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Guest Tazkiller
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This is one of the more useful tools that has came along in a long time.

 

It really does inhance the ability of the Friendly A.I.

 

But if one talleys too long in Air to Air combat the Enemy A.I. will still dominate.

 

I.M.H.O. the issue of the Friendly A.I. capabilities, or lack there of , is a subject that T.K. needs to deal with in the next patch.

 

True this simulation is able to encompass so many eras of flight.

 

We have the now have WWI thru today's most modern aircraft. But due to the lack of preformance of the Friendly A.I. this seriously subtracts in the enjoyment of the simulation.

 

Being able to function as leader/wingman, elements, and flights is the core, of an airbore fighting unit.

 

This lack of ability is a problem that has been present since day 1 of the Strike Fighters series.

 

In the Flight Roster section; before you enter the simulation, you have the ability to select your pilots.

 

The section lists the Skill, Experience, Morale, and Condition of you pilots. With Skill levels in the 50's , why do the A.I. pilots have their wings. And their preformance shows it. Experience is understandable. As well as Morale and Condition.

 

Nicholas have developed the editor and this enhances this shortcomming somewhat.

 

So many variables are aviable.

 

The Nations configurations file, the Formations configurations file, the Aircraftobject configurations file.

 

All have been tweeked by one skilled person or another.

 

But it would seem the real problem is maybe hard coded?

 

Maybe is like comedian Ron white says, "You Can't Fix Stupid!!!!!!"

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