AI Mod

New AI Mod : http://allaircraftarcade.com/forum/viewtopic.php?t=11504

No more of that stoopid barrel rolling crap. Seems to have received good reviews so far.

2 Quick 1v1 d/f and the difference is immediately apparent. Some long term testing required but so far first impression is excellent.

WB.

Thanks,
that looks interesting. Sounds like offline play could be some fun somewhere in future for me. Especially like, that AI only has navlights on at takeoff and landing. :slight_smile:

It makes you wonder why Maddox never did this stuff in the first place!
Working on the Squadrons for BoB I found errors in the vanilla squadron files that have been there since FB, the 602/601 issue for example.

Oo-oh - very interesting! Have to test this out when I get home!

Any know where it goes in the MOds file structure?

Hehe that was my fault, way back when I was involved with Aces through Ian Boys, I got him to add 602…but Ian passsed the message on as 601…and so it was coded as that lol…BTW Brigstock, thanks for the 6dof file…worked a treat…now could I aska favour…? When you are working on the code and skins for BoB could you please use the skins from the other BofB skin /sqn pack…the colouring etc was as close as real etc with the roundals, positioning of roundals and underneath colouring etc…The latest ones Ive seen in the AWI uses the wrong sized roundals { taken from what looks like mat manager etc } and the only blank skin I can use has the black /white underneath which had been phased out in the later stages of the battle…thank you oh kind sir :slight_smile:

I haven’t tried it yet,
but if you are using AWI, install the mod directly to your IL2 Sturmovik folder, then browse to you mods folder and rename “CERT_AI_MOD” to “Z_CERT_AI_MOD”
Mods are used alphabetically and if the AWI mod shares either of the hash files, renaming the AI mod with a Z at the beginning will make sure the last hash files loaded are the AI mod versions.

This is just a precaution, I’m not sure if AWI uses either of those files but my guess is yes, because we have an AI nav mod installed in AWI.

Brigstock Outs Puffman

I’ll inform the community we’ve been waiting for someone to break his cover :slight_smile:

Ming

Not all your fault or Ians

Maddox error from what I can see
reg info has these type entries

No501SQN No501SQN Fighter Squadron
No504SQN No504SQN “County of Blah Blah”
No601SQN No601SQN “County of Chester”
No602SQN No601SQN “County of Chester”

Whoever was compiling it had a blonde moment and its never been put right

BTW, I’m not touching Skins, just Squadrons and Code .tga’s and .mats (all from Mat Manager too). You could use the Skins in the Hurri/Spit BoB pack though. Just means a little more effort in mission building

Been using this… big transformation for AI behaviour… The endlessly rolling 190 has now gone… Sometimes when engaging 109’s they will stay and dogfight instead of continuously booming and zooming.
Online, if the host has this installed it will be used in game regardless if other users have it or not… If the host ‘hasn’t’ got this installed and you have, it has no adverse effects and you will continue to experience ‘his’ AI routines…

There are often good reasons why something is not done in a program. Time pressures, problems created form the change, other priorities, etc.

I have flown offline with AI for many years and it did what it did well enough. While I look forward to trying this, Ill be surprised if it turns out perfect. Ive tried many AI mods in the past with other programs that tend to reveal other, even greater problems than the original. We will see.

p.s. Ahh, just noticed it`s a beta.

The 602/601 spelling error has been there since Forgotten Battles came out. Countless patches and 3 paid addons later it is still there. It’s that sort of thing that makes me wonder.

IMO opinion the AI is what really lets IL2 down and is the reason I don’t fly offline anymore.

AI has its faults, of course, but imho, is far from lacking in a good offline campaign (although AI online seems to act less well than offline). I know Im in the minority here, but its given me many years of offline enjoyment. I simply don`t agree that it is as bad as most think it is.

If this Mod improves on it then so much the better, although I doubt it will make flying with and against it so good that those who did not like it before will return to flying offline.

Tried it 4 times a row, Spit vs 109 (I was spit)

All the time the 109 always climbed and turned, just like before, doesnt mean it is the wrong tactic, but it was really boring to do the same all over again lol.

While if you get close enough as an full danger to the bandit, it will dive and scissor and do absolutely awesome stuff…saw no bloody rolling!

So I wonder if it only changes the emergency defensive manurers, and not the boring climb boom n zoom (never experienced the 109 dogfight)?

@ Stuntman…The climbing spiral turn is historicaly correct for the 109…
Lots of real pilots reports on this tactic to evade.
Having read about it lots, I’m really impressed that this is now being employed in the AI routines…
Had a mega engagement with 109’s last night with this tactic being displayed

It gets better:

UPDATE .11:

  • Added more variability to the maneuvers
  • Changed pilot settings so their engine management varies by skill level (lower skill levels have slightly reduced highest throttle settings to reduce advantage of the AI having no overheat)
  • (Hopefully) fixed takeoff bug with bombers in certain situations.
  • Random chance of enemy aircraft not reacting if you approach from behind with a large energy advantage. This is to simulate the AI getting “bounced”. Chance decreases as skill level of enemy pilot increases, almost no chance of this happening vs. an Ace.

UPDATE .12:

  • More adjustments to the maneuvers
  • AI will only use nav lights when taking off and landing

[b]UPDATE .13:

  • More adjustments to the maneuvers
  • Head on attacks are favoured vs bombers for 109G6s and later, all 190s, p51s, p47s, p38s, F4Us, F6Fs, F4Fs, YAK9s. Bomber attackers should be generally more cautious, avoid 6 o clock attacks.
    -AI will no longer begin defensive maneuvers at 300m, distance is randomized within a range. [/b]

BUG ALERT .13 New bomber attack techniques are ineffective after first pass vs. large bomber formations. Will be fixed in the next update! BUG ALERT

Of course, the more I do, the greater chance I break something, so let me know of any bugs/suggestions/observations!

:slight_smile:

WB.

@Trooper: Thanks, I was very sure it was supposed to be like that, after all it is the smartest thing to do…but as an enemy the most boring!:p;)

I like the new update of finally a little more cautious ai vs bombers.

Peacemaker you may think that the AI mod means another mod for all, as I did on seeing this thread. I found out last night at the meet that we only need to mod the AI if we’re hosting. To fly a mission with the AI mod you only need to fly in a mission in which the host has applied the AI mod

I hope that I have been reliably informed of course but my host told me this last night in absolute terms so we know who to blame Trooper :slight_smile:

Ming

Yes, you`re right, i discovered this last night as well.:slight_smile:

The updates are coming thick and fast, hopefully a full release version will be available soon and it will ‘do the job’.

WB.