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[MOD] AI Mod V.17 *UPDATE*

S! certificate

This looks to be VERY intersting. Gonna have to give it a try.

I haven't read ALL of this thread, so bear with me if I'm asking about something that has already been addressed.

Since you seem to be pretty up on how the AI is coded, would it be possible for you to modify the landing behaviour at the end of a mission so that the AI planes land one after the other instead of the constant "Go Arounds"?

and what an upgrade ...:-)

V.16 Just setup a 12 vs 12 dogfight over the English Channel and 'watched the movie'...its another sim !

I love the way that Wingman now S and try and attempt to shoot bandits off their leaders !

Michael Cain even Blew up !!!!


Not only do the pairs now keep tight formation but there actually is a purpose .

Hardly exhaustive testing but this definitely has come a long way.

Report for AI .16

Attacking a flight of 190F8s flying low .... fired on lead aircraft... shot him up.. the other three paniced and crashed into the ground.

Saw this happen three times in as many missions.

Also watched a flight of 190D9s just flying along... two collided with each other after coming within visual range of some A20s

Widowmaker Wrote:Report for AI .16

Attacking a flight of 190F8s flying low .... fired on lead aircraft... shot him up.. the other three paniced and crashed into the ground.

Saw this happen three times in as many missions.

Also watched a flight of 190D9s just flying along... two collided with each other after coming within visual range of some A20s

Were the planes that crashed into the ground all low flying jabos?

I just did a 4 vs. 4 QMB spits vs. 190F8s at 100m without the mod installed. After the pass, 3 of them pulled up then crashed into the water. Any chance you can send me that mission so I can tell if it's definitely mod-related?

The ones that crashed into the ground were indeed Jabo F8s
Though in one instance they collided with each other before hitting the ground lol.. but would have hit the ground anyway.



The ones that ran into each other in the air were were D9 fighters (as I said it looked like they got excited after coming into visual range of some A-20s and two of them took each other out)







certificate Wrote:
Widowmaker Wrote:Report for AI .16

Attacking a flight of 190F8s flying low .... fired on lead aircraft... shot him up.. the other three paniced and crashed into the ground.

Saw this happen three times in as many missions.

Also watched a flight of 190D9s just flying along... two collided with each other after coming within visual range of some A20s

Were the planes that crashed into the ground all low flying jabos?

I just did a 4 vs. 4 QMB spits vs. 190F8s at 100m without the mod installed. After the pass, 3 of them pulled up then crashed into the water. Any chance you can send me that mission so I can tell if it's definitely mod-related?

It was a DCG campaign... I will go back and see if I can find which mission file it was... give me the email address you want me to send the file to

OK, I find this a little ridiculous...

I set up a quick mission with me and one other average Ki-84b(my wingman), the "other" side was 8 average F4F's. And I'm trying to get shot and I can't!!! ***I'm using V.16 ***

I have been working up a slight tweak of the bullets hitting the aeroplane wave file so I have been trying to get shot (testing the sound)...so I cut the prop pitch to 50%, reduced throttle to 50%, opened radiator full open and at one point I was still pulling away from the F4F's. AND when they did manage to get behind me (4 at one point) none of them shot at me or my wing man, and when they did shoot they missed. Finally at one point all the perusing fighters descended on my lone wingman and shot at him, but no-one came after the "slow poke" (me).

Ok I only tested this scenario once, and it wasn't very scientific, but I was flying around for 10 or 15 minutes like this, and I should have been toast. I don't know what the problem is (if their is one) but this doesn't seem right to me (lol)...

I'm a little worked up and I don't know how this all sounds (right now), but thanks for your hard work...I really am very grateful for your efforts.

Well I just flew for a few hours with .16 and the AI are more than happy to shoot ...
about 6 of us were in tonight and the AI was fighting quite nicely.

Other than the issues mentioned above..they were more than eager to fight and shoot (on average AI setting)

Widowmaker Wrote:Well I just flew for a few hours with .16 and the AI are more than happy to shoot ...
about 6 of us were in tonight and the AI was fighting quite nicely.

Other than the issues mentioned above..they were more than eager to fight and shoot (on average AI setting)

Ya, I'm sure its just some weird anomaly. When I was active and aggressive they fought well, but when I was trying to be an easy target they got wimpy on me.

Not too sure what to tell you chas, other than F4Fs are seriously outclassed by Ki-84s (almost 150km/h lower top speed). I ran that same quick mission, and the AI didn't seem to hesitate to shoot, although they did have a heck of a time staying with them through maneuvers, climbs etc.

I'll keep an eye on it though.

Thanks certificate for all your efforts in this. If the size of this thread is anything to go by, it's making a huge difference to thousands of people. :wink:

One trait of the default AI that is particularly poor is the way it responds to instructions regarding enemy ships. I've always found that ones wingmen do not even register the presence of shipping until they are almost on top of it.

If you want to attack ships as a unit, currently it is necessary to fly right into the flak, dragging your flight with you. Once you are passing the first ships, you can finally give an order to the surviving aircraft to commence the strike. At this stage they will peel off and stooge about, taking hits until they get into attack position. Those who are still flying by this time make their attack, and generally miss. :?

Ideally, it would be great if the range that AI aircraft can detect or receive orders regarding ships was extended. Currently we can order them to attack other aircraft while they are still several miles out, something like that (or even further) would be great.

The minimum altitude that AI planes can fly at without doing an involuntary zoom would be a big benefit to those who like the idea of torpedo strikes. Not sure how it might efect carrier landings though.

Thanks again, for working so hard on this. I'll continue to follow the tread as things progress. :wink:

My 2 cents...

As the AI do not act the same way offline then online, I think that writing at the top of your post if you are playing a QMB, normal mission, campaign, DCG, online, offline could help Cert to define bugs more easily

Sry for the noob question...do I need to install later versions of this awesome sounding mod over previous versions? Does just a v0.16 download and install give me the full benefits of all this amazing work?

Is it possible to get aircraft to be able to strafe ships?

perhaps only if the target is set in the FMB, this would allow historical missions, and for B25H's to do ther job, not to mention landing craft, and for AI to shoot up the gunners on the ships

certificate Wrote:- Aircraft will use landing lights in daytime.


I think it is not good thing.
Switch ON the nav light is OK to land on a big airbase far off enemy territories.
But aircrafts often landed on airbases next battle fields. And it is not a good idea to swith on the nav light in front of the enemy troops.

So, in the absence of choice, I think it's better to switch OFF nav light in daytime, no ?
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