Yes I went thru and read all post. I saw a mention of a conflict of the carrier take off mod. What does the conflict do?
Edit:I found out planes will extend wings and explode. If it can have the same routine with wings extended as the carrier take off mod all will be well with that.
The goofy wingman and takeoff behavior that came with .15 is fixed, I'll put out .16 later on.
This is not a complaint, but is more of an observation (on AI "break turns")...
I find that occasionally when an enemy fighter breaks into me (in an effort to defeat my gun solution) their are some situations where they end up "hanging in front of me" as I close in. I think that it is because they choose to pull up as they break into me, and their energy state is too low (slow). I wonder if (in RL) this would be a rookie mistake? Obviously breaking down would help build up speed if you where slow in the air and you needed to break fast.
Maybe you should add some information about their angle of break depending on their energy state and the angle of the attack (its getting more complicated_lol)
thanks again
so folder cert_ai_mod gets deleted and replaced with folder ai_mod???
or both stay in the mods folder?
I can confirm that the latest version makes the players gunner's less accurate online.
That is not good for a bomber pilot like me.
It means I have to disable the mod every time I fly.
First to download v16 ... LOL, just wanted to look for something else and saw the new version released. Will be testing shortly, thanks for the updates Certificate. (Do you sleep?)
I gotta say it...
I would have never dreamed we'd be getting AI performance upgrades!