--but I noticed that the wierd behavior wasn't there. Now I wasn't thinking about this AI mod at the time, but do remember thinking that everyone is flying better. I'm going to test those missions out tonight.


Anyway, I believe that the mod does work but only in limited situations/limited planes, and that another mod might be making a difference too, as someone else pointed out. Fly_zo has a good point that before it can become official mod, he needs assurance that it works. And for those that notice the difference and are convinced it's not a placebo affect (like me, at least in some circumstances), great...have at it. Why does either side need to get testy about it?
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#26

P.S. I didn't mean to imply that Maraz or anyone else doesn't know port from starboard, but put it in just in case some landlubber forgot which is which. :wink:
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#27

[/quote]
It's easy for you .... but if i'm going to make official AAA mod out of this ( download section and suggest to get included in AAA UI ) i must be sure that it works .

Z[/quote]

I can understand your responsable situation, but I hope you also agree that we all are here not to waste our time convincing about anything not real, but only to SHARE opinion and improvement, and I'm only disappointed about who emit sentences without care or respecting the work or the digging into game/mod of everyone
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#28

...i've took a look in maneuver.class file , and being a total noob regarding java programing but i can clearly see that in its strings calls ( imports) lots of other class files (some not present in either of those two mods ) as subroutines i guess . So if it interacts with 4.8 files we can't be sure that it works properly in all possible situations cos originally it is supposed to interact with 3.04 class files .

This needs to get tested thoroughly ( not just in QMB ) before we can say that it works w/o conflicts


Z
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#29

I see a difference too - no more endless barrel roles - and I could shoot a fighter who was following his leader and he didn't have eyes in his back - great mod. You should put it into the official folder!
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#30

Please:

[Image: Stop.jpg]

and read this.


How, possibly, can this be working?

Hashing class files puts them into the format that the game can read. With both of these ai "mods", hashing the class files causes the game to crash. Running them unhashed, the game runs fine.

Seriously, search through your mods folder, do you see any .class extensions?

Until someone explains to me how it's possible that:

a) 4.08/4.09 has the ability to read unhashed class files out of the mods folder

and

b) hashing the 3.04 ai class files causes them to crash 4.08/4.09, while leaving them unhashed causes them to work fine.

I'm going to assume that everyone who sees a difference is seeing UFOs.

I led the horse to water in that other thread too, but I'll try again:

I invite any/all of you to make a backup of your pf_304ai mod folder, corrupt those class files and run the game.

IF YOUR GAME RUNS AFTER YOU CORRUPT THE .CLASS FILES, YOUR GAME ISNT SEEING THEM.

it's as simple as that.




It's getting extremely frustrating seeing pages and pages of perceptions of AI improvement, when we really need to cut it out and get to work on actually improving the AI.

Seriously though, if someone can show me some evidence of these unhashed class files working besides "it seems like the ai is rolling less", I'd be delighted to be proven wrong.
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