Jump to content
VonS

RoF United Ed. AI/DM & Other Mods. (Consolidated)

Recommended Posts

RoF_ConsolidatedModsNewPackagePic.thumb.jpg.b2b84cea6de853d5ee8ac9fc32623cd8.jpg

 

Apr. 17, 2023 Update - Please find, available at the link below, my previously released mods. for RoF United Ed. - this time as a convenient, consolidated package that has been updated with the latest tweaks. Do read the included "Read Me" files, where available, for more info., particularly the "READ_ME_ROF_General_Info" file that is located in the root folder of the package when unzipped. This package is provided "as is," with no active support beyond the included explanatory files. The "Consolidated Mods. New" Package contains the latest AI mod. (ver. 1.4) for RoF United, as well as mods. previously offered separately, such as the "M-S Type H Campaigning Tweak," the "PWCG modulations" files, etc.

Apr. 29, 2023 Update - Included below the link to the "Consolidated Mods. New" package is Ver. 3 of the PWCG "modulations" files (to be installed manually in the PWCG ver. 16.3.1; see directions included in the larger, consolidated package). Ver. 3 of the "modulations" files increases wind and turbulence settings, as well as provides greater chance of encountering more capable AI when flying PWCG campaigns, especially if used in conjunction with my newer AI mods. for RoF (such as ver. 1.36 or 1.4, included in the big consolidated package).

Important Note: if using the Ver. 3 PWCG "modulations" files, instead of the Ver. 2 ones included in the big consolidated package for RoF -- make sure to change settings, if you choose to change any, from within the modulations, i.e., the RofCampaignSpecific, files themselves -- otherwise, tampering with relevant settings from within the PWCG advanced menu options will automatically delete extra entries for the AI that I've included in the Ver. 3 modulations. This note does not apply to the Ver. 2 modulations since those don't contain any extra AI settings.

Feb. 6, 2024 Update - RoF AI mods. vers. 1.36 and 1.4 have been upgraded to vers. 1.37 and 1.41, respectively. The new versions have tweaked the AI's ability to follow commands more quickly and/or properly. Ver. 1.41 also contains further tweaks to safe alts. for the AI, to minimize unnecessary crashes and very low-level dogfighting. The entire consolidated package has been renamed from "Consolidated Mods New" to "Consolidated Mods New V.2" (i.e., Version 2).

 

ROF_ConsolidatedModsNewV2_VonS.zip

ForRoFpwcgModulationsVer3_VonS.zip

Happy flying,

Von S :flyer:

 

 

Edited by VonS
Have uploaded the latest vers. of the AI mods. for RoF (vers. 1.37 and 1.41).

Share this post


Link to post
Share on other sites

Just wanted to say TY VonS for the AI mod. I am using version 1.1 and I am having a good experience so far. Here is a vid from last nights dogfight.

S!Blade<><

https://youtu.be/zrj55wWlW5g

 

Edited by Blade1
  • Thanks 1

Share this post


Link to post
Share on other sites

A new  link with a better recording of the previous video.

S!Blade<><

 

  • Like 1

Share this post


Link to post
Share on other sites

Quick bump to this thread -- the "Consolidated Mods. New" Package has now been released for RoF United. Among other things, the package includes the latest, "Special Edition" AI mod. (ver. 1.4) for RoF, as well as my various mods. that were previously offered as separate downloads (such as the "M-S Type H Campaigning Tweak," etc.). See the info. and pic. in the top post of this thread for more details.

Cheers all,

:smile:

Edited by VonS
Fixed typos.

Share this post


Link to post
Share on other sites

VonS you outdid yourself here. It gave new life to this sim and corrected the problems plagued with the AI for years, in my opinion. Thanks!

  • Thanks 1

Share this post


Link to post
Share on other sites

I want to thank you too! thank you for keeping these games so alive!

  • Thanks 1

Share this post


Link to post
Share on other sites

Sorry to reach out to you here, I couldn't find anyhwere else with recent activity

I have tried using this mod and encounter issues with AI sometimes not taking off during missions. This has happened with multiple planes, but occasionally the leading AI will begin to take off but immediate reduce its engine and slowly taxi until they crash off field

The missions I am trying are generated with PWCG 16.3.1 and after removing this mod the AI work correctly

I have tried both version 1.36 and 1.4 with similar effects. 

 

Sometimes they will work ok, but randomly the AI do not seem to want to take off. I have not tried with myself leading a flight, always with the AI leading a flight

Share this post


Link to post
Share on other sites

Hi Alpenman,

Recommended is to check over the following two posts on the IL2 forums, regarding AI takeoff fixes for RoF. As far as I know, the problem is present in PWCG 3.x.x but not in the older 16.3.1. I have included the takeoff fix tip in my AI mods, by the way. The only other thing that I can think of is that the AI doesn't like stronger winds so it might help to reduce wind speeds too in the PWCG menu, if all else fails to resolve that takeoff problem.

https://forum.il2sturmovik.com/topic/83819-possible-fix-for-squadron-mates-not-taking-off-during-career-missions/

https://forum.il2sturmovik.com/topic/84205-ai-not-taking-off-and-acting-weird/

Cheers,

:smile:

Share this post


Link to post
Share on other sites
Posted (edited)
20 hours ago, VonS said:

Hi Alpenman,

Recommended is to check over the following two posts on the IL2 forums, regarding AI takeoff fixes for RoF. As far as I know, the problem is present in PWCG 3.x.x but not in the older 16.3.1. I have included the takeoff fix tip in my AI mods, by the way. The only other thing that I can think of is that the AI doesn't like stronger winds so it might help to reduce wind speeds too in the PWCG menu, if all else fails to resolve that takeoff problem.

https://forum.il2sturmovik.com/topic/83819-possible-fix-for-squadron-mates-not-taking-off-during-career-missions/

https://forum.il2sturmovik.com/topic/84205-ai-not-taking-off-and-acting-weird/

Cheers,

:smile:

Thank you for the reply. I have seen these posts and will take a close look at their settings to see if that remedies the problem. However I can see in the latest 1.4 version of your mod this setting is already set to '15'.

 

One other peculiarity i noticed is that many of the files in your download are formatted as "._careoplane" and inside contain "MAC OSX" and some encoded characters. Is this the right set of files or did some get corrupt somehow?

image.thumb.png.1a6758b0701cba24871bcbb86f46e3b4.png

Edited by alpenman
  • Thanks 1

Share this post


Link to post
Share on other sites
Posted (edited)

Hi Alpenman, those files that begin with an underscore are Mac OS files that are sometimes arbitrarily generated in various folders of my mods packages as I work on them.

I usually turn off the setting to view invisible files, in the Windows 10 partition on my Mac Pro, so I did not spot those files earlier (typically they show up as visible files so I delete them before uploading my mods packages; this time they remained invisible for some reason).

Have now removed all Mac-related files and have re-uploaded the RoF mods package. While those Mac indexing files don't alter the way the AI/DM mods work - I recommend re-downloading the package (the link is in the first post of this thread) - for the sake of improved cosmetics.

The PWCG "ModulationsVer3" file is fine by the way (doesn't contain any Mac-related files), so that one was not re-uploaded.

Cheers,

:smile:

Edited by VonS
Fixed typos.

Share this post


Link to post
Share on other sites
Posted (edited)

What are modulations for? There's no txt file in the zip so I'm asking.

Thanks.

Edited by Sabre10

Share this post


Link to post
Share on other sites

@Sabre,

Here's a brief extract from the "Read Me" file located in the "consolidated mods'" files/folders - regarding the various PWCG modulations files:

-----

The modulations files are "a series of 'RoFCampaignSpecific' files that should be installed, ONLY ONE AT A TIME, into the 'Pilot's Name Folder' of your RoF Campaign folder that is generated by Pat Wilson's Campaign Generator (ver. 16.3.x); you will find a series of files there, organized by period of war and by theater (whether eastern or western front); those files [...] change a variety of settings, ranging from AA gun frequency, distance between M.G.'s available on the front, chance of aircraft encounters, size of flights, also changes in aircraft/engine reliability, availability/number of observation balloons, and so on, depending on period of war; there will be noticeably less encounters with the enemy with those modulation files loaded than in stock form, in turn with greater difficulty of racking up large kill tallies, as historical, particularly on the eastern front."

-----

That description is for the "version 2" modulations files that are included in the larger "consolidated mods" files/folders, by the way. For an even more hard-core experience, suggested is to download the "version 3" modulations files that are located as a separate download in the first post of this thread. See also the "Important Note" in the top post of this thread, regarding differences between the version 2 and 3 modulations files. You might also wish to check over this link regarding other info. about the various modulations files.

Happy flying,

:smile:

 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By VonS
      Recently I had an opportunity to re-install FlightGear (stable ver. 2020.3.19) on my 2013 Mac Pro and was pleasantly surprised - with no crashes, decent FPS for the most part, and various other improvements that were incorporated over the years. I had dabbled briefly in FlightGear a couple of times before (around 2013, and again around 2020) - but eventually removed the flight simulator from my hard drive on both of those occasions.
      Since my particular setup(s) are with dual AMD video cards, I thought I would post some (illustrative) tips below, as well as representative pics of the sim when at best, or very good, settings. I will this time around keep FlightGear on my hard drive - makes for a good, free flight simulator.
      For command line entries and tips that should be plugged into the "Additional Settings" option of FlightGear, see the info. immediately below. Make sure to remove the info. included in brackets if copying the commands into the relevant settings section.
      -----
      --prop:/sim/gui/current-style=0 (better GUI style for AMD cards)
      --prop:input/mice/mouse/mode/button[2]/binding/value=2 (gets rid of horrible mouse-as-yoke feature that sometimes automatically turns on)
      --prop:/sim/rendering/photoscenery/enabled=true (gives more photo-realistic scenery whenever possible; to be fully implemented in later FG versions)
      --prop:/sim/rendering/hdr/envmap/update-continuously=false (disables continuous siphoning and updating of terrains, to enable seconds command below)
      --prop:/sim/rendering/hdr/envmap/update-rate=5 (terrain refresh rate set in seconds; good values are 5 or 10, for minimal stuttering)
      --prop:/sim/rendering/max-paged-lod=1300 (stock max paged LOD no. is "200"; recommended is not to exceed about "1900" on AMD)
      --prop:/sim/rendering/plod-minimum-expiry-time-secs=60 (stock min expiry time is "180" secs.)
      --prop:/sim/rendering/multithreading-mode=DrawThreadPerContext (should improve multithreading capacity, at least slightly, and add a few extra FPS)
      --prop:/sim/rendering/database-pager/threads=12 (stock thread rendering no. is "4," with more threads improving ave. FPS; set as per your CPU threads no.)
      --prop:/sim/rendering/vsync-enable=false (force disables vsync to improve FPS)
      --prop:/sim/rendering/multi-sample-buffers=true (this is anti-aliasing; set to false to disable and remove entry immediately below it)
      --prop:/sim/rendering/multi-samples=2 (anti-aliasing value; lowest is 2, also good is 4; avoid 3)
      --compositor=Compositor/HDR/hdr (modern rendering pipeline for better graphics details and shaders; rarely breaks scenery; still mostly experimental on AMD vid. cards)
      --units-meters
      --disable-splash-screen
      --disable-horizon-effect
      --enable-distance-attenuation
      --enable-specular-highlight
      --enable-clouds3d
      --fog-nicest ("nicest" improves look of fog with more subtleties while "fastest" makes fog appear and disappear more quickly; no real impact on AMD FPS)
      --shading-flat ("smooth" apparently improves look or depth of shaders; preference is for "flat" since I have not noticed difference in quality on AMD)
      --texture-filtering=2 (this is anisotropic value; lowest is 1; also good is 4 or 2; avoid 3)
      --bpp=32 (can also use 24 but have not noticed an FPS improvement with 24; would say 32 is better for FPS overall)
      --terrain-engine=pagedLOD
      --lod-levels=3 2 5 3 1 (also good is 4 3 6 4 2 for best visual quality on AMD but still mostly FPS-friendly; recommended is 3 2 5 3 1 for balance between visual quality and solid FPS)
      --lod-res=2 (default is 1; also good is 3; avoid any other values besides 2)
      --lod-texturing=raster (better than "bluemarble" as far as I have been able to test, with smoother loading of textures)
      --lod-range-mult=3 (default is 2; also good is 1; avoid all other values besides 3)
      --enable-texture-cache
      -----
      On a broader note, it's important to tweak the rendering, shaders, and LOD range settings in FlightGear - to get the best experience on your AMD video rigs (be it a dual or single AMD setup).
      The frequencies, by the way, on my dual FireProD700s have been OC-ed, via MSI Afterburner, from a clock/memory of 850/1370 to 1024/1380 MHz.
      Be sensible with the rendering options - particularly with the maximum number of scenery and aircraft tiles - anything above a value of 1900 or so is both useless and an FPS hit. (The scenery/aircraft tiles no. may also be set via the relevant command line entry indicated above in this post.)
      Take note as well of cloud density and visibility values. Anything beyond a visibility of 35 km or so is questionable since it does not widen further the cloud carpet but is, once again, an FPS hit.

      Pic 1 - Sensible/Best Rendering Choices for AMD Video (in FlightGear)
      Next we look at the shader options that also require careful thinking and tweaking. Take note that "landmass," "urban," also "water" - give different visuals if they are set to the maximum level (of five). I personally prefer how the landscape/terrains look with those three settings at a value of four - with crisper graphics - but tweak according to taste. Also worth noting is that I always run the LOD value on my rig(s) at "-1," via the excellent little program "ATISetLod" that is available under the top post of this thread.

      Pic 2 - Sensible/Best Shader Options for AMD Video (for crisp and fairly realistic graphics)
      Also important is to tweak the LOD range settings to get a good balance between visual quality and decent FPS, with no stuttering or crashes. Focus in particular on the maximum distances for the detailed, rough and bare scenery ranges - I decided eventually on cutoffs of 3, 17.5 and nearly 45 km. Other cutoffs worth considering are 2.5, 15, and 40 (or so) km, as well as 3.5, 20, and 50 km. Anything beyond the latter values will, again, most likely not make much of a difference with the visuals but will contribute a noticeable FPS hit. Take note also of the "high detail" and "AI/MP interior" values. I'm getting good results with values of 250 - 260 pixels for those options; also good are values of 300 (or so) pixels. Those two values may be tweaked to taste, for the most part - but, again, be sensible since they may impact on FPS.

      Pic 3 - Sensible/Best LOD Range Values for AMD Video
      Last, let's not forget to tweak our custom FlightGear profile (in our AMD settings panel) as best we can, to minimize stuttering, pausing, or crashes. Take note in particular how the shader cache is set to "On," not to "AMD Optimized," and how, even though I have enabled CrossFire mode, frame pacing is set to "Off" (which eradicates stutters on my rig in FlightGear - had tried with frame pacing "On" and was not pleased with the results). If you have only a single AMD video card, experiment with leaving the CrossFire option on (set to "AFR compatible"), or turning it off entirely. (NOTE: I have not noticed any FPS downgrade with anti-aliasing set to 4EQ and edge-detect, anisotropic value at 8, and tessellation at 16. Tweak to taste obviously.)

      Pic 4 - Good AMD Settings for a Custom FlightGear Profile
      Recommended also, if having any instability with FlightGear on AMD video, is to stick with the "Pro" variant DLLs (drivers) for AMD, instead of the consumer/Adrenalin ones. I particularly like the ver. 19.x.x Pro series of drivers, as well as the venerable ver. 17.x.x ones (the latter of which I have installed on the 2013 Mac Pro). To find links to the Pro 19.Q3 DLLs (the last version of the Pro DLLs to support CrossFire, by the way), see this page.
      Below follow several representative pics with the settings illustrated above applied - FlightGear provides a nice selection of aircraft with usually very good monoplane FMs, especially for tricycle-gear (small) civilian aircraft such as Cessnas, also for airliners like the (classic) Boeing 707. For multi-wing contraptions on the other hand and more realistic/historical FMs for biplanes, triplanes, and the odd multiplane, the gold standard(s) remain heavily-modded First Eagles 2 and RoF, as well as recent iterations (UE edition onwards) of the excellent WoFF series.






      Happy flying,
      Von S 
    • By JamesWilson
      Hi everyone,
      I recently got into weapon modding and wanted to edit some missiles.
      I went for the Weapons Folder with the Weapons Editor, and some weapons were missing, even tho i can see them and equip them in-game.
      I wanted to edit the AA-2D Atoll for my Su-22M3, but there's no AA-2 folder inside Weapons folder, nor inside plane folder, even tho the missile is equippable and i can see it/use it in-game.
      Since there's no Atoll folder, i have no idea how is it possible for me to have it in-game, and even less i know on how am i supposed to edit it through Weapons Editor, since i can't select the folder.
      I thought it may be a sort of "built-in-game" missile and for this reason not showing in weapons folder (idk i just made an hypothesis).
      So i tried using the CAT Extractor, but seems like not working... no matter which CAT file i select, it says "error opening this .CAT file, no files can be extracted", how's that? How do i fix it? Am i doing something wrong?
      Thank you in advance for helping me fixing all these issues or helping me find what i'm doing wrong
    • By ProblemChild
      I want to know wether for example if I destroy a factory in particular cities will that have any sort of influence on the course of the war? 
      I've been playing it for some time and the experience is fantastic, I just would like to know if the war can be changed in any way to fit the narrative in my playthrough.
      The game has some campaign settings that allow you to tweak historical accuracy or not, so I wanted to know wether I can have any real input in the way the war progresses.
    • By JamesWilson
      Hi,
      after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files?
       And is it or it's not possible to do?
      Down here are 2 pictures from the correct cockpit in the default Third Wire F-14:


      And 2 from the TMF F-14 (the inaccurate one):


       
      Thanks for helping.
    • By JamesWilson
      Hi everyone,
      I was wondering how to customize the numbers after your callsigns, since it always gives me the same ones.
      I think i managed somehow once, a bit of time ago, but now i forgot and have no idea how to.
      I'm not talking about how to customize the callsign name, but the unit number after it.
      As you can see in the Roster and in the picture under, i get "Fast Eagle 1-1" and "Fast Eagle 1-2"
      Here are some examples:


      The numbers on the tail, wing and nose numbers are customized, cause i managed how to change them, choosing them individually for each unit in the mission file by changing "AircraftNumber=" and typing the number, like "2" (as for 202). It doesn't change by typing the whole number tho, like 202 by typing 202, but it goes by typing the number that corresponds to the list of numbers you have. For example, In a list that goes from 200 to 400, you will have to type 10 to get 300. Here i just typed "2" and "7" since the list starts from 200


      IIRC, in the past i just used to type the Aircaft number just like that, and in-game i had the proper number after the callsign, like "Fast Eagle 102", not just the number displayed on the plane livery.
      How do i do? I'm pretty sure that it's possible to have "Fast Eagle 102" on my screen HUD and in the Roster
      Thanks in advance for helping me.
       
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..