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Echarlie

Modifiing AI Behavior

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Does anyone know which file controls AI flight behavior?

 

Its the one that lets you modify things like Minimum alt, spotting ranges and vectors ect, for the different quality AI pilots (IE: ACE pilots can maneuver at lower alts and can spot you at longer ranges and and from all directions where as GREEN pilots mostly look strait ahead and can only see you at shorter ranges and have higher minimum altitudes and such)

 

I fiddled with this a long time ago, maybe even b4 the last patch, and liked the results I got.

I have been extracting files like crazy (HUDDATA.INI, INVIROMENTSYSTEM.INI and others) trying to find it but dont know where else to look. Could someone please help me?

 

Im using a unified WOE/WOV/SFP1 install

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As far as I know the AI Data used by a certen AC is in that AC Data.ini.

 

Example:

F-4E ARN-101

 

[AIData]

AileronDeltaRoll=1.2

AileronRollRate=-1.0

ElevatorDeltaPitch=1.0

ElevatorPitchRate=-0.001

ThrottleDeltaSpeed=0.05

ThrottleVelocity=-0.01

DeltaSpeedForAfterburner=50

DeltaSpeedForAirbrakes=-50

MaxPitchForAltitude=22.0

MinPitchForAltitude=-15.0

PitchForThrottle=0.001

PitchForAltitude=0.001

PitchForVerticalVelocity=-0.001

RollForHeading=15.0

RollForHeadingRate=-0.5

MinRollHeading=15.0

MaxRollForHeading=65.0

PitchForRoll=0.23

FormationSpeedForPosition=0.8

FormationSpeedForRate=0.5

 

Raven

 

 

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Depends on which dash-1 version you got.

 

SF-1 2006 and below, you use the AI data blocks in the AIRCRAFTOBJECT file that is extracted to the Object folder. This file covers all aircraft put in the game.

 

SF-1 2008 and above, you can use the above general file for all planes, but you can also use many of the same blocks in each aircraft data file for specific aircraft differences.

 

A free sample: oddlly enough perhaps, the [RocketAttackAI] block defines how the AI use anti~radiation missiles against SAMs. In SF 2006 and earlier, there was only one way to do this -- for example one ARM releace altitude for all planes --- and that is defined in AircraftObject file. In SF-1 2008 (and SF-2 I assume) you can define this AI behavior in each aircraft data file by using the same blocks as found in general AircraftObject file, but use them in each aircraft.data.ini and each can be different from other aircraft.

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AIRCRAFTOBJECT.INI !!!!!!!!!

 

Thats the one I was looking for.

These are the entries I wanted to play with

 

[DogfightVeteran]

SafeAltitude=200

LookoutAngle=150

DefensiveAngle=120

ChanceDefensiveTurn=50

ChanceBreakTurn=100

ChanceHardTurn=100

ChanceTurnDirection=100

ChanceContinue=50

ChanceCheckNewTarget=45

ChanceUseVertical=50

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=167

LookoutAngle=180

DefensiveAngle=120

ChanceDefensiveTurn=75

ChanceBreakTurn=100

ChanceHardTurn=100

ChanceTurnDirection=100

ChanceContinue=25

ChanceCheckNewTarget=50

ChanceUseVertical=100

FightWithoutAmmo=1

CannonFireAngle=0.8

RQIRMFireAngle=10.0

ASIRMFireAngle=20.0

RHMFireAngle=25.0

MaxPitchInput=1.0

MissileDetectChance=100

MaxCannonRange=2000

OptimalCannonRange=500

MinCannonRange=100

MaxRollForGunAttack=180

CannonBurstLengthShort=0.25

CannonBurstLengthLong=0.5

MaxRudderForGunAttack=1.0

MaxRudderForManeuver=1.0

 

Thanx for the help Lexx. And you too RAVIN

Edited by Echarlie

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Well lettuce know what you find.

 

I've spent a few years working over the SF, but spent very little at all in the AI data -- yet --I will have to eventually.

 

One thing I discovered recently that will be insanely useful for my strategic game, is that in mission editor like KMD you set selected waypoint's COMMANDs to a few really bizarre commands (maybe NONE...TAXI...TAKEOFF...I forgot now) that turn the AI into dumb blind plodding along at the specified speed/altitude/heading, but with no reactive behavior. This is great for setting up staggered escorts where some escort flights drop tanks and engage interceptors, leaving "dumb" escort flights to continue with drop tanks like nothing happened, until they reach a waypoint with a normal command, and they start reacting like militant hardcore escorts as expected. Thus, its possible to setup escort scenarios where the escorts don't all drop tanks and engage the same few interceptors at the same time, so the strike or bombers are not abandoned.

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