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[MOD] AI Mod V.17 *UPDATE*

certificate Wrote:Following Bee's train of thought, how about the AI's shooting ability being decreased at nighttime?

Would definitely be a great idea i think,especially making the gunners awareness a lot shorter then it is in daylight hours.

either way your doing bloody great work here! cheers

Since a lot of people are talking about it... Here are my observations on AI gunner accuracy.

Things that need improving are:

- AI gunners not being affected by G-forces (hence those incredible shots even when the targeted plane is manouvering badly)
- AI gunners allways knowing where you are (they don't need to scan the horizon, and thus allways have a chance for a perfect firing solution)
- AI shooting blindly in the oposite direction of the attacker (not sure why, but to me it happenes allways in SBD's and IL2's)
- AI not taking friendly bombers flying nearby into account when firing (team kills)
- When there are more planes engaging a bomber equiped with more than one or two gunners (B-25 for example) - gunners often do not shoot at the attackers going for their bomber, but shoot on someone else (there is no prioritising of targets)
- AI gunner's visibility isn't effected by night



By itself, gunners aren't too acurate. It is a combination of these factors above that makes them unrealisticaly effective/ineffective.

I hope it helps if you decide on modding it.

The mod adds so much immersion to the game! Thank you so much for your work, Certificate!


Best regards,
Mangas.

P.S.: just a little observation: when continue LW Dyn. campaign, 2 of 8 our planes crashed instantly after the mission started... Is that normal?

I'm not too sure about AI aircraft gunners, but AI ground units - tanks, artillery, etc ARE affected by night time already. Take a look at any AI only ground battle in FMB, day and night, and watch the very different results between the two.
I'll use a harbour attack mission as an example - 2 flights of P47's attack a well-defended harbour.
Daytime results: (average of 10 missions) - 2/3rds of the P47's get taken out in the first run.
Night-time results: All the P47's make the first run (one or 2 trailing smoke)
If this can be translated to the AI plane gunners, then great... :!: :!:

Good work!

When I inserting new version do I have to delete or put "-" in folder older version?

Yes and at night, gunner fire its 100%.

The AI at average skill have very very poor deflection shot abilities, is it possible to increase that a BIT?


certificate Wrote:A couple of thoughts:

1. What do you guys think of the AI shooting on the various skill levels? Too good, not good enough, about right?

.

A wee bit then, not too much Big Grin

The question is: can we have the AI "try and miss" AND "try and hit" ?

I mean, when i'm flying online in a stabilized turn behind an opponent, i'll compute a deflection, fire and see the result. If my shots fell behind, and the turn is still stabilized, i'll try with more deflection, and see the result....this until i hit or the target spoils my solution with a new manoeuver.

The problem in IL246 4.09 is that AI (even at ace level, in IL246) sits behind a turning target and fires continuously behind, without trying to increse the deflection. I can understand that from a rookie, but higher levels should be able to either conserve ammo (if shot is not possible due to turn performance needed for a succesful deflection shot) or to try higher deflection (even firing blind if needed) with morer or less accuracy (and more or less dispersion) depending on skill.

In previous versions of the game (i think up to 3.XX ?), a veteran or ace AI would always hit you in a mad blind deflection shot with the first shell, i certainly don't want to see this again. I'm OK for it to hit with a very high probability, but with at least a 2/3secs burst minimum, so if you see the tracers coming you have a chance to spoil its firing solution.

Another thing: in IL246 4.09 when i'm behind an AI plane that has the capacitiy to turn better than i can (let's say i'm flying a FW and it's flying a Yak), it never uses a continuous turn as defense. It always tries to spoil my aim with manoeuvers (like this so badmouthed continuous roll), then tries to run away. This is a very OK defense (and i'd like to keep it) if AI is flying a faster, less turn able fighter, but it has no sense when continuous turn is an option. In fact, if a veteran/ace AI is isolated and wnats to flee when flying a yak and i'm flying the FW, i'd like it to try -also- a continuous turn until i'm forced to extend, then itself extend to its fleeing route.

Finally, about the defensive rolls, i'd like veteran/ace AI to keep, as one of its defensive options, a one/two rolls, followed by a rapid change in direction. This defensive manoeuver is perfectly historical, what is not (at least to my readings) is 5/6/7/8 continuous rolls as a defense.

I'm not at my gaming PC, but i long to try this mod, thanks for sharing Big Grin

First of all Thank You for this innovative Mod!

I'm a 100% Offliner and I think I will have a lot of fun with your Mod.
I tested the vers.12 and had some issues.
The AI outclimped me and fly away from me, so I can't follow them anymore. With the first version of your Mod I think this wasn't the case.
Also I've attacked with my flight of 4 FW 190A4's six Dacotas and gave the order to attack every enemy. My mates going to attack them and shoot one down, but after that they go back to their pass on the flight route and flying to the next waypoint. During that I managed to catch the YAK3 escort, but didn't get them, cause they are to fast for me.
In another mission I fight against 3 P 51 D's, my leader was lost his wing and I was fighting one Mustang. The other 2 Mustangs went to flying home and leaving their buddy alone with me.

Nevertheless this is a great Mod and I enjoy to play with it.

rollnloop Wrote:The problem in IL246 4.09 is that AI (even at ace level, in IL246) sits behind a turning target and fires continuously behind, without trying to increse the deflection. Big Grin

rollnloop, until 2 days ago i would have agreed 100% with that. Since i installed this mod - i watched an F4F-3 trying to turn in behind a Zero, and he was continually firing little short bursts at the Zero every time he thought he might hit! None of that incessant firing - it was great to see!! Big Grin
I've never seen an AI plane doing that, and i'm pretty sure that was because of this mod! Still testing, but so far, it deserves that gold medal, IMHO... 8)

yup.... this is epic mod IMHO

many thanks again

Z

bigbossmalone Wrote:
rollnloop Wrote:The problem in IL246 4.09 is that AI (even at ace level, in IL246) sits behind a turning target and fires continuously behind, without trying to increse the deflection. Big Grin

rollnloop, until 2 days ago i would have agreed 100% with that. Since i installed this mod - i watched an F4F-3 trying to turn in behind a Zero, and he was continually firing little short bursts at the Zero every time he thought he might hit! None of that incessant firing - it was great to see!! Big Grin
I've never seen an AI plane doing that, and i'm pretty sure that was because of this mod! Still testing, but so far, it deserves that gold medal, IMHO... 8)

i saw such shooting with AI 3.04_mod even before installing this one, now i use them both - AI 3.04+AImodV12. I see big variety of defensive maneuvers from bots - tight turns, dives, scissors, split s etc . it seems there is no conflict between these 2 mods.

Maxisonfire Wrote:i saw such shooting with AI 3.04_mod even before installing this one,

Any idea where i can find this AI 3.04_mod please , did search but can't find.
Thanks

Fantastic mod! Big Grin

Tigertooo Wrote:Any idea where i can find this AI 3.04_mod please , did search but can't find.
Thanks

http://allaircraftsimulations.com/forum/...php?t=2618

I've had very little time to test it (due to university exams), but last night in a QMB dogfight with a P-39N1 vs a veteran Bf 109G6 I noticed. This is for AI v1.1:

1. The AI opened fire on the initial pass, though only a short burst and not the "death ray" as in previous AI versions (PF3.04 for example).
2. The G6 was turning excellently and fired short bursts when it could hit me, rather than a constant streem of bullets.
3. The endless spiral climb... :roll: After the first pass the Bf 109 started climbing, climbing and climbing until I just got bored chasing it and dived to the ground. After a minute he followed me, but after I got on his tail (with scissors, I could outturn him!) the 109 started to claimb again...

From my short test I think that the AI behaves more realistic in term of shooting and general maneuvering, but the endless spiral climb problem persists. Sad

Will post more test when I have time. Keep up the good job, poor AI is one of the problems for us off-liners and this mod is a gem! 8)
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