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[MOD] AI Mod V.17 *UPDATE*

RE: the landing lights in daytime. If it's not something that was done historically , I'll turf it.

The AI is much more fun to fly against now.

Thanks Certificate!!! 5 star mod!!

To me, nav and landing lights should only be lit at night; nav lights in landing pattern, landing light when gear down.

Keep up the great work ! :!:

Hmm. I am not seeing any head on attacks against bombers.

Using a schwarm of Fw 190A-6s against an 18 plane box of B-17Fs, FWs are 12 o clock high at 8000 meters in front, maybe 800 meters higher. FWs will fly over the top of the formation, do a split-S and be completely unable to position for anything but a slow 6 o clock chase. Not one tried a head on attack. This is after 9 tries... All FW are set to Ace

I am also experiencing much less defensive fire when attacking bombers. Note that in .16 I've been shot down by bombers all the same, but the amount of fire coming from bombers is still far less than in unmodded version or in the earlier versions.

In version .15 bombers hardly seemed to shoot back at all.

Hi Cert,

QMB - 2@P5120NA vs 2@A20 head to head

Mission 1: On visual - no command given to wingman - the P51 wingman broke high while I maintained co-alt with incoming A20's. I engaged right A20 headon my wingman stayed high and passed over the A20's. He inverted and dived on the lead A20 from six high. I closed on trail A20 from six. Wingman made two passes from 6 (broke high after each one) on the same A20 and downed it. I made one pass on the trailer and downed it. Post contact - I flew straight ahead and wingman rejoined. Repeat: no commands given.

Mission 2: Same as mission one except I commanded wingman to engage all. All events were the same as mission 1 EXCEPT. The wingman got tagged by the trail A20 as he went after the lead. I got tagged by the trailing A20 and had to bail.

S!

rollnloop Wrote:nav and landing lights should only be lit at night; nav lights in landing pattern, landing light when gear down.


:!: :!: :!: :!: That would be EXCELLENT! Would this be possible?

QMB Okinawa

4@4FU (me) plus 4@6F6 vs 4@Bettys plus 4@Zeros

No commands given at merge.

I lead the flight head on at the Betty's.
The Hellcats turned to engage the Zeros.

None of the Corsairs opened fire except me at the head on pass.
The Zeros were aggressive at the merge and the lead Hellcat and Zero had a midair.

I continued to engage the Betty's while the Hellcats engaged the Zeros. No Corsairs engaged but stayed high and followed above me as I continued to press the attack from six. Finally I gave the command to engage bombers and watched the number three roll over and attack the second last Betty in line. (The last one was already on fire.) Not until #3 had hits and peeled off did the #4 roll in and start attacking the lead bomber.

The Hellcats got all the Zeros.

Looks like some tweaking is still required.

Lots of fun!

Good job, v1.6 looks good. Coop mission, i'm just a passenger in one of the bombers for now.
Same mission then before and it happens in New Guinea.
12xP-39 and 6xP-40 vs 16xKi43 and 12xBettys.

AI gunners shooting short burst and not sniping from difficult angles.But they damage attacking planes quite good.Perfect for me.
Fighters attacking bombers use different attack angles, sometimes frontal attacks, Perfect also.

Dogfight looks also great,good moves and lead also covers wingman now as does wingman the lead.
Only one problem, when aircraft have been damaged they tend to fly into the ground like there not seing the ground.
It also seems that pilots are not very eager to bail out, there just staying in there flying coffins.

For the first time ever while testing, NO aircraft got home in this mission.
If they survived the battle or where damaged by flak, they crashed on route back to base.
Same result in two missions,on third one, aircraft that had no damage landed safely.

On carrier takeoffs,wingmen starts first. Haven't seen that before.
And i have now disabled the "carrier takeoff mod".

Best update i've tested overall if you don't count the crashes.

I had a QMB dogfight 12 vs 12 Spits vs 109's The dogfight was good and I noticed the AI actually screwing up and stalling. I also noticed that the AI would bail out even if they were just smoking and not much more visible damage. Maybe it is like when we fly and the plane is damaged enough to be able to just fly it but you aren't going to get home.

As posted earlier in a bomber intercept QMB mission none of my flight engaged head on. All flew over and split essed to tail chase. Still good to go at a bomber and not get blown away in one shot.

All aircraft were set on Ace.

Alright guys, this version seems half-decent, in terms of bugginess. I'm going to try to refine it, so we have a kinda stable version to work off of, without adding a bunch of other new features that will inevitably break stuff.

Don't worry though, I'll start breaking stuff again soon enough Wink .

P.S. to the guys concerned about the lack of head-on bomber attacks, if you look at the release notes for version .15:

- Bomber attacking behavior adjusted. New behaviors seemed to be causing trouble, they'll be readded when I figure out what the problem is.

Certificate, I see that you've changed the folder name from Cert_AI_MOD to AI_MOD Now does this mean that the contents of the V15 go into that Cert_AI_MOD folder is or it a stand along new file and works as is? I never, never, ever open anything and install it directly to the game, I always unpack and place the files, just so you know. I've had problems in years past with installers and it's probably an unfounded phobia :mrgreen: ty...

certificate Wrote:RE: the landing lights in daytime. If it's not something that was done historically , I'll turf it.

I've got the flying handbooks for the P-51, P-47, and early Spitfires and none of them specify using any lights during the daytime. In fact in the P-47 Pilot Training Manual it only mentions the landing light for night operations and furthermore it says "Use the landing light sparingly. Three minutes of continuous operation burns out the bulb. It also is a heavy drain on the battery" These early airplanes had generators, not alternators and consequently, at low RPM settings (like for take off and landing) the battery was getting drained rather than charged. Pilots, simply did not use lights much during the daytime back in those days. The use of lots of lights during daylight hours is a fairly recent (last 30-40 years) development.

109 E-4 AI vs Spit MK 1 AI QMB

- all planes make head on and many have crashed each other - these is very often
- wingmans dont attack when have clear position on enemy but mostly fly behind leader even if leader is actually attacked
- at Ace level AI is not good in shoting

well i have installed nr. 6 now and after a few missions i can conclude this..

1. rest of the AI wing won't stay in formation
2. the other wings under your command fly in all kind a directions except the one to target unless you call them back every minute.
3. AI pilots are not agressive anymore and will not attack nore fly evassive manouvres ween being shot at.
4. it seems all dogfighting skills have dissapeared in the planes under your command it doesn't mather for wich country you fly.
5. AI planes stil love suicide i just had 8 planes after take off of an island diving into the ocean only 2 survived but were making funny dives all the time.

*****AI planes outside your command do appoach more carefully bombers wenn they attack.**** that 's definitly better now.


Hopefully this can be fixed?
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