Fuza Posted December 9, 2010 Posted December 9, 2010 I have watched some Youtube clips lately. They are all about fighter pilots riding their fighter jets and the clips recorded what happened inside the cockpit. When they turn their jets by rotating about the plane axis,they do not seem to be taking much G effect. But things changed when they climbed They seem to breath heavier. I wonder if the AI of the game behaves the same ? Can I adjust the settings in the Gameplay section to make the AI take up the same effects as I ? Quote
+FastCargo Posted December 9, 2010 Posted December 9, 2010 No...the AI doesn't work that way...it doesn't take into account physiological effects of Gs. You can limit the amount of Gs the AI will pull, but that's it really. FC Quote
Fuza Posted December 9, 2010 Author Posted December 9, 2010 No...the AI doesn't work that way...it doesn't take into account physiological effects of Gs. You can limit the amount of Gs the AI will pull, but that's it really. FC i think i understand you a bit. but further to that, if i reduce the Gs by modding, the ai will behave differently like they will turn with slower speed?? is that correct? Quote
+Fubar512 Posted December 9, 2010 Posted December 9, 2010 The AI will always use a simplefied flight model, and not suffer from G-effects. For example, I've edited the MiG-15bis to make it player flyable, and edited it's FM to prevent it from performing tie-fighteresque maneuvers (and to also make it behave properly under player control). The AI still performs acrobatics with it that are impossible for a player to match Quote
Fuza Posted December 9, 2010 Author Posted December 9, 2010 The AI will always use a simplefied flight model, and not suffer from G-effects. For example, I've edited the MiG-15bis to make it player flyable, and edited it's FM to prevent it from performing tie-fighteresque maneuvers (and to also make it behave properly under player control). The AI still performs acrobatics with it that are impossible for a player to match That's close to what I want to know. Maybe I didn't ask clearly enough though. We can also perform a high-G turn, by so much that we may also suffer from blackout, and when it happens, I hit F5 so that I can still continue to fight against the AI. That is a cheat. If I don't cheat then I should release the stick so that I can breathe and survive. What I am trying to say is that, can we edit the FM file, so that it restricts the AI from doing 'crazy' maneuvers, for example, a sustained high-G turn which lasts for 5 to 7 minutes? Also a sustained afterburnt nearly vertical climb. I saw one clip which shows the back-seat pilot having difficulties moving his head around as the jet continued to climb. I didn't know stall is simulated in this game before because I always set flight model on Normal. Hard = Realistic. Can the AI FM can be set up so that AI will also suffer from a stall? Quote
+Fubar512 Posted December 9, 2010 Posted December 9, 2010 (edited) shows the back-seat pilot having difficulties moving his head around as the jet continued to climb. No jet accelerates that hard. In fact, your average sport-bike can generate as much (if not more) accelerative G-force than a fighter. I didn't know stall is simulated in this game before because I always set flight model on Normal. Hard = Realistic. Can the AI FM can be set up so that AI will also suffer from a stall? The AI will pull into a stall, which you do not want it to do, as it lacks the abiliy to understand a simple concept: limits. It will attempt to fly at max alpha, and just above stall speed. Trust me, it's neither fun nor challenging when one's flying against MiG-17s that are chugging along nose-high at 110 kias. Since the '08 patch, every FM can have an AI-section, which imposes limits on the AI's behavior. But it's not perfect. I've set alpha limts (that's the "trick", btw), and the AI will still manage to pull a bit past them. I've circulated a pair of FMs set up this way (for an undiclosed project). Dave can attest to the AI's behavior, afterwards. Edited December 9, 2010 by Fubar512 Quote
+Dave Posted December 9, 2010 Posted December 9, 2010 Lets put it this way, the AI got dumb and tried to dive and didnt make it. Quote
Fuza Posted December 10, 2010 Author Posted December 10, 2010 Fubar is it possible for you to PM me the FM? I'd really like to see though I may not be able to tell the difference much, yet I still want to try it. And good to know AI has difficulty to understand limit. Currently I am playing around with MIG 19 and I ride the MIG 19 so it's MIG19 Vs MIG19. It's great fun. Fun comes from taking out a boggy by gun that's a kill. However I did force one crashed into the mountain, does that call a kill? *_* Lets put it this way, the AI got dumb and tried to dive and didnt make it. It dives, climbs and turns....quite clever actually, but as discussed before, it doesn't like limits...that's a problem, otherwise...perfect! Quote
+Fubar512 Posted December 10, 2010 Posted December 10, 2010 The FM in question is for an as yet unreleased 3rd party project, so I'm sorry, I cannot share it with anyone at this time. Besides that, it would do you little good, as it's not for a MiG-19. Thirdwire FM "tuning" is a very deep subject, and is somewhat beyond the scope of a simple answer. It would require an entire thread on the knowledge base, one that (other than the basics) is prone to change every time the developer gets it in his mind to do so. Quote
+FastCargo Posted December 10, 2010 Posted December 10, 2010 Fubar is correct...FM tuning is an art as well as science. I have been trying to write an FM tutorial good enough for anyone to understand it. It is at 5 pages of single spaced 14 point Times New Roman font, and increasing in size everytime I think about the subject. FC Quote
+Fubar512 Posted December 10, 2010 Posted December 10, 2010 (edited) I must add that TK's latest FMs (at least for SF2) are quite accurate in their stated limits and values. He states the correct lift and stall values, has accurately calculated the chords for all lift surfaces, and has expanded the various & sundry alpha and mach tables to a higher level of resolution. However, there's still room for improvement in that last area The only issue I have is with changes that were made since the release of SF2I EXP1, to allow all aircraft to depart into spins, has effected the stall modeling of most existing FMs to the point that many behave unrealistically, post-stall. Edited December 10, 2010 by Fubar512 Quote
Fuza Posted December 10, 2010 Author Posted December 10, 2010 cheers guys! thanks anyway. I'm not hard core, enough fun with what i've got so far. this game realy shines, the graphix is excellent, i play it in windows mode and the frame rate is beyond 60 sometimes 100. solved tghe gun issue too i chose ot cheat :D modified the gundata. enjoy the game enormously. now trying to understand the sam thingy. then put them into my own mission and play for the fun part of it. thanks again Quote
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