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dduff442

AI aircraft at low altitude

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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

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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...

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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

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In the MISSIONCONTROL.INI (Flight folder) try changing these values:

 

[Altitude]

Normal=3000

Low=500

VeryLow=100

High=5000

VeryHigh=8000

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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

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That has to be a new addition with the latest patch

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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 :dntknw:

 

Brady

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IDK man, but it would rock if it was implemented

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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:

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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

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