CERT AI MOD V.30 (03/27/09)
#16

I just finished a mission with the .20 AI.

I had 4 F4U Vets engage 4 A6M and 2 AGM average skilled piloted seaplanes.

The 4 F4U did a great job taking on the zeros. The waxed them quickly.

I'm going to setup more missions when I have time.

The one thing I'm still laughing about.

One of the A6M seaplanes got away... and there were 4 F4U all over him.

It seems the seaplane just got down close on the water like 50 feet above it and the F4s stunted, twisted and turned like crazy to get setup for a shot. They just would not go down low enough to finish off the zero. It went on for over 15 minutes. It's like that zero seaplane pilot had a plan. LOL

He just keep down close on the water and those f4s looked like bees swarming all around above the seaplane.

Maybe this is the way things should be, since the seaplanes have no chance against the fighters I've ever experienced. So, if the seaplanes hug the water they have a way to get away.

So far, things are looking good.

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Just ran the same mission again 3 times and the A6M5-N didn't hug the water. I even set them to start the mission at 50 K altitude and they tried to DF with the F4Us. Whenever they climbed off the deck to gain some altitude the F4Us popped them.

I tried to record the original situation, didn't happen again.

If that is deliberate programming... that's good. It would indicate there is some randomness to the AI that would be akin to human irrational behavior. LOL
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#17

nearmiss Wrote:I just finished a mission with the .20 AI.

I had 4 F4U Vets engage 4 A6M and 2 AGM average skilled piloted seaplanes.

The 4 F4U did a great job taking on the zeros. The waxed them quickly.

I'm going to setup more missions when I have time.

The one thing I'm still laughing about.

One of the A6M seaplanes got away... and there were 4 F4U all over him.

It seems the seaplane just got down close on the water like 50 feet above it and the F4s stunted, twisted and turned like crazy to get setup for a shot. They just would not go down low enough to finish off the zero. It went on for over 15 minutes. It's like that zero seaplane pilot had a plan. LOL

He just keep down close on the water and those f4s looked like bees swarming all around above the seaplane.

Maybe this is the way things should be, since the seaplanes have no chance against the fighters I've ever experienced. So, if the seaplanes hug the water they have a way to get away.

So far, things are looking good.

lol i want to see a vid of that for the laughs.
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#18

thank you for the hard work, one of the most lacking things before was the predictable AI and sniper bomber gunners. this does a good job of making dogfights more interesting
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#19

Thank-you Smile

Cheers, Neil Smile
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#20

I've had a try, very impressed! Still the Jabos hold onto their bombs for a bit after being attacked, but I've noticed that at higher skill levels they will more readily release them and go on the offensive. Still prefer if they released once being bounced, but this is only a minor thing.

Well done cert, a brilliant piece of work! And I love the bombers, tuned just perfectly.
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#21

I cannot wait to try this out! Cert, thanks, brother!
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#22

Thanks for not stoping investigating those AI. Smile
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#23

So far.. so good

It is so excellent to have AI that are getting the job done., instead of flying all around making a nuisance.

You can take a flight of aircraft Vet or Ace and do the job they should be doing.

I ran a video and followed behind the AI wingman. That's usually a good vantage point for viewing.

A zero came between the wingman and his lead... the wingman shot him down. Now that is getting good, when you can count on the wingman to actually do some work. LOL

Great mod, I'm a lovin' it.

Thanks Certificate
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#24

We definitely need to start thinking about Cert for president in 2013!

Best. Mod. Ever.
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#25

certificate Wrote:Make sure that you don't have "Carrier Take Off" and/or "Nav Lights Off for AI" mods installed, because they are in conflict with AI_MOD.

Is this the carrier catapult mod, or the other carrier mod?
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#26

Yeager Wrote:
certificate Wrote:Make sure that you don't have "Carrier Take Off" and/or "Nav Lights Off for AI" mods installed, because they are in conflict with AI_MOD.

Is this the carrier catapult mod, or the other carrier mod?

The other one, as far as I know the catapult one won't cause any problems.
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#27

Welcome back Cert !!

Wonderful mod no idea how you do it but it sure works !!
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#28

Just made 3 more missions against ground targets

F4U-C with 8 rockets and 2x 500 KG bombs

The "attack all targets" from leader. The wingman was first in and hit the target.

The wingman was doing a Steven Segal on 3 transports and 6 x 38MM flak guns.

The 3 & 4 did some damage and went home when the leader was shot down.

The wingman stayed and finished up.

Interesting stuff. You've got the wingman doing a great job. The 3 & 4 are ready to quit, but do their job it seems while the leader lives.

I'll do more tomorrow. As it is, I'd say you have got the wingman doing his stuff pretty well.

Also, don't know if you worked on this or not. The leader can say "back to base" and everyone responds in the flight. That may need a bit more testing, only tried it once and it worked.

That has always been an issue. The AI would just hang around ground targets or air combat until they were all finally finishjed off by superior forces or the flak.

Good Stuff
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#29

This is, am, this is, well, out of the blue, naturally, but, this is... YES! You're still around Smile
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#30

Many thanks m9
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