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#1601142 - 11/30/04 09:47 PM
Re: A I tweaks?
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Member
Registered: 08/19/01
Loc: Seffner, FL USA
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I don't know of anything that can be done to mod the AI. I don't believe I have ever seen anyone else post anything suggesting that it is even possible. To the best of my knowledge, AI behavior is hard-coded, so please try to compile a nice description of the problems you have with AI along with suggestions of what you would like to see and send them to TK via the email provided at the Third Wire website. TK knows the limitations, but maybe if a lot of outside people (beyond die-hard beta testers) send him emails of their complaints/wishlists, it will help him decide what to provide in the next service pack
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#1601143 - 11/30/04 09:48 PM
Re: A I tweaks?
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Member
Registered: 10/13/01
Loc: Monmouth County, NJ, USA
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Yes there is, it involves extracting the Aircraftobjects.ini file from the ObjectData.CAT and modding it as follows (these are the settings I use):
DogfightNovice] SafeAltitude=500 LookoutAngle=90 DefensiveAngle=60 ChanceDefensiveTurn=20 ChanceBreakTurn=25 ChanceHardTurn=50 ChanceTurnDirection=25 ChanceContinue=50 ChanceCheckNewTarget=5 CannonFireAngle=2.5 RQIRMFireAngle=2.0 ASIRMFireAngle=2.0 RHMFireAngle=5.0 MaxPitchInput=0.4
[DogfightGreen] SafeAltitude=400 LookoutAngle=120 DefensiveAngle=90 ChanceDefensiveTurn=30 ChanceBreakTurn=50 ChanceHardTurn=100 ChanceTurnDirection=50 ChanceContinue=40 ChanceCheckNewTarget=10 CannonFireAngle=2.0 RQIRMFireAngle=2.5 ASIRMFireAngle=3.0 RHMFireAngle=7.5 MaxPitchInput=0.6
[DogfightRegular] SafeAltitude=300 LookoutAngle=150 DefensiveAngle=90 ChanceDefensiveTurn=50 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=30 ChanceCheckNewTarget=25 CannonFireAngle=1.75 RQIRMFireAngle=2.75 ASIRMFireAngle=3.5 RHMFireAngle=10.0 MaxPitchInput=0.8
[DogfightVeteran] SafeAltitude=200 LookoutAngle=150 DefensiveAngle=120 ChanceDefensiveTurn=50 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=20 ChanceCheckNewTarget=45 CannonFireAngle=1.5 RQIRMFireAngle=3.0 ASIRMFireAngle=4.0 RHMFireAngle=12.5 MaxPitchInput=0.9
[DogfightAce] SafeAltitude=100 LookoutAngle=180 DefensiveAngle=120 ChanceDefensiveTurn=75 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=10 ChanceCheckNewTarget=50 CannonFireAngle=1.0 RQIRMFireAngle=3.5 ASIRMFireAngle=5.0 RHMFireAngle=15.0 MaxPitchInput=1.0
[LevelBombAI] PullOutRange=500.0 PullOutAlt=300.0 ReleaseAlt=2500.0 SecondPassRange=4000.0 SecondPassAlt=1500.0 ReleaseCount=12 ReleaseInterval=0.25 ChanceDefensiveTurn=50 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=20
[DiveBombAI] RollInRange=6000.0 RollInAlt=2300.0 PullOutRange=300.0 PullOutAlt=300.0 ReleaseAlt=1000.0 SecondPassRange=4000.0 SecondPassAlt=1600.0 ReleaseCount=12 ReleaseInterval=0.5 ChanceDefensiveTurn=50 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=20
[RocketAttackAI] RollInRange=6000.0 RollInAlt=1800.0 PullOutRange=600.0 PullOutAlt=200.0 ReleaseRange=3000.0 SecondPassRange=4000.0 SecondPassAlt=1200.0 ReleaseCount=8 ReleaseInterval=0.2 ChanceDefensiveTurn=50 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=20
[StrafeAI] RollInRange=4500.0 RollInAlt=800.0 PullOutRange=400.0 PullOutAlt=65.0 ReleaseRange=1600.0 SecondPassRange=2500.0 SecondPassAlt=500.0 ReleaseInterval=1.0 ChanceDefensiveTurn=50 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=20
When you've finished editing the file, place it in your objects folder, and try it out. Watch how the AI bombers behave when attacked, now.
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#1601145 - 11/30/04 11:33 PM
Re: A I tweaks?
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Member
Registered: 11/23/03
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Originally posted by Dogzero1: Thanks Fubar, but will this cure the wingmen just flying straight and not trying to get away from a persuing enemy plane?
I will give it a try, thanks again.
regards
Dogzero1 It will make them more aggresive in a dogfight. But if they're lined up for a bomb run, or on approach for landing, they'll keep on doing what they're doing, and ignore you engaging them.
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#1601146 - 12/01/04 12:08 AM
Re: A I tweaks?
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Member
Registered: 05/07/04
Loc: Brisbane, Australia
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Originally posted by JSF_Aggie: Originally posted by Dogzero1: Thanks Fubar, but will this cure the wingmen just flying straight and not trying to get away from a persuing enemy plane?
I will give it a try, thanks again.
regards
Dogzero1 It will make them more aggresive in a dogfight. But if they're lined up for a bomb run, or on approach for landing, they'll keep on doing what they're doing, and ignore you engaging them. Which is probably fairly realistic, of course. Torquatus
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#1601147 - 12/01/04 12:56 AM
Re: A I tweaks?
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Member
Registered: 10/13/01
Loc: Monmouth County, NJ, USA
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Originally posted by Dogzero1: Thanks Fubar, but will this cure the wingmen just flying straight and not trying to get away from a persuing enemy plane?
I will give it a try, thanks again.
regards
Dogzero1 They will follow the new parameters AFTER they've delivered their ordnance. So, as they're approaching the target, they're still sitting ducks.
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SimHQ: More fun than a bucket of eels!!!!!
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#1601148 - 12/01/04 01:14 AM
Re: A I tweaks?
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Member
Registered: 07/18/02
Loc: Spokane, WA, USofA!
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Does it do anything for the #3 &4 man who refuse to bomb anything. Ever?
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#1601149 - 12/01/04 02:09 AM
Re: A I tweaks?
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Member
Registered: 10/13/01
Loc: Monmouth County, NJ, USA
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Yes, Spectre... Telling them to attack ground targets, will work about 30% of the time. Getting yourself shot down on the way to the target will make them all bomb the target, 100% of the time I'm still digging through the ini's and dll's, looking for a fix for that issue.
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SimHQ: More fun than a bucket of eels!!!!!
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#1601151 - 12/01/04 02:21 AM
Re: A I tweaks?
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Member
Registered: 10/13/01
Loc: Monmouth County, NJ, USA
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Originally posted by ikon71: any negative side effects? None that I've experienced so far, after six months of use (SP2A), and now under SP3.
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#1601153 - 12/01/04 04:05 AM
Re: A I tweaks?
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Junior Member
Registered: 08/01/04
Loc: Israel
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Originally posted by JSF_Aggie: if they're lined up for a bomb run, or on approach for landing, they'll keep on doing what they're doing, and ignore you engaging them. That is reasonable , but what about the Migs being "sitting ducks" when they fly home?
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#1601154 - 12/01/04 04:09 AM
Re: A I tweaks?
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Member
Registered: 10/13/01
Loc: Monmouth County, NJ, USA
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When they're out of ammo, they seem to also be out of "smarts", as well, as they stop maneuvering. I once found myself in the approach pattern to Kep (in WoV, of course), sniping MiG-17s, and having their squadron mates fly right on by, as if nothing happened
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SimHQ: More fun than a bucket of eels!!!!!
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#1601159 - 12/01/04 08:09 PM
Re: A I tweaks?
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Member
Registered: 06/18/01
Loc: Ottawa, Canada
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Originally posted by fubar_512: Originally posted by streakeagle: [qb] I don't recall this ever being posted before This tweak's been around for at least a year and a half, I "rediscovered" it, last spring.
The search feature on this site does come in handy.... A lot of this stuff is now in various SF archives, though. But here's one of the original threads http://www.simhq.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=55;t=005581
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Galanti
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#1601160 - 12/01/04 08:39 PM
Re: A I tweaks?
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Member
Registered: 10/13/01
Loc: Monmouth County, NJ, USA
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Galanti, How can I ever forget that name? Especially considering that there's a business by that same name, not two blocks away from me As I recall, you were also the first one to post regarding SAMs, how to activate them, place them, etc., and this was all pre-patch 1, mind you.
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SimHQ: More fun than a bucket of eels!!!!!
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#1601161 - 12/01/04 11:31 PM
Re: A I tweaks?
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Member
Registered: 12/15/03
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Originally posted by JSF_Aggie: Originally posted by Dogzero1: Thanks Fubar, but will this cure the wingmen just flying straight and not trying to get away from a persuing enemy plane?
I will give it a try, thanks again.
regards
Dogzero1 It will make them more aggresive in a dogfight. But if they're lined up for a bomb run, or on approach for landing, they'll keep on doing what they're doing, and ignore you engaging them. According to what I saw, they are still passive with absolutely no evasive action before attacking their target, but yes, the improvement is meaningfull after. Overall, a worthwhile improvement. Thank you !!!
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