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christian59

import AI from WOI

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not perfect but work well :good:

 

i have extract from WOI AIRCRAFTOBJECT.ini

and replace in my auther strike fighter family instalation

 

now to have a kill is not a joke

 

:minigun:

 

thank for TK for his game

:worship:

 

 

 

[AIData]

AileronDeltaRoll=1.2

AileronRollRate=-1.0

ElevatorDeltaPitch=1.0

ElevatorPitchRate=-0.1

ThrottleDeltaSpeed=0.05

ThrottleVelocity=-0.01

DeltaSpeedForAfterburner=50

DeltaSpeedForAirbrakes=-50

MaxPitchForAltitude=15.0

MinPitchForAltitude=-10.0

PitchForThrottle=0.005

PitchForAltitude=0.01

PitchForVerticalVelocity=-0.01

RollForHeading=15.0

RollForHeadingRate=-0.5

MinRollHeading=15.0

MaxRollForHeading=60.0

PitchForRoll=0.23

FormationSpeedForPosition=0.8

FormationSpeedForRate=0.5

GunnerFireChance=80

GunnerFireTime=2.5

GunnerAimOffset=0.0050

MaxRollCombat=60.0

MaxPitchCombat=45.0

MaxRollFormation=30.0

FormationRollForPosition=0.001

FormationRollForVelocity=0.01

RollForGunAttack=0.5

RollForGunAttackRate=-0.1

RudderForGunAttack=1.0

RudderForHeading=0.2

RudderForYawRate=-0.05

RudderForSideslip=1.0

 

[DogfightNovice]

SafeAltitude=500

LookoutAngle=90

DefensiveAngle=60

ChanceDefensiveTurn=0

ChanceBreakTurn=25

ChanceHardTurn=50

ChanceTurnDirection=25

ChanceContinue=100

ChanceCheckNewTarget=5

ChanceUseVertical=0

FightWithoutAmmo=0

CannonFireAngle=5.0

RQIRMFireAngle=5.0

ASIRMFireAngle=10.0

RHMFireAngle=5.0

MaxPitchInput=0.4

MissileDetectChance=10

MaxCannonRange=4000

OptimalCannonRange=1000

MinCannonRange=500

MaxRollForGunAttack=45

CannonBurstLengthShort=0.5

CannonBurstLengthLong=1.0

MaxRudderForGunAttack=0.5

MaxRudderForManeuver=0.7

 

[DogfightGreen]

SafeAltitude=400

LookoutAngle=120

DefensiveAngle=90

ChanceDefensiveTurn=0

ChanceBreakTurn=50

ChanceHardTurn=100

ChanceTurnDirection=50

ChanceContinue=100

ChanceCheckNewTarget=10

ChanceUseVertical=0

FightWithoutAmmo=0

CannonFireAngle=2.5

RQIRMFireAngle=7.0

ASIRMFireAngle=7.0

RHMFireAngle=10.0

MaxPitchInput=0.6

MissileDetectChance=40

MaxCannonRange=3500

OptimalCannonRange=800

MinCannonRange=250

MaxRollForGunAttack=60

CannonBurstLengthShort=0.5

CannonBurstLengthLong=1.0

MaxRudderForGunAttack=0.8

MaxRudderForManeuver=0.9

 

[DogfightRegular]

SafeAltitude=300

LookoutAngle=150

DefensiveAngle=90

ChanceDefensiveTurn=0

ChanceBreakTurn=100

ChanceHardTurn=100

ChanceTurnDirection=100

ChanceContinue=50

ChanceCheckNewTarget=25

ChanceUseVertical=10

FightWithoutAmmo=0

CannonFireAngle=2.0

RQIRMFireAngle=8.0

ASIRMFireAngle=10.0

RHMFireAngle=15.0

MaxPitchInput=0.8

MissileDetectChance=80

MaxCannonRange=3000

OptimalCannonRange=700

MinCannonRange=200

MaxRollForGunAttack=75

CannonBurstLengthShort=0.25

CannonBurstLengthLong=0.5

MaxRudderForGunAttack=1.0

MaxRudderForManeuver=1.0

 

[DogfightVeteran]

SafeAltitude=200

LookoutAngle=150

DefensiveAngle=120

ChanceDefensiveTurn=50

ChanceBreakTurn=100

ChanceHardTurn=100

ChanceTurnDirection=100

ChanceContinue=50

ChanceCheckNewTarget=45

ChanceUseVertical=50

FightWithoutAmmo=0

CannonFireAngle=1.5

RQIRMFireAngle=9.0

ASIRMFireAngle=15.0

RHMFireAngle=20.0

MaxPitchInput=0.9

MissileDetectChance=100

MaxCannonRange=2500

OptimalCannonRange=600

MinCannonRange=150

MaxRollForGunAttack=90

CannonBurstLengthShort=0.25

CannonBurstLengthLong=0.5

MaxRudderForGunAttack=1.0

MaxRudderForManeuver=1.0

 

[DogfightAce]

SafeAltitude=100

LookoutAngle=180

DefensiveAngle=120

ChanceDefensiveTurn=75

ChanceBreakTurn=100

ChanceHardTurn=100

ChanceTurnDirection=100

ChanceContinue=25

ChanceCheckNewTarget=50

ChanceUseVertical=100

FightWithoutAmmo=1

CannonFireAngle=1.0

RQIRMFireAngle=10.0

ASIRMFireAngle=20.0

RHMFireAngle=25.0

MaxPitchInput=1.0

MissileDetectChance=100

MaxCannonRange=2000

OptimalCannonRange=500

MinCannonRange=100

MaxRollForGunAttack=180

CannonBurstLengthShort=0.25

CannonBurstLengthLong=0.5

MaxRudderForGunAttack=1.0

MaxRudderForManeuver=1.0

 

[LevelBombAI]

PullOutRange=500.0

PullOutAlt=300.0

ReleaseAlt=2500.0

SecondPassRange=4000.0

SecondPassAlt=1500.0

ReleaseCount=4

ReleaseInterval=0.5

 

[DiveBombAI]

RollInRange=6000.0

RollInAlt=2300.0

PullOutRange=600.0

PullOutAlt=300.0

ReleaseAlt=1000.0

SecondPassRange=4000.0

SecondPassAlt=1600.0

ReleaseCount=2

ReleaseInterval=0.8

 

[RocketAttackAI]

RollInRange=6000.0

RollInAlt=1800.0

PullOutRange=600.0

PullOutAlt=200.0

ReleaseRange=3000.0

SecondPassRange=4000.0

SecondPassAlt=1200.0

ReleaseCount=4

ReleaseInterval=0.2

 

[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

[CollisionData]

SlowdownSpeed=100.0

StoppedSpeed=0.8

StoppedRotation=0.01

SpringFactor=1.0

DampingFactor=2.0

Friction=0.7

MaxDepth=1.0

RotationFactor=0.8

MaxWheelRotation=30.0

WheelRotationDecayRate=0.8

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christian59,

 

While TK probably going to release this data later in a patch, IMO it's not really acceptable to copy and share data from TK's work, especially since it's copyrighted... I remember a post a while back in which TK said something like this:

 

"It's ok to share modified .ini files, but don't copy any stock files, because we don't want people playing WoV without buying WoV or playing WoE without buying WoE."

 

I know that you probably did not mean to copy this way, but it's common courtesy and I reccomend that you edit your post to delete the data. :wink:

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christian59,

 

While TK probably going to release this data later in a patch, IMO it's not really acceptable to copy and share data from TK's work, especially since it's copyrighted... I remember a post a while back in which TK said something like this:

 

"It's ok to share modified .ini files, but don't copy any stock files, because we don't want people playing WoV without buying WoV or playing WoE without buying WoE."

 

I know that you probably did not mean to copy this way, but it's common courtesy and I reccomend that you edit your post to delete the data. :wink:

 

Not to burst your bubble bud, data in the files is fine. If not, you wouldn't be able to mod. Core game files, ie, giving someone the Kurnass LOD out of WOI is a no no.

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Just don't start posting one file after another. In the case of this data, everyone is going to get it for free when the next round of patches hit anyway so its not a big deal. But, if it were WOI-specific flight models (unmodified) or weapon data proprietary to WOI, it would be different.

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Any old timers try this? Im at work, does it improve AI to WOI levels?

 

I have not but I would not expect a huge impact, as this data only represents the configurable parameters, and doesn't include the actual game code that defines the AI. That code is siginificantly changed in WOI.

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I dont have WOI so I cant say if it brings the others up to WOIs level, but It works and is a dramatic improvment to WOEs AI! I just flew a F-86 against a MiG-9 and it was tough! Much harder than it was before and the AI seemed to be trying alot harder to kill me.

 

Backup your INI and try it, i know i was impressed, Thanks to the OP! :salute:

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It won't work, as all the .ini file does is make a specific call out to variables contaiined within the aircraftobject.dll. And copying that .dll to another title will not work, either.

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It won't work, as all the .ini file does is make a specific call out to variables contaiined within the aircraftobject.dll. And copying that .dll to another title will not work, either.

 

Placebo effect?

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It won't work, as all the .ini file does is make a specific call out to variables contaiined within the aircraftobject.dll. And copying that .dll to another title will not work, either.

 

Just try it, I just saw a MiG-29 do a hammerhead turn in a dogfight, it never did that before. I'm not sure how it works, but it does, maybe the general numbers are just better than the ones in WOE, but it does make the AI fly better.

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It might work in the way it makes the AI behave in dogfights but it can't take advantage of any new parameters in the FM etc. because that data doesn't exist in the old games. You have always been able to copy over all the AI dogfight data and make them all aces or whatever and that does affect the AI but not in the way the new code in FE and WOI does. In other words it may change the way the AI manouevers but it may not really improve them that much.

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It might work in the way it makes the AI behave in dogfights but it can't take advantage of any new parameters in the FM etc. because that data doesn't exist in the old games. You have always been able to copy over all the AI dogfight data and make them all aces or whatever and that does affect the AI but not in the way the new code in FE and WOI does. In other words it may change the way the AI manouevers but it may not really improve them that much.

 

Completely True, theres no way it could use any new features, but these numbers make the AI use the vertical alot, no more round and round turning fights all the way to the deck. We will hopefully get new patches soon, but in the meantime this is a major improvement over stock WOE AI.

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Completely True, theres no way it could use any new features, but these numbers make the AI use the vertical alot, no more round and round turning fights all the way to the deck. We will hopefully get new patches soon, but in the meantime this is a major improvement over stock WOE AI.

 

Somebody tell me where do i put it. I cant find the aircraftobject.ini in WOE

Im going to cry.

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Stick. You'll have to extract it from the ObjectData.CAT file in the Objects folder. Use the file extraction utility available here in the downloads section.

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Stick, after you try it post your results please. Maybe i'm just seeing things, but i havent been drinking yet i swear! :biggrin:

 

Another thing i did was to move each class up one step, I used greens data for novice,regular for green ect. This causes both ACE and Veteran to be the same, but i lowered the ACEs SafeAltitude to 50 so there should be a slight difference.

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Stick, after you try it post your results please. Maybe i'm just seeing things, but i havent been drinking yet i swear! :biggrin:

 

Another thing i did was to move each class up one step, I used greens data for novice,regular for green ect. This causes both ACE and Veteran to be the same, but i lowered the ACEs SafeAltitude to 50 so there should be a slight difference.

 

Im stumped I opened it but all I see are tga and ini files of stock airplanes and aircraft I don have. No aircraftobject ini.

And when I try and exract it says it has been done but when I go to the folder there is no sign of the file.Im using vista.

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Im stumped I opened it but all I see are tga and ini files of stock airplanes and aircraft I don have. No aircraftobject ini.

And when I try and exract it says it has been done but when I go to the folder there is no sign of the file.Im using vista.

 

 

Try this, create a new txt file then Copy this below to the txt file and save it. then Rename it to AIRCRAFTOBJECT.INI and place it in your Objects folder.

 

 

 

[AircraftData]

DataDirectory=Aircraft

TextFile=AircraftText.str

 

[GameObjectData]

MinSystemHitChance=25

VolumeStructurePoint=5000

Elasticity=0.2

 

[inputObjectData]

DeathView=FreeView

 

[GameObjectEffect]

ObjectFireEffect=AircraftFireEffect

ObjectFireSound=

ObjectExplosionEffect=AircraftExplosionEffect

ObjectExplosionSound=SmallExplosion

ComponentDetachEffect=AircraftDetachComponentEffect

ComponentDetachSound=SmallExplosion

ComponentShrapnelCount=20

DamageShrapnelFactor=0.0002

MaxDamageShrapnelCount=12

 

[ObjectFire]

FireCheckTime=4.0

APRoundFireChance=1

HERoundFireChance=5

HERoundExplosionChance=1

ExplosionChance=3

SuppressionChance=10

ProgressionChance=25

 

[Effects]

AircraftSmokeEffect=AircraftSmokeEffect

FuelFireEffect=AircraftFuelFireEffect

EngineFireEffect=AircraftEngineFireEffect

FuelLeakEmitter=FuelLeakEmitter

ContrailEmitter=ContrailEmitter

AfterburnerMaterial=AfterburnerMaterial

WaterSplashEffect=ShipDamageEffect

 

[Views]

DefaultCockpit=A-4B_cockpit.ini

CockpitOffsetDist=0.06

LookAroundHeight=0.06

HeadAccelFactor=0.07

HeadRollFactor=0.0015

HeadSpringFactor=20.0

HeadDampingFactor=1.0

HeadMoveLimit=0.05

 

[HeadShake]

BaseAmount=0.1

BaseFrequency=1.0

 

[PilotHeadMovement]

PilotPitchUpLimit=30.0

PilotPitchDownLimit=-20.0

PilotYawLimit=90.0

PilotPanYawRate=80

PilotPanPitchRate=35

PilotCheckRate=2.5

PilotLookCameraChance=50

PilotLookTargetChance=75

PilotLookDownChance=25

PilotLookScanChance=50

PilotLookTurnMinG=2.0

PilotLookTurnAngle=4.0

PilotLookTurnChance=20

PilotLookGroundMinAlt=1000.0

PilotLookGroundChance=80

 

[ForceFeedback]

AeroForceEffect=AeroForce

StallBuffetEffect=StallBuffet

ExplosionEffect=Explosion

WeaponReleaseEffect=WeaponRelease

GunFireEffect=GunFastCannon

 

[DefaultPilot]

DefaultPilotModel=pilot

DefaultPilotHeadNode=head

 

[baseSoundType]

BreathingSoundName=Breathing

WindSoundName=WindLoop

StallSoundName=StallSound

EngineSoundName=JetEngine

AfterburnerSoundName=JetBurner

DamagedEngineSoundName=

FlapsSoundName=Flaps

AirbrakesSoundName=Airbrakes

GearsSoundName=Gear

LandingSoundName=TireTouch

 

[PilotGLimits]

BlackoutStartG=4.0

BlackoutAmount=0.01

RedoutStartG=-2.5

RedoutAmount=0.05

RestoreRate=0.05

 

[PlayerObjectLimits]

WeaponReleaseDelay=0.0

 

[iRGrowl]

GrowlSound=IRGrowl

GrowlLockSound=IRGrowlLock

 

[Gunsight]

GunsightMaterial=GunsightMaterial

 

[Avionics]

SimpleAvionicsDLL=EasyAvionics.DLL

SimpleAvionicsData=EasyAvionicsData.ini

 

[ComponentDebris]

Velocity=5.0

VelocityDeviation=0.2

AngleRateFactor=0.6

DragFactor=0.07

LifeTime=8.0

ShrapnelChance=25

ShrapnelCount=10

SmokeEffect=ComponentFireEffect

FireEffect=ComponentFireEffect

 

[systemDebris]

Velocity=7.0

VelocityDeviation=0.3

AngleRateFactor=0.8

DragFactor=0.06

LifeTime=5.0

ShrapnelChance=0

ShrapnelCount=0

SmokeEffect=DebrisSmokeEffect

FireEffect=DebrisFireEffect

 

[shrapnelDebris]

Velocity=8.0

VelocityDeviation=0.4

AngleRateFactor=1.0

DragFactor=0.05

LifeTime=3.0

ShrapnelChance=0

ShrapnelCount=0

SmokeEffect=

FireEffect=

 

[Light]

MaxVertexCount=1024

MaxIndexCount=1536

LightMaterial=LightMaterial

LightDistFactor=0.055

MinLightFactor=6.5

MaxLightFactor=180.0

MaxLightSrcDist=500

 

[GunsightMaterial]

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

CullMode=NO_CULL

LightEnabled=FALSE

UseLightLevel=FALSE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

FogEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0

PriorityLevel=1

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[LightMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=TRUE

CullMode=NO_CULL

LightEnabled=FALSE

UseLightLevel=FALSE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

FogEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0.000000

PriorityLevel=3

BlendOp=BLEND_SRC_ALPHA_ADD_DST

NumTextureStages=1

TextureStage[01].TextureName=light.tga

TextureStage[01].MipMap=TRUE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[AfterburnerMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=FALSE

CullMode=CLOCKWISE

LightEnabled=FALSE

UseLightLevel=FALSE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

FogEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0.000000

PriorityLevel=3

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=afterburner.tga

TextureStage[01].MipMap=TRUE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE

TextureStage[01].StageAlphaOp=TEXTURE

 

[AIData]

AileronDeltaRoll=1.2

AileronRollRate=-1.0

ElevatorDeltaPitch=1.0

ElevatorPitchRate=-0.1

ThrottleDeltaSpeed=0.05

ThrottleVelocity=-0.01

DeltaSpeedForAfterburner=50

DeltaSpeedForAirbrakes=-50

MaxPitchForAltitude=15.0

MinPitchForAltitude=-10.0

PitchForThrottle=0.005

PitchForAltitude=0.01

PitchForVerticalVelocity=-0.01

RollForHeading=15.0

RollForHeadingRate=-0.5

MinRollHeading=15.0

MaxRollForHeading=60.0

PitchForRoll=0.23

FormationSpeedForPosition=0.8

FormationSpeedForRate=0.5

GunnerFireChance=80

GunnerFireTime=2.5

GunnerAimOffset=0.0050

MaxRollCombat=60.0

MaxPitchCombat=45.0

MaxRollFormation=30.0

FormationRollForPosition=0.001

FormationRollForVelocity=0.01

RollForGunAttack=0.5

RollForGunAttackRate=-0.1

RudderForGunAttack=1.0

RudderForHeading=0.2

RudderForYawRate=-0.05

RudderForSideslip=1.0

 

[DogfightNovice]

SafeAltitude=400

LookoutAngle=120

DefensiveAngle=90

ChanceDefensiveTurn=0

ChanceBreakTurn=50

ChanceHardTurn=100

ChanceTurnDirection=50

ChanceContinue=100

ChanceCheckNewTarget=10

ChanceUseVertical=0

FightWithoutAmmo=0

CannonFireAngle=2.5

RQIRMFireAngle=7.0

ASIRMFireAngle=7.0

RHMFireAngle=10.0

MaxPitchInput=0.6

MissileDetectChance=40

MaxCannonRange=3500

OptimalCannonRange=800

MinCannonRange=250

MaxRollForGunAttack=60

CannonBurstLengthShort=0.5

CannonBurstLengthLong=1.0

MaxRudderForGunAttack=0.8

MaxRudderForManeuver=0.9

 

[DogfightGreen]

SafeAltitude=300

LookoutAngle=150

DefensiveAngle=90

ChanceDefensiveTurn=0

ChanceBreakTurn=100

ChanceHardTurn=100

ChanceTurnDirection=100

ChanceContinue=50

ChanceCheckNewTarget=25

ChanceUseVertical=10

FightWithoutAmmo=0

CannonFireAngle=2.0

RQIRMFireAngle=8.0

ASIRMFireAngle=10.0

RHMFireAngle=15.0

MaxPitchInput=0.8

MissileDetectChance=80

MaxCannonRange=3000

OptimalCannonRange=700

MinCannonRange=200

MaxRollForGunAttack=75

CannonBurstLengthShort=0.25

CannonBurstLengthLong=0.5

MaxRudderForGunAttack=1.0

MaxRudderForManeuver=1.0

 

[DogfightRegular]

SafeAltitude=200

LookoutAngle=150

DefensiveAngle=120

ChanceDefensiveTurn=50

ChanceBreakTurn=100

ChanceHardTurn=100

ChanceTurnDirection=100

ChanceContinue=50

ChanceCheckNewTarget=45

ChanceUseVertical=50

FightWithoutAmmo=0

CannonFireAngle=1.5

RQIRMFireAngle=9.0

ASIRMFireAngle=15.0

RHMFireAngle=20.0

MaxPitchInput=0.9

MissileDetectChance=100

MaxCannonRange=2500

OptimalCannonRange=600

MinCannonRange=150

MaxRollForGunAttack=90

CannonBurstLengthShort=0.25

CannonBurstLengthLong=0.5

MaxRudderForGunAttack=1.0

MaxRudderForManeuver=1.0

 

[DogfightVeteran]

SafeAltitude=100

LookoutAngle=180

DefensiveAngle=120

ChanceDefensiveTurn=75

ChanceBreakTurn=100

ChanceHardTurn=100

ChanceTurnDirection=100

ChanceContinue=25

ChanceCheckNewTarget=50

ChanceUseVertical=100

FightWithoutAmmo=1

CannonFireAngle=1.0

RQIRMFireAngle=10.0

ASIRMFireAngle=20.0

RHMFireAngle=25.0

MaxPitchInput=1.0

MissileDetectChance=100

MaxCannonRange=2000

OptimalCannonRange=500

MinCannonRange=100

MaxRollForGunAttack=180

CannonBurstLengthShort=0.25

CannonBurstLengthLong=0.5

MaxRudderForGunAttack=1.0

MaxRudderForManeuver=1.0

 

[DogfightAce]

SafeAltitude=50

LookoutAngle=180

DefensiveAngle=120

ChanceDefensiveTurn=75

ChanceBreakTurn=100

ChanceHardTurn=100

ChanceTurnDirection=100

ChanceContinue=25

ChanceCheckNewTarget=50

ChanceUseVertical=100

FightWithoutAmmo=1

CannonFireAngle=1.0

RQIRMFireAngle=10.0

ASIRMFireAngle=20.0

RHMFireAngle=25.0

MaxPitchInput=1.0

MissileDetectChance=100

MaxCannonRange=1500

OptimalCannonRange=250

MinCannonRange=50

MaxRollForGunAttack=180

CannonBurstLengthShort=0.25

CannonBurstLengthLong=0.5

MaxRudderForGunAttack=1.0

MaxRudderForManeuver=1.0

 

[LevelBombAI]

PullOutRange=500.0

PullOutAlt=300.0

ReleaseAlt=2500.0

SecondPassRange=4000.0

SecondPassAlt=1500.0

ReleaseCount=4

ReleaseInterval=0.5

 

[DiveBombAI]

RollInRange=6000.0

RollInAlt=2300.0

PullOutRange=600.0

PullOutAlt=300.0

ReleaseAlt=1000.0

SecondPassRange=4000.0

SecondPassAlt=1600.0

ReleaseCount=2

ReleaseInterval=0.8

 

[RocketAttackAI]

RollInRange=6000.0

RollInAlt=1800.0

PullOutRange=600.0

PullOutAlt=200.0

ReleaseRange=3000.0

SecondPassRange=4000.0

SecondPassAlt=1200.0

ReleaseCount=4

ReleaseInterval=0.2

 

[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

 

[CollisionData]

SlowdownSpeed=100.0

StoppedSpeed=0.8

StoppedRotation=0.01

SpringFactor=1.0

DampingFactor=2.0

Friction=0.7

MaxDepth=1.0

RotationFactor=0.8

MaxWheelRotation=30.0

WheelRotationDecayRate=0.8

 

[Control001]

Name=PITCH_CONTROL

Type=RANGED_STATE

 

[Control002]

Name=ROLL_CONTROL

Type=RANGED_STATE

 

[Control003]

Name=YAW_CONTROL

Type=RANGED_STATE

 

[Control004]

Name=THROTTLE_CONTROL

Type=RANGED_STATE

 

[Control005]

Name=THROTTLE_1_CONTROL

Type=RANGED_STATE

 

[Control006]

Name=THROTTLE_2_CONTROL

Type=RANGED_STATE

 

[Control007]

Name=THROTTLE_3_CONTROL

Type=RANGED_STATE

 

[Control008]

Name=THROTTLE_4_CONTROL

Type=RANGED_STATE

 

[Control009]

Name=THRUST_VECTOR_CONTROL

Type=RANGED_STATE

 

[Control010]

Name=PITCH_TRIM_CONTROL

Type=RANGED_STATE

 

[Control011]

Name=ROLL_TRIM_CONTROL

Type=RANGED_STATE

 

[Control012]

Name=YAW_TRIM_CONTROL

Type=RANGED_STATE

 

[Control013]

Name=FIRE_PRIMARY_GUN

Type=SINGLE_STATE

 

[Control014]

Name=FIRE_SECONDARY_GUN

Type=SINGLE_STATE

 

[Control015]

Name=FLAPS_UP

Type=SINGLE_EVENT

 

[Control016]

Name=FLAPS_DOWN

Type=SINGLE_EVENT

 

[Control017]

Name=AIRBRAKES_TOGGLE

Type=SINGLE_EVENT

 

[Control018]

Name=FIRE_WEAPON

Type=SINGLE_EVENT

 

[Control019]

Name=NEXT_AA_WEAPONS

Type=SINGLE_EVENT

 

[Control020]

Name=PREV_AA_WEAPONS

Type=SINGLE_EVENT

 

[Control021]

Name=NEXT_AG_WEAPONS

Type=SINGLE_EVENT

 

[Control022]

Name=PREV_AG_WEAPONS

Type=SINGLE_EVENT

 

[Control023]

Name=LANDING_GEARS_TOGGLE

Type=SINGLE_EVENT

 

[Control024]

Name=ARRESTER_HOOK_TOGGLE

Type=SINGLE_EVENT

 

[Control025]

Name=TOGGLE_RADAR

Type=SINGLE_EVENT

 

[Control026]

Name=NEXT_RADAR_MODE

Type=SINGLE_EVENT

 

[Control027]

Name=PREV_RADAR_MODE

Type=SINGLE_EVENT

 

[Control028]

Name=NEXT_RADAR_RANGE

Type=SINGLE_EVENT

 

[Control029]

Name=PREV_RADAR_RANGE

Type=SINGLE_EVENT

 

[Control030]

Name=SELECT_NEXT_RADAR_TARGET

Type=SINGLE_EVENT

 

[Control031]

Name=SELECT_PREV_RADAR_TARGET

Type=SINGLE_EVENT

 

[Control032]

Name=ACQUIRE_RADAR_TARGET

Type=SINGLE_EVENT

 

[Control033]

Name=ACQUIRE_VISUAL_TARGET_ON_RADAR

Type=SINGLE_EVENT

 

[Control034]

Name=REJECT_RADAR_TARGET

Type=SINGLE_EVENT

 

[Control035]

Name=SELECT_TARGET

Type=SINGLE_EVENT

 

[Control036]

Name=SELECT_PREV_TARGET

Type=SINGLE_EVENT

 

[Control037]

Name=SELECT_CLOSEST_TARGET

Type=SINGLE_EVENT

 

[Control038]

Name=SELECT_FRIENDLY

Type=SINGLE_EVENT

 

[Control039]

Name=SELECT_PREV_FRIENDLY

Type=SINGLE_EVENT

 

[Control040]

Name=SELECT_CLOSEST_FRIENDLY

Type=SINGLE_EVENT

 

[Control041]

Name=SELECT_GROUND

Type=SINGLE_EVENT

 

[Control042]

Name=SELECT_PREV_GROUND

Type=SINGLE_EVENT

 

[Control043]

Name=SELECT_CLOSEST_GROUND

Type=SINGLE_EVENT

 

[Control044]

Name=SELECT_LAST_RADIO

Type=SINGLE_EVENT

 

[Control045]

Name=SELECT_LAST_RADIO_CALLER

Type=SINGLE_EVENT

 

[Control046]

Name=SELECT_RADAR_TARGET

Type=SINGLE_EVENT

 

[Control047]

Name=SELECT_CLOSEST_CENTER

Type=SINGLE_EVENT

 

[Control048]

Name=DESELECT_TARGET

Type=SINGLE_EVENT

 

[Control049]

Name=NEXT_HUD_MODE

Type=SINGLE_EVENT

 

[Control050]

Name=PREV_HUD_MODE

Type=SINGLE_EVENT

 

[Control051]

Name=NEXT_RIPPLE_QUANTITY

Type=SINGLE_EVENT

 

[Control052]

Name=PREV_RIPPLE_QUANTITY

Type=SINGLE_EVENT

 

[Control053]

Name=NEXT_RIPPLE_INTERVAL

Type=SINGLE_EVENT

 

[Control054]

Name=PREV_RIPPLE_INTERVAL

Type=SINGLE_EVENT

 

[Control055]

Name=CYCLE_NAV_LIGHT

Type=SINGLE_EVENT

 

[Control056]

Name=AUTO_PILOT

Type=SINGLE_EVENT

 

[Control057]

Name=DROP_TANKS

Type=SINGLE_EVENT

 

[Control058]

Name=WHEELBRAKES_TOGGLE

Type=SINGLE_EVENT

 

[Control059]

Name=NEXT_WAYPOINT

Type=SINGLE_EVENT

 

[Control060]

Name=PREV_WAYPOINT

Type=SINGLE_EVENT

 

[Control061]

Name=OPEN_BOMBBAY_DOOR

Type=SINGLE_EVENT

 

[Control062]

Name=JETTISON_STORES

Type=SINGLE_EVENT

 

[Control063]

Name=DRAG_CHUTE

Type=SINGLE_EVENT

 

[Control064]

Name=NEXT_GUNGROUP

Type=SINGLE_EVENT

 

[Control065]

Name=PREV_GUNGROUP

Type=SINGLE_EVENT

 

[Control066]

Name=CHAFF

Type=SINGLE_EVENT

 

[Control067]

Name=FLARE

Type=SINGLE_EVENT

 

[Control068]

Name=ECM_TOGGLE

Type=SINGLE_EVENT

 

[Control069]

Name=WING_LEVELER

Type=SINGLE_EVENT

 

[Control070]

Name=ANIMATION_1

Type=SINGLE_EVENT

 

[Control071]

Name=ANIMATION_2

Type=SINGLE_EVENT

 

[Control072]

Name=ANIMATION_3

Type=SINGLE_EVENT

 

[Control073]

Name=ANIMATION_4

Type=SINGLE_EVENT

 

[Control074]

Name=ANIMATION_5

Type=SINGLE_EVENT

 

[Control075]

Name=ANIMATION_6

Type=SINGLE_EVENT

 

[Control076]

Name=ANIMATION_7

Type=SINGLE_EVENT

 

[Control077]

Name=ANIMATION_8

Type=SINGLE_EVENT

 

[Control078]

Name=ANIMATION_9

Type=SINGLE_EVENT

 

[Control079]

Name=ANIMATION_10

Type=SINGLE_EVENT

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Try this, create a new txt file then Copy this below to the txt file and save it. then Rename it to AIRCRAFTOBJECT.INI and place it in your Objects folder.

 

 

 

[AircraftData]

...

 

[Control079]

Name=ANIMATION_10

Type=SINGLE_EVENT

 

Houston we have a negative on that tragectory.

Mayday mayday. I just crashed and burned. I just lost my game.Now I have to install again. But thank you.

And im not being sarcastic. The new game shall be improved.

So just copy what christian suggested to the above I

Edited by Jedi Master
Eliminated LOTS of redundant quoted text--wasted space

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Houston we have a negative on that tragectory.

Mayday mayday. I just crashed and burned. I just lost my game.Now I have to install again. But thank you.

And im not being sarcastic. The new game shall be improved.

So just copy what christian suggested to the above I

 

Of its already there! Im a victim of my own stupidity.

Like Nina Simone would sing Nobody's fault but mine

Thanks again.Now to sit for three hours and install allthe mods etc etc.

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After 4 gruelling hours of re-installing my game and 2 more playing with the new AI- I can only say this; the enemy is now meaner smarter and definitely more vicious.

So now when u hear the deedle of the RWR HONOUR THE THREAT.

It works people. Thats all I can say. now Ive gotta go eat dinner.

over and out

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Oh yeah thanks christian59 and warlordATF.

One for taking it out of WOI and the latter for walking me thru.

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Oh yeah thanks christian59 and warlordATF.

One for taking it out of WOI and the latter for walking me thru.

 

I'm glad i could help. I was messing around today and added that to my non-expansion pack install of First Eagles and it works there too! :good:

 

This really is a major improvement to the older AI, The enemy now will put up a much better fight and if you are not on the ball they will kill you.I understand why it shouldnt work, but i wouldnt have kept posting in this thread if it didnt. Its well worth trying, just backup your INI, that way if you dont like it you can easily switch it back.

 

christian59, Thank you again for Posting this and of course a big thanks to TK for these Sims!

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Yeah i confirm it too it works seems that the AI is much reactive now. Thanks guys. Makes WOE much more enjoyable until we get the new patch.

 

BTW is there any information out there if we will be able to lock targets with AG radar sometime soon??

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