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Vambrace

Aircraftobject.INI help

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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 .

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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?

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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?

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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

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thx for the help stick.

 

do you also know how each of those parameters work?

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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!

yikes.gif

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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.

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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

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@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 by Stick

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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

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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.

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thx for the tip stick.

 

I like the way on how you describe each parameter. it works nicely

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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.

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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.

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Thats the last word!good.gif

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