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I wonder if it's a way to disable AI to use dive bombing.

I hate watch Tornado AI dropping bombs as they should (low and fast) then going hi and slow like idiots .

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It's possible to add some type specific AI behavior to the aircraft data ini but it may take a lot of experimenting to get what you want. Here are the stock weapon delivery AI data entries,, with a specific field for dive bombing:

[LevelBombAI]
PullOutRange=500.0
PullOutAlt=300.0
ReleaseAlt=1650.0
SecondPassRange=6000.0
SecondPassAlt=1000.0
ReleaseCount=12
ReleaseInterval=0.14

[DiveBombAI]
RollInRange=6000.0
RollInAlt=2300.0
PullOutRange=600.0
PullOutAlt=300.0
ReleaseAlt=1000.0
SecondPassRange=5000.0
SecondPassAlt=1600.0
ReleaseCount=4
ReleaseInterval=0.14
AimPitchOffset=1.0

[RocketAttackAI]
RollInRange=9000.0
RollInAlt=1500.0
PullOutRange=1500.0
PullOutAlt=250.0
ReleaseRange=2000.0
SecondPassRange=6000.0
SecondPassAlt=1000.0
ReleaseCount=16
ReleaseInterval=0.2
AimPitchOffset=0.0

[StrafeAI]
RollInRange=6000.0
RollInAlt=1500.0
PullOutRange=800.0
PullOutAlt=200.0
ReleaseRange=1200.0
SecondPassRange=4500.0
SecondPassAlt=1200.0
ReleaseInterval=1.0
AimPitchOffset=0.0

[CruiseMissileAI]
ReleaseRange=100000.0
ReleaseAlt=5000.0
ReleaseInterval=6.0

 

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Yeah, I know .

I tried and all attacks are ok,  but  if AI decide to dive bomb there is no way to stop him.

He will always slow down and climb .

I tried to set some idiotic distance for dive bombing like 300 km, but AI will rather try fly away this 300 km than use level bombing ;-)

So my question is rather .. 'Where is limit of idiotism, that AI will switch to level bombing ?'  ;-)

Below are my settings after HOURS of experiments .

Level bombing is really cool. He is flying almost 500 kts at 700-900 feet and hitting with sniper accuracy .

[RocketAttackAI]
RollInAlt=800
RollInRange=10000
SecondPassRange=10000
ReleaseRange=6000

[DiveBombAI]
ReleaseCount=2
ReleaseInterval=0.2
AimPitchOffset=3.0

[LevelBombAI]
RollInAlt=870
RollInRange=10000
PullOutAlt=409.7
ReleaseAlt=410.5
SecondPassRange=10000
SecondPassAlt=800
ReleaseCount=2
ReleaseInterval=0.25
AimPitchOffset=2.4

[StrafeAI]
RollInRange=5500.0
RollInAlt=1350
PullOutAlt=80
ReleaseRange=1800.0
SecondPassRange=4500.0
SecondPassAlt=1350
ReleaseCount=0.15
AimPitchOffset=-1.2

Edited by guuruu
  • Like 1

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Ive once used all the lines/values of the DiveBombAI  in the LevelBombAI section to force the aircraft to Divebomb all the time

Cant remember if it worked, though

With entries like this

[DiveBombAI]
ReleaseCount=2
ReleaseInterval=0.2
AimPitchOffset=3.0

the game will use stock values for all the missing lines!

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I know, this is only emergency solution ;-)

Tried with same datas as for level bombing. It doesn't work.

He is flying too slow and droping bombs with ... hmm, random AimPitchOffset ;-) He can drop 1 km before target or drop all left 6 bombs after target ;-)

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1 hour ago, guuruu said:

[LevelBombAI]

RollInAlt=870
RollInRange=10000
PullOutAlt=409.7
ReleaseAlt=410.5
SecondPassRange=10000
SecondPassAlt=800
ReleaseCount=2
ReleaseInterval=0.25
AimPitchOffset=2.4

 

Ok, some explanations for these settings.

These 4 things are like ReleaseRange. In fact they are angle of approach to drop.

RollInAlt=870
RollInRange=10000
PullOutAlt=409.7
ReleaseAlt=410.5

And this is guarantee of correct alt and speed of drop. If it's lower speed can be too low to hit target. Plane is loosing speed when turn back.

RollInRange=10000, SecondPassRange=10000

And this is insurance for some attack parameters deviations .

ReleaseCount=2
ReleaseInterval=0.25

Edited by guuruu

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Yes, Ive actually drawn the profile on paper to visualize it and then modified it

when I made a dive-bomb profile for Mirage III/5.

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Has anyone ever noticed a difference in the bombing AI depending on the type of target? A long time ago when trying to put together a dive bombing AI for the Ju-87 Stuka it seemed the AI would dive bomb OK against AAA targets but would level bomb against targets like buildings. I eventually gave up on it but wonder if there is something in the game code causing that.

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