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snapper 21

First Eagles Question

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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

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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).

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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

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Guest IndioBlack
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.

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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.

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Guest IndioBlack
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.

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Thanks for the replys, looks like I am just going to have to buy it!

 

Cheers

 

Snapper 21

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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 by bortdafarm

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