dduff442 Posted December 10, 2008 Posted December 10, 2008 Anyone know how to get AI planes to fly lower than 200m above ground? I've been tearing my hair out going through every ini but haven't found a solution. All help gratefully received! Thanks, dduff Quote
+Spectre_USA Posted December 11, 2008 Posted December 11, 2008 There are places in the aircraft_data.ini's, IIRC, but they are based on skill. When I am trying to egress at the speed of heat, 1/4" off the deck, I usually sic `em on whatever is causing me distress. They at least go into cautious and defensive mode when tasked... Quote
dduff442 Posted December 14, 2008 Author Posted December 14, 2008 There are places in the aircraft_data.ini's, IIRC, but they are based on skill. When I am trying to egress at the speed of heat, 1/4" off the deck, I usually sic `em on whatever is causing me distress. They at least go into cautious and defensive mode when tasked... I'm interested in getting non-player flights as well as the player flight to conduct low-level missions under the radar. I've looked everywhere in the ini files, but no luck. Anyone with any ideas please help. Thanks, dduff Quote
The_Editor Posted December 14, 2008 Posted December 14, 2008 In the MISSIONCONTROL.INI (Flight folder) try changing these values: [Altitude] Normal=3000 Low=500 VeryLow=100 High=5000 VeryHigh=8000 Quote
WDH Posted December 15, 2008 Posted December 15, 2008 In Missioncontrol.ini there are these lines [MissionControl] FormationFile=Formation.ini NationList=Nations.ini MaxEventLog=8192 MissionSummary=MissionSummary.ini RulesOfEngagement=FALSE<-----? Is there ROE in TK series?What happens if changrd to TRUE? Brady Quote
Jarhead1 Posted December 15, 2008 Posted December 15, 2008 That has to be a new addition with the latest patch Quote
WDH Posted December 15, 2008 Posted December 15, 2008 That has to be a new addition with the latest patch It is latest patch oct2008b WOE,your right.Might be something in the works from TK Brady Quote
Jarhead1 Posted December 15, 2008 Posted December 15, 2008 IDK man, but it would rock if it was implemented Quote
jtin Posted December 15, 2008 Posted December 15, 2008 This In the MISSIONCONTROL.INI (Flight folder) try changing these values: [Altitude] Normal=3000 Low=500 VeryLow=100 High=5000 VeryHigh=8000 and in AIRCRAFTOBJECT.ini [DogfightAce] SafeAltitude=167 should do it. WDH, you could always try it out... :yes: Quote
WDH Posted December 17, 2008 Posted December 17, 2008 This and in AIRCRAFTOBJECT.ini [DogfightAce] SafeAltitude=167 should do it. WDH, you could always try it out... :yes: jtin, I tried it and 1st thing noticed was wingman command has a new command.You can tell your wingman to engage air just like you could tell 2nd and 3rd flights before.So,no longer do you have to have wingman as an magnet.Can set wingman on your target still yet.2nd thing noticeable was if you do have wingman to attack your ground target,wingman grows tusk and kills every ground target in sight.Until he runs Winchester.Refuses to join flight til then.This happen all thru singlemission and campaign.Dont expect them to return.9 out of 10 times,they Winchester and leave themselves in harm's way.No change for Radar on/off,tho.3rd,there's an increasing number of battles in air and ground war in campaigns.Radio chatter abliss between flights.Very specific types of aircraft for support.Nothing new except,AI recon on it's own both red and blue.And all forces seems to "stick" to mission better.Had no air cover going deep behind enemy lines.Lost wingman,got SEAD mission complete,egresses.Got back to base and runway was bombed!4th,It doesn't start repeating primary targets until it runs thru a cycle.I was using A-10A-Early for the 91st and 1st mission was SEAD,2nd mission HOF,3rd mission runway,4th mission warehouse,5th mission anti-ship,6th mission was a bridge.So,it may have add minor changes to game by making ROE=True.Little confusing so,you'll have to pay attention on the subtle changes. Made everyone's experience=50 in WOEcamp2.data ini.So,everyone was "thinking" evenly.After testing ROE=True change and altitude change.AI repeatedly had an exchange of keypoints.Like gained Hof and lost Hamburg.Held Bremen and lost Hof.Alot more often.Now this makes a real appeal to the game. If someone else would like to try it,can you report any changes or not?This wasn't my idea and read it somewhere here at CA. Always backup your .ini's before editing. Brady Quote
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