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Hello all,

I would ask anybody who is expert or knows ini better than me

if there is a way to compensate differences between user on hard FM

and AI FM.

If I have 2 planes from one era and lets say the first one has top speed 100% (400kmph)

and the second has 90% but were more maneovreable the logic says

with the 1st one I have to use zoom and boom tactics

but with the second I have to try outturn my opponent

 

human flying the first one looses speed advantage because AI FM cheats too much

so in game with the 1st plane I am flying 100% speed but slower plane with AI

is faster that players top speed.

 

human flying the second plane looses advantage because AI dont know what the stall is :-(

 

it is not a problem with F-4 against Mig-17 because hey there is allways a sparrow

but with WWII stuf when I cannot catch bomber which was supposed to be slower than fighter

or bomber outturns fighters in dogfight I see a problem :-(

 

can I tell AI what is the top speed or minimal turn diameter with parameters like

[FlightControl]

or [AIData]

 

thanx for your suggestions

 

Monty CZ

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Monty, sorry for butting in, but wouldn't using normal FM for player level the ground?

Edited by SFP1Ace

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Ahh I know what you mean. I tried several times to conduct interceptions of B-29s on a MiG-15 (with thrust power readjusted to basic model), each time Tango was at high altitude and at such speed that I could not catch up, even with the external tanks dropped ! So you have to cheat a bit and "boosting" the aicraft slightly. But even now with the characteristic of the MiG-15bis it's rare to successfully intercept them.

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The AI always uses a simplified model that is otherwise unavailable to the player, so swithching to "normal" is not a fix. It only dumbs down stall and post-stall behavior. I've seen the enemy AI perform "impossible" maneuvers with the very same aircraft that I was flying, and I've even seen it outrun me, with drop tanks and bombs hanging from its wings... :dntknw:

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Maybe it is time to choose what aircrafts are AI only and make changes to FM

Speeding up a little bit is not a succesful way I did it and now flying B-35

against Bf-109 looks like from Flyboys movie (or even worse like the mustang

from Red tails trailer :-( )

Monty CZ

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This is the reason for the [FlightControl] section in the Data.ini Changing this affects mainly how the AI fly the plane and dosen't affect the human flight very much. I have porked my B-29s this way time ago (in my veeeery old SF1 Korea install, that I don't have anymore), and I was perfectly capable of catching the B-29s.

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thanx ojcar I will try to change [FlightControl] entries then

and I hope it will help me

 

and does anybody know I we can have gun entry in building objects?

and I dont want to use groundobjects in terrain types.ini

because if I remember correctly line usegroundobject=true

cause that object Z-axis orientation depends on terrain

and usegroundobject=false means that Z-axis is allways vertical.

 

Yes I need to arm my bunkers and then placed them in the mountains

 

Monty CZ

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Hello again

what is the best prop engine entry (by your experience) in plane data inis

3rd party or stock

 

I think I have my data all wrong so I want to start from something new and good

 

Monty CZ

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I don't know really, but you have an Stirling in the SF2I 1948 and Suez add on. I can catch it in my Avia, so it could be a good start for your B-29. Also syou coultd compare the B-29 FM with the Tu-4 one . I don't know if it's the same, but if if proves different (and better), you can change the weapons only!

 

I don't remember very well my B-29 edits, but changing the CruiseSpeed, ClimbSpeed, MaxSpeedSL and MachLimit could maybe do the trick.

Edited by ojcar

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Hello all,

do anybody knows that it is possible to show metric units in debugmode=true

(via editing huddata.ini)

 

thanx

Monty CZ

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hehe Monty when I did my first "real" FM, for Timmy's MiG-9, I made it challengingly realistic, but I got so depressed when the AI always turned to stall speed I gutted the whole thing, crying over every painful slash, and simplified it to match Player and AI performance. Basically, I limit the gees (through the aerodynamics, not the quickie variables), so the AI can't turn hard so it keeps its energy up. One rationale for this, as player plane, is that most of the time you don't pull hard, very rarely in fact (it hurts) unlike in the games where we like to turn hard all the time. I should have put that FM up for download as an option but didn't think of it. ugh

 

You may like this story, don't know if I told you yet, it concerns changing the FM in your Yak-28P.

 

Back in SF-1 maybe 2006 I found the Yak could not get much over m=1, so I had to make it "faster" at high altitude. I had never touched an FM before. But I had an inspiration. In the real story, Yak copied the Su-15 intakes and fuselage to make the Yak-28-64 (year 1964) so it could go faster, put the engines in the fuselage did he. The -64 fell in a ditch being taken to the test field, and fittingly proved slower than the Yak-28P. Yak got out of (real) fighters after that.

 

I had a different experience. Using that hyisteorical example, I copied Boopidoo's Su-15 fuselage and pasted it into the Yak fusealage. In my case, it worked. Yea I actually thought of the old story when I did this.

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Hello all,

I want to let you know that there is a way how to tune AI advantage if it looks too much for you.

I edited AIData and changed some of the numbers (bold here if I remember all)

the numbers might look ridiculously small but in game AI rolls more etc (I dont know why)

it needs more testing but now I can sneak behind fighter from six o clock if he is alone and kill him

before that every plane started to turn towards you if you reached some distance.

 

[AIData]

TakeOffRotationAngle=10.0

AileronDeltaRoll=1.1

AileronRollRate=-1.0

ElevatorDeltaPitch=1.0

ElevatorPitchRate=-0.1

ThrottleDeltaSpeed=0.05

ThrottleVelocity=-0.01

DeltaSpeedForAfterburner=

DeltaSpeedForAirbrakes=-50

MaxPitchForAltitude=30.0

MinPitchForAltitude=-20.0

PitchForThrottle=0.005

PitchForAltitude=0.001

PitchForVerticalVelocity=-0.001

RollForHeading=10.0

RollForHeadingRate=-0.2

MinRollHeading=5.0

MaxRollForHeading=25.0

MaxRollCombat=30

MaxPitchCombat=10.48

PitchForRoll=0.13

FormationSpeedForPosition=0.8

FormationSpeedForRate=0.5

LookoutAngle=120

DefensiveAngle=100

ChanceDefensiveTurn=90

ChanceBreakTurn=90

ChanceHardTurn=90

ChanceTurnDirection=50

ChanceContinue=25

ChanceCheckNewTarget=57

ChanceUseVertical=50

MinAIQuality=Green

 

[DogfightNovice]

MaxCannonRange=600

OptimalCannonRange=200

MinCannonRange=150

CannonBurstLengthShort=1.5

CannonBurstLengthLong=2.0

 

[DogfightGreen]

MaxCannonRange=600

OptimalCannonRange=150

MinCannonRange=120

CannonBurstLengthShort=1.0

CannonBurstLengthLong=2.0

 

[DogfightRegular]

MaxCannonRange=600

OptimalCannonRange=150

MinCannonRange=100

CannonBurstLengthShort=0.7

CannonBurstLengthLong=1.4

 

[DogfightVeteran]

MaxCannonRange=500

OptimalCannonRange=150

MinCannonRange=75

CannonBurstLengthShort=0.6

CannonBurstLengthLong=1.4

 

[DogfightAce]

MaxCannonRange=400

OptimalCannonRange=150

MinCannonRange=50

CannonBurstLengthShort=0.5

CannonBurstLengthLong=1.0

 

BTW I just had the best dogfight in SF2

it was looong and I had to fight in the tree top but I survived 4 groups of green pilot in Bf-109

I ran out of fuel 10meters above airstrip when landing :-)

post-255-0-01979700-1331493258.jpg

 

Monty CZ

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