Vambrace Posted January 23, 2010 Posted January 23, 2010 While searching around .INI files with the SF1 .CAT extractor, I stumble across the Aircraftobject.INI in the objectdata.cat file. The file seems to be what affect the game's flight dynamics, especially the AI's behavior which include flight behavior, ground attack, and dogfighting. I'm trying to edit some of the AI's dogfighting characteristics, but I need help on how some of these functions work: [DogfightAce] SafeAltitude=50 <------Is this in meters? LookoutAngle=360 DefensiveAngle=120 ChanceDefensiveTurn=100 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=25 ChanceCheckNewTarget=100 ChanceUseVertical=100 FightWithoutAmmo=1 CannonFireAngle=0.8 RQIRMFireAngle=10.0 ASIRMFireAngle=20.0 RHMFireAngle=25.0 MaxPitchInput=1.0 MissileDetectChance=100 MaxCannonRange=2000 OptimalCannonRange=250 MinCannonRange=100 MaxRollForGunAttack=180 CannonBurstLengthShort=0.25 CannonBurstLengthLong=0.5 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 The category also include novice, green, regular, and veteran. With some knowledge on how this work, I can finally make Aces that don't suck :D . Quote
Stick Posted January 23, 2010 Posted January 23, 2010 Its in metres. Ive altered entries in this ini and it has resulted in my wingmen following me all the way down to 200 feet. They do crash however; but i just feel that adds to the realism! As to whether their reactions to threats becomes better-well with adequate instruction and a well planned engagement Ive had positive results in extremely hostile environments. I flew a pre-Lebanon War campaign and lasted 17 missions with a single combat loss. In the closing mission a Strela took out our C.O( high on experience and skill). Then again what are the chances of evading a SAM while you are wallowing at about 700 feet doing barely 200 knots? Quote
Vambrace Posted January 23, 2010 Author Posted January 23, 2010 I haven't edited any of the AI's behavior below ace other than editing its safe altitude. what is your recommendation on editing the rest? Quote
Stick Posted January 24, 2010 Posted January 24, 2010 This is what Ive got- [DogfightNovice] SafeAltitude=400 LookoutAngle=90 DefensiveAngle=180 ChanceDefensiveTurn=90 ChanceBreakTurn=25 ChanceHardTurn=50 ChanceTurnDirection=25 ChanceContinue=100 ChanceCheckNewTarget=5 ChanceUseVertical=40 FightWithoutAmmo=0 CannonFireAngle=2.5 RQIRMFireAngle=5.0 ASIRMFireAngle=10.0 RHMFireAngle=5.0 MaxPitchInput=0.6 MissileDetectChance=10 MaxCannonRange=3500 OptimalCannonRange=1000 MinCannonRange=500 MaxRollForGunAttack=45 CannonBurstLengthShort=1.0 CannonBurstLengthLong=1.5 MaxRudderForGunAttack=0.5 MaxRudderForManeuver=0.7 [DogfightGreen] SafeAltitude=200 LookoutAngle=120 DefensiveAngle=180 ChanceDefensiveTurn=90 ChanceBreakTurn=60 ChanceHardTurn=100 ChanceTurnDirection=50 ChanceContinue=100 ChanceCheckNewTarget=10 ChanceUseVertical=90 FightWithoutAmmo=0 CannonFireAngle=2.0 RQIRMFireAngle=7.0 ASIRMFireAngle=7.0 RHMFireAngle=10.0 MaxPitchInput=0.8 MissileDetectChance=40 MaxCannonRange=3000 OptimalCannonRange=800 MinCannonRange=250 MaxRollForGunAttack=60 CannonBurstLengthShort=1.0 CannonBurstLengthLong=1.5 MaxRudderForGunAttack=0.8 MaxRudderForManeuver=0.9 [DogfightRegular] SafeAltitude=115 LookoutAngle=270 DefensiveAngle=300 ChanceDefensiveTurn=90 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=25 ChanceUseVertical=100 FightWithoutAmmo=0 CannonFireAngle=1.3 RQIRMFireAngle=8.0 ASIRMFireAngle=10.0 RHMFireAngle=15.0 MaxPitchInput=0.9 MissileDetectChance=80 MaxCannonRange=2500 OptimalCannonRange=700 MinCannonRange=200 MaxRollForGunAttack=75 CannonBurstLengthShort=0.5 CannonBurstLengthLong=0.75 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 [DogfightVeteran] SafeAltitude=97 LookoutAngle=360 DefensiveAngle=330 ChanceDefensiveTurn=90 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=45 ChanceUseVertical=100 FightWithoutAmmo=0 CannonFireAngle=1.0 RQIRMFireAngle=9.0 ASIRMFireAngle=15.0 RHMFireAngle=20.0 MaxPitchInput=1.0 MissileDetectChance=100 MaxCannonRange=2250 OptimalCannonRange=600 MinCannonRange=150 MaxRollForGunAttack=90 CannonBurstLengthShort=0.5 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 [DogfightAce] SafeAltitude=67 LookoutAngle=360 DefensiveAngle=360 ChanceDefensiveTurn=100 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=100 ChanceCheckNewTarget=100 ChanceUseVertical=100 FightWithoutAmmo=100 CannonFireAngle=0.8 RQIRMFireAngle=10.0 ASIRMFireAngle=20.0 RHMFireAngle=25.0 MaxPitchInput=1.0 MissileDetectChance=100 MaxCannonRange=2000 OptimalCannonRange=500 MinCannonRange=100 MaxRollForGunAttack=360 CannonBurstLengthShort=0.25 CannonBurstLengthLong=0.5 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 Quote
Vambrace Posted January 26, 2010 Author Posted January 26, 2010 thx for the help stick. do you also know how each of those parameters work? Quote
Stick Posted January 27, 2010 Posted January 27, 2010 metres, percentage probability, and angle where applicable egChanceDefensiveTurn=100 would be probability,MaxCannonRange=2000 would be distance in metres,LookoutAngle=360 would be angle; as to the latter while it may not be humanly possible to have 360 coverage, constant weaving and super-human awareness might be able to achieve this. When up against these aces Ive never been able to tell wtf went down! Quote
Lexx_Luthor Posted January 28, 2010 Posted January 28, 2010 The AI stops dog fighting at the safe alt? Maybe something akin to SafeAltitude=10E+3 (mantissa km directly) can help keep high altitude supersonic heavy interceptors and penetration escorts from getting into stall-speed sea-level dog fights. Quote
Vambrace Posted February 1, 2010 Author Posted February 1, 2010 Actually, what I mean is what each parameter does. What does it mean by chancecontinue= can you give me each on what each does and how it affect the AI behavior Quote
Stick Posted February 1, 2010 Posted February 1, 2010 (edited) @Lexx...in the MissionControl.ini there are altitude parametres that must be altered @Vambrace-chancecontinue Im guessing refers to the probability of the subject pursuing the engagement even when the chance of actual weapons solution is slim. Heres your break-down. This should be best verified by old hands who tweak this stuff. [DogfightAce] SafeAltitude=67...No more "over the hill and under the bridge" bulls**t LookoutAngle=360...yeah, he's got eyes in his rear DefensiveAngle=360...and he's using them ChanceDefensiveTurn=100...you can bet on my mommy that if that he will honour the threat ChanceBreakTurn=100...just when you've lined up...poof! he's off like a rabbit on fire ChanceHardTurn=100...those lazy sunday shuffles may herald the dark world of body-beating G's ChanceTurnDirection=100...predictability? ChanceContinue=100...tenacity even when all you've got is an engine and a pair of wings? ChanceCheckNewTarget=100...keeping his options open? ChanceUseVertical=100...the new dimension FightWithoutAmmo=100...kamikaze CannonFireAngle=0.8...? RQIRMFireAngle=10.0...? ASIRMFireAngle=20.0...? RHMFireAngle=25.0...ahem...? MaxPitchInput=1.0...? MissileDetectChance=100...you cant miss that! MaxCannonRange=2000...potshots; wet work is always better OptimalCannonRange=500...the realm of the gunfighter MinCannonRange=100...that would just be gay! MaxRollForGunAttack=360...WHEEEEE..... CannonBurstLengthShort=0.25...the trigger addiction CannonBurstLengthLong=0.5...reduce and conserve MaxRudderForGunAttack=1.0...yaw MaxRudderForManeuver=1.0...yawn! Edited February 1, 2010 by Stick Quote
Stick Posted February 1, 2010 Posted February 1, 2010 Find the MissionControl.ini in your FlightData.cat Find the Altitude section. Alter to taste [Altitude] Normal=5000 Low=500 VeryLow=100 High=9000 VeryHigh=15000 Quote
Fubar512 Posted February 1, 2010 Posted February 1, 2010 There really isn't much reason to mess with the aircraftobject.ini anymore, as the relevent parameters can (and should be) set in the individual aircraft model's data.ini. This allows one to tailor the AI to take advantage of a specific model's attributes, without compromising the performance of other aircraft. Quote
Vambrace Posted February 1, 2010 Author Posted February 1, 2010 thx for the tip stick. I like the way on how you describe each parameter. it works nicely Quote
Vambrace Posted February 1, 2010 Author Posted February 1, 2010 There really isn't much reason to mess with the aircraftobject.ini anymore, as the relevent parameters can (and should be) set in the individual aircraft model's data.ini. This allows one to tailor the AI to take advantage of a specific model's attributes, without compromising the performance of other aircraft. But wouldn't messing with the dogfight parameters important in itself? Its true I notice that some aircraft have AI parameters in each of the aircraft DATA.INI file, but they only seem to alter the AI in its ground attack role. Quote
Fubar512 Posted February 2, 2010 Posted February 2, 2010 But wouldn't messing with the dogfight parameters important in itself? Its true I notice that some aircraft have AI parameters in each of the aircraft DATA.INI file, but they only seem to alter the AI in its ground attack role. Practically every aspect of AI behavuor is tweakable in a model's data.ini. Quote
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