+snapper 21 799 Posted December 8, 2006 Hi players am interested in First Eagles, but have a question, when shooting down, or being shot down does the shot down plane just explode like in WOV etc or does go out of control and crash into the ground? Cheers Snapper 21 Share this post Link to post Share on other sites
BUFF 8 Posted December 8, 2006 It varies but usually they go out of control & crash into the ground (mind you they do that in SF P1, WOV & WOE for me too). Share this post Link to post Share on other sites
Dagger 21 Posted December 8, 2006 also depends on how you die..Get shot down..and depending on where you're hit you'll explode,or with a pilot kill just crash,or by AA you'll explode Share this post Link to post Share on other sites
Guest IndioBlack Posted December 9, 2006 also depends on how you die..Get shot down..and depending on where you're hit you'll explode,or with a pilot kill just crash,or by AA you'll explode Sometimes you'll shoot an enemy aircraft and he'll descend quickly and land in a nearby field, like he's had enough, or been wounded or something. Now that's cool. Share this post Link to post Share on other sites
Dagger 21 Posted December 9, 2006 Sometimes you'll shoot an enemy aircraft and he'll descend quickly and land in a nearby field, like he's had enough, or been wounded or something. Now that's cool. When they do that look and you'll see the pilot is gone which means he's dead. Share this post Link to post Share on other sites
Guest IndioBlack Posted December 10, 2006 When they do that look and you'll see the pilot is gone which means he's dead. Not today he wasn't. I was chasing this Fokker, and thought I'd got a few rounds into him before my gun jammed. He started to dive, so I followed him, and then I realised he was flattening out, as if to land. I didn't want to try shooting him at low level, and risk augering in, so I turned away and went after the next bandit. After I'd killed that Fokker, I again picked up target lock on the Fokker that had landed. His altitude was 6 feet, meaning he was still on the ground, but his airspeed was 23 Kts and rising. I flew towards him and noted his speed continuing to rise, and then suddenly he reached take-off speed and flew up into the air ahead of me. I held back until he'd got altitude, and then I finished him off. So that one wasn't dead. He was evading me by pretending to be damaged. Which I think is pretty realistic. Share this post Link to post Share on other sites
+snapper 21 799 Posted December 10, 2006 Thanks for the replys, looks like I am just going to have to buy it! Cheers Snapper 21 Share this post Link to post Share on other sites
+bortdafarm 1 Posted December 14, 2006 (edited) yes watching the AI make a forced landing with a dead engine is a nice touch see-ing the prop stop after an engine hit is an immersive event..wonder if we could add some engine smoke effects to that?? oil leak etc? i've had that same thing with the enemy landing then taking off again once i've left lol that's pretty interesting stuff..shame that the game doesn't model slightly more complex AI routines for that event...be very appropiate for an enemy to make a landing in a field and concede defeat even waving at you if you fly past him...then if he takes of again the game might designate him as non combatant and have him head back to his home strip...lol.. well you never know...perhaps a pilot capture event could be a nice idea if he goes down behind enemy lines....this might allso slightly increase the intell rating for your squadron...love this sort of RPG element in sims..any chance? that would really add atmosphere if this happens too often you can increase the minimum safe altitude in the aircraftobject.ini [DogfightNovice] SafeAltitude=260 LookoutAngle=90 DefensiveAngle=60 ChanceDefensiveTurn=20 ChanceBreakTurn=25 ChanceHardTurn=50 ChanceTurnDirection=25 ChanceContinue=100 ChanceCheckNewTarget=5 ChanceUseVertical=0 FightWithoutAmmo=0 CannonFireAngle=10.0 MaxPitchInput=0.4 MaxCannonRange=500 OptimalCannonRange=100 MinCannonRange=12 MaxRollForGunAttack=75 [DogfightGreen] SafeAltitude=220 LookoutAngle=120 DefensiveAngle=90 ChanceDefensiveTurn=30 ChanceBreakTurn=50 ChanceHardTurn=100 ChanceTurnDirection=50 ChanceContinue=100 ChanceCheckNewTarget=10 ChanceUseVertical=0 FightWithoutAmmo=0 CannonFireAngle=5.0 MaxPitchInput=0.6 MaxCannonRange=1400 OptimalCannonRange=80 MinCannonRange=10 MaxRollForGunAttack=100 [DogfightRegular] SafeAltitude=180 LookoutAngle=150 DefensiveAngle=90 ChanceDefensiveTurn=40 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=25 ChanceUseVertical=10 FightWithoutAmmo=0 CannonFireAngle=3.0 MaxPitchInput=0.8 MaxCannonRange=1000 OptimalCannonRange=70 MinCannonRange=8 MaxRollForGunAttack=115 [DogfightVeteran] SafeAltitude=160 LookoutAngle=150 DefensiveAngle=120 ChanceDefensiveTurn=50 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=45 ChanceUseVertical=50 FightWithoutAmmo=0 CannonFireAngle=2.5 MaxPitchInput=0.9 StartGunAttackRange=1000 MaxCannonRange=600 OptimalCannonRange=60 MinCannonRange=6 MaxRollForGunAttack=120 [DogfightAce] SafeAltitude=150 LookoutAngle=180 DefensiveAngle=120 ChanceDefensiveTurn=75 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=25 ChanceCheckNewTarget=50 ChanceUseVertical=100 FightWithoutAmmo=1 CannonFireAngle=2.0 MaxPitchInput=1.0 MaxCannonRange=300 OptimalCannonRange=50 MinCannonRange=4 MaxRollForGunAttack=180 this tends to reduce the amount of aircraft left on the ground during a patrol..(so it appears) i just added a 100 to each section..maybe incresing the weapon range entrys might have them open fire a little more often too..(the stats on the end mission screen often have the AI listed as only having fired 4 or 5 short bursts) might increase their kill ratio a bit.. lots to play about with.. good AI in this game/sim at least compared to other period sims..(slow flying aircraft must be tougher to code for??) as it's all about maneuvering/tactics rather than weapons..FE does the best job of it i've seen so far.. say i've just noticed that only the veteran level has the StartGunAttackRange=1000 entry might be worth adding this to the others allso Edited December 14, 2006 by bortdafarm Share this post Link to post Share on other sites