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Everything posted by Creaghorn
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HiR Freezes during initializing
Creaghorn replied to OLD NAVY's topic in WOFF UE/PE - General Discussion
with the new patch you have now even bumpy air -
Questions regarding historical AI
Creaghorn replied to Creaghorn's topic in WOFF UE/PE - General Discussion
just a short question. in historical mode, is it enough to leave the campaign to main manu and start it again to have randomness, or do i have to quit OFF completely and start it again? -
HAT IN THE RING! Expansion UPDATE 1.46 AVAILABLE
Creaghorn replied to Polovski's topic in WOFF UE/PE - General Discussion
thank you very much for the patch, and especially for the AI-solution. it is indeed a bonus you have given us. -
The ENB Series Bloom and HDR mod
Creaghorn replied to Dimus's topic in WOFF UE/PE - General Discussion
i can only recommend this mod to everybody. though the posted pics are too dark, you can tweak the darkness/contrast as you like. it's really easy. not much tweaking. i used exactly the very good explanation and settings of the guy in the link in the first post. the scenerie looks IMHO more real and the sun is brighter and hides the specks better. the best thing, specks are better visible in the distance. only thing i made different is DarkeningAmountDay=25 set to DarkeningAmountDay=20. works perfectly for me. and you can easily switch it on and off during flight with shift-f12 thank you Dimus -
it seems, when i reread some of the posts i made recently, they were rather harsh and i might have stepped on some toes. for that i want to apologize. it was not my intend to be offensive against anybody. i'm just little frustrated because i have some days off and i simply dislike this passive AI and i didn't want to fly till the patch is coming. nonetheless my fillgap solution is to start an early carrer with eindeckers, since IMHO this AI suits better for early AC from behaviour and manouvers. i hope nobody felt offended by my lately comments.
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thank you, guys so it seems like...
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great pic . you look a bit like John Rhys-Davies
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Questions regarding historical AI
Creaghorn replied to Creaghorn's topic in WOFF UE/PE - General Discussion
Thank you for the explanation, Winder. ok, so i'll do it also that way. after each mission lodaing BHAH new. great stuff. did it anyway often that way because when a new pilot arrives i erase his kills so he has to earn his kills like anybody else -
Questions regarding historical AI
Creaghorn replied to Creaghorn's topic in WOFF UE/PE - General Discussion
sorry, my trigger-finger instinctively pushed too early -
The ENB Series Bloom and HDR mod
Creaghorn replied to Dimus's topic in WOFF UE/PE - General Discussion
i tried it and so far i like it. still tweaking a little to get the most realistic feel, but that thing is great . thanks for posting. i have somewhere on harddisk some p2 patch where you can alter the chance of having gun jams. maybe it would also work for BHAH. anybody tried it yet? -
sounds good. wiping one side out also includes wiping the opponent out completely. that's what i meant when saying it. wether his side or my side was completely downed, but no seperation with survivors on both sides because one side breaks off.
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strange i had no such experience yet. they were fighting to the end as usual, though taking longer in every single encounter i had.
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it precludes it in the new AI the same as in the old, because they were different reasons. mainly because AI doesn't retreat. in neither AI. reason for wrapping up many kills is also no sense of retreat and yoyoing. without it there would be less kills. other reasons have been no wind buffeting and easy visual impact indicators from distance, which i eliminated for me and anybody who like the tweak. other reason are sitting duck two seaters. pre HITR AI who stay high (no yoyoing) and who have a sense for intelligent retreat, and this AI used for two seaters, including buffeting as we have now and no bulletimpact effects visible from the distance, would be IMHO the perfect combination of having fewer kills and the need to really fight, but nonetheless having a chance of survival because there wouldn't be alwasy one side wiped out.
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i'm not talking about anybody beeing a crappy pilot. just pointing out that for some it's maybe more suiting because it's easier to survive because simply nobody is really attacking you. i always said that i prefer rather campaigns with 300 hours and 3 kills than 5 hours with 20 kills. as i said. a combination would be perfect. an AI who is aggressive as before, but also stays high. if you put away the yoyoing, then the simmer kills would decrease 90%. and that would be cool. additionally the AI as before, with knowing when to run. when there was a fight, they fought fiercly. they were not joyriding. but it ended after some minutes because it was so fiercly and because of different reasons and the fighters seperated again with one or none losses. the "one side wiped out" syndrome has nothing to do with this old or new AI. that's a different story.
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With pre HITR AI you were able to surprise them, to make quick and easy kills, and also to get surprised. you could run into tough aces, and also into sitting ducks. you had them all. you were able to survive quite a time if beeing careful. only two things former AI were lacking were sense to retreat and yoyo behaviour on the deck. the manouvers they made were realistic. in real they even had more tricky manouvers (flying on back, spinning down etc.). they were aggressive and gave you competition. i'm sure that 90% of the kills with former AI were made while they were yoyoing. in midair to get one was really tough, as it should be. that's what i loved and what was the biggest plus of BHAH. a competitive AI. i'm sure if yoyoing would be sorted, it would be perfect the current AI is boring. two boring AI can fight each other and you have the impression you have paid money for watching an exhibition dogfight in old rhinebeck. everybody can shoot them down with closed eyes. i don't have fun with it and would quit flying BHAH if this crappy AI stays. former AI combined with keepeing height like it is now would be the perfect solution. my two eurocents. if there is a poll wich AI one prefers, maybe the voter should also note how many hours in average he has in a campaign. wouldn't surprise me if the "i die after 2 hours" simmers prefer the new one, and the "i have every now and then a decent career" guys prefer the old one. know what i mean? there are always people who want to have it easier than it was. the old AI had good and bad pilots, as it should be. but a unique characteristique of a fighterpilot is to press with aggression. and this is gone now. wether the old AI combined with trying to keep height, or only the old one i would accept. maybe with a setting in WS if necessary. i'm sure the devs also agree that this AI right now simply sucks. there are some good things with this new AI, but there are simply many more bad things.
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AI scouts now behave like two seaters should
Creaghorn posted a topic in WOFF UE/PE - General Discussion
AI scouts are pretty much lacking aggressiveness, glad the devs are looking for sorting this glitch out. nonetheless the current behaviour of AI scouts in HITR looks for me more like it would fit perfectly in behaviour for two seaters. Evasive, but not too exaggregated, sometimes little aggression for a pass, but otherwise harmless. more or less circling and fighting for height (what Bullethead refers as lufbery circle). it would be perfect if AI scouts would act as prior HITR, with additionally trying to keep height as now, and two seaters should get this AI the current scouts have now in HITR. with their task of bombing and reconoissance they probably wouldn't attack you if not molested, as neither pre HITR scouts did when on a strafing mission. maybe this "glitch" in AI behaviour could be useful for twoseaters? maybe worth a thought for the devs? just an idea. -
News From the Great War
Creaghorn replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
nice job, prop . i thought shredward is working on something similar for the allied side -
AI scouts now behave like two seaters should
Creaghorn replied to Creaghorn's topic in WOFF UE/PE - General Discussion
my rig is on fine settings. scenerie and terrain on 3 and clouds, effects and clouds on 5. i also tried it upper and lower. don't get me wrong. i like the new addon with it's buffeting etc. but AI is simply too harmless. i just screw my campaign because i shot down several AI while yawning and didn't claim them. it was simply no fun and competitive. usually i triplecheck my six before engaging. right know i dont look even once behind. just going for attack, then to the next etc. i flew straight and did nothing inmidst of a furball just to find out how long it takes to get attention. i could have easly make a cup of coffee before evading. as siggi said, i was more like beeing a reporter at the front. perfectly would be the prior AI scout WITH trying to stay high as it is now. hope the devs can get it sorted -
AI scouts now behave like two seaters should
Creaghorn replied to Creaghorn's topic in WOFF UE/PE - General Discussion
thank you . -
Some mighty fine fighting a great AI !
Creaghorn replied to Olham's topic in WOFF UE/PE - General Discussion
hmm. can't agree. i haven't met one opponent so far in campaign, ace or not, whom i couldn't shake off with one simple manouver and go after him. since they stay high it takes longer for you to get him, wich is fine. but IMO it looks more like in an airshow. the aces make one halfhearted pass and go to sleep for several minutes, and the normal pilots are more or less watching. if watching AI against AI it looks not bad because both are phlegmatic. AI is not using any advantage of his assigned aircraft. nupes with slow and wide circles etc. against spads it looks a little bit more realistic because staying high gives the impression they're using energy. besides the fact they also do not attack very much. if prior to HITR i was sweating staying alive, now i can watch tv and talk via cellphone while fighting. That everybody comes back is also fine, only with the downside that still one side is completely wiped out. but that's another thing wich isn't going to be sortet in p3. -
Some mighty fine fighting a great AI !
Creaghorn replied to Olham's topic in WOFF UE/PE - General Discussion
you're right. it doesn't look bad, olham. but AI is not putting you under pressure anymore. it's more like you can always decide if hunt or leave without the thrill that you might get shot down. nobody is trying to hunt YOU down. and that's no fun IMO. but you're also right when you say it feels more real when it lasts several minutes for a kill. -
HITR effect file without distant bulletimpact effects
Creaghorn posted a topic in WOFF UE/PE - General Discussion
for all who want to have more realism in BHAH, now with HITR effect file there are two files: effects and effectsnotracer if you drop the "effects" file into C:\Programmes\CFSWW1 Over Flanders Fields you won't see any distant bullet-impact effects anymore (brown dust and small particles etc). only if you hit the engine you will see sparks. nonetheless if you are close and damage him, you'll see debris flying off, but no effects from further distance anymore. you will also see bulletholes in canvas and oil or petrol leaks etc. as it was before. if you use "effectnotracer", you'll find out the same realism as above but additionally no tracersmoke. all you have to do is rename "effectsnotracer" into "effects" and drop it into C:\Programmes\CFSWW1 Over Flanders Fields. with that you won't see neither bullets nor any tracer anymore. so you have to get really really close and aim well. personally i'll use the second feature till mid 1917, then i'll go back to the above effects file because tracers then became common among scouts. please first backup any file you will overwrite, so in case something goes wrong you can put the original files back, but as long as i have tested no problem occured. original effectfile belongs to OBD and the devs, i just tweaked a little bit to add more realism for all hardcore realism guys. together with the new buffeting effect the files (especially the notracerfile) it really seperates the men from the boys. creaghorn -
HITR effect file without distant bulletimpact effects
Creaghorn replied to Creaghorn's topic in WOFF UE/PE - General Discussion
i tried the HITR vanilla effects and IMHO it's still too visible, though smaller and reduced. in my version i didn't change anything besides taking the distant clues (bulletimpact effects) completely away. you won't see anything from distance to the point something breaks. then you'll see smokepuffs, debris etc. nonetheless all other and new effects remained as they are. -
HITR First Impressions
Creaghorn replied to UK_Widowmaker's topic in WOFF UE/PE - General Discussion
i'm not sure if it's a glitch, and i really like the fact AI tries to stay high, but AI aggressivenes is lacking too much IMHO. There are more or less cruising around before deciding to attack you. after a pass they again keep flying phlegmatically. so far i don't have the thrill and fear of getting shot down at all with HITR. @devs, would be great if you could take a look into it. would be a shame with this great addon if the AI keeps this way. is it maybe because the addon demands more recourses for the cost of AI brains? -
HITR First Impressions
Creaghorn replied to UK_Widowmaker's topic in WOFF UE/PE - General Discussion
also don't forget to set english region. that worked for me at the beginning when BHAH came out. it froze after couple minutes. after changing region code it froze never again.