bobhegf
April 1st, 2009, 16:23
Pen I have set one of my AI zeros to a 1 and a 3 which is strike fighter and bomber.The best I can remember it looked as if it was glide bombing and then still retained the ability to fight. I am going to upload tonight or tommrow all the AI I have been working on.Pen, I think it was you that had a copy of the famlies and cats of all the CFS2 objects.I had a copy of the post ,I cleaned off my desk and now I can`t find it. If it was you can you post a copy here.Thanks:typing:
Pen32Win
April 1st, 2009, 21:14
Howdy Bob;
Against Static targets it does work, the glide bomb profile that is, but against moving targets..... Climb to 6500', get behind target, dive something akin to an SBD..... Every time..... For A-20's, B-25's, P-38's, Beaufighters, Typhoons, etc.........and TBF's. This attack profile is way too steep.
MOI's can have an effect on Fighter agressivness. If they can't turn back quick enough to the fight they'll just wonder off. See the Stock P-38 for the perfect example of a true fur ball quitter....
bearcat241
April 1st, 2009, 22:05
Its like i told you years ago Bob, when you first brought this up...if you want more of a challenge from the current recipe, fight in 2x sim speed. The AI are faster and smarter at this rate, which forces you to be quicker and sharper too, as well as a better marksman. The CPU and the sim engine processes artificial intelligence and flight dynamics code at a much faster rate. The bogies will target you much more fiercely, turn on a dime and cut you to pieces with a big "thank you" grin. :icon_lol:
Blue Devil
April 3rd, 2009, 14:58
I have the AI Zero and F4F doing loops rolls and spins in combat and they are hard to hit.The zero does a great split S and it gets on your six quick.I was able to do a Midway mission and get all 108 enemy aircraft in aswell as all the American fighters.I am not flying as a lead but spare and was able to observe the AI doing some realtime fighting. Now if we can solve some of the other problems so keeping it comming fellows.:typing:
The two (2) things that I have found that have made the biggest difference in fight performance, ...both AI and PF, ...are:
1. Moving the wing ammo in the .dp/[GUNSTATIONS] aft of spar 6-20" (-0.15m to -0.50m), ...depending on A/C and gun(s), ...and then adding spec. scale virtual barrels/blast tubes in the .dp/[guns.n] to move the muzzle flash back where it belongs. This greatly improves the pitch authority by realistically removing the Ammo weight from the leading edge of the wing, ...or worse yet, the muzzle of a cannon, ...and placing it just aft of the wing CL (spar) where the ammo cans are.
eg.
A6M2 Zero .dp:
NOTE: deck gun ammo 6" forward of spar + bbl's added)
[GUNSTATIONS]
; 1000ft ToF MV
; Type 97 7.7mm Machine Guns (Cowl):
gunstation.0=0,45,1,0.074,635,1.5,0.01,164,0,20,1d 1*3.2,-0.247,0.616,0.150,-0.1640718,0,0.07076025,0,0,0,0,1.2
gunstation.1=0,45,1,0.066,635,1.5,0.01,164,0,20,1d 1*3.2,0.247,0.616,0.150,-0.1640718,0,-0.07076025,0,0,0,0,1.2
; Type 99-1 20mm Cannon:
gunstation.2=1,47,2,0.110,475,2.0,0.05,150,4,25,1d 1*39.2,-1.891,-0.233,-0.150,-0.2998564,0,0.72265,0,0,0,0,13.8
gunstation.3=1,48,2,0.120,475,2.0,0.05,150,4,25,1d 1*39.2,1.892,-0.233,-0.150,-0.5147154,0,-0.72265,0,0,0,0,13.8
; Bomb Release:
gunstation.4=3,21,8,0.00,0,0,0,0,0,0,0,0,0,0,0,0,0 ,0,0,0,0,0
[guns.0]
gun.0=500,0,0,0.800,0,0,1,500
[guns.1]
gun.0=500,0,0,0.800,0,0,1,500
[guns.2]
gun.0=60,0,0,0.910,0,0,1,60
[guns.3]
gun.0=60,0,0,0.910,0,0,1,60
[guns.4]
gun.0=3,0,0,0,0,0,0,0
2. Setting the spreadsheet "Data" tab:
- a. "Stall Characteristics?" setting to "5" (abrupt wing drop, snap roll)
- b. "Stability?" setting for both Pitch and Yaw to "3" and "3" (weak positive to neutral (most fighters))
This destabilizes the A/C which increases its agility (as fighters typically were), ...and also adds the capacity of flight departure (stall/spin), ...for both AI and PF.
Enjoy.
(and pack a 'chute...)
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