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bobhegf
April 1st, 2009, 12:06
What needs to be done to improve the CFS2 AI? The reason I am asking is that I have been working on the Zero and the F4F to preform more like they woud in a WWII airbattle.:typing:

Pen32Win
April 1st, 2009, 12:55
Oh Boy...... Where to start???

How About....

An Additional Bombing Attack Profile against Moving Targets for Glide Bombing (less than 45*'s down angle, start from 3000' to 3500'). The current 6500' start Semi-Divebombing profile is too high and steep for Attack Aircraft and Heavy Fighters.

Can you say "DLL rewrite"? LOL

Eoraptor1
April 1st, 2009, 15:09
Hi, Bob. I, for one, never thought the AI was aggressive enough.

JAMES

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:

bobhegf
April 1st, 2009, 17:29
What seems to make CFS2 AI less aggessive is the fact that you have a choice when building a mission as to how aggressive you want the enemy AI to be as well as your friendly AI.CFS2 favors the enemy aircraft always so it will read what they are to do first before it reads what the friendly AI are to do. You can set the AI as you know from rookie to vet to ace.I set all my AI to ace and have done some mod work on the aircraft config file and airfile to increase there ability to preform.I have got to get the Zero AI to turn just alittle tighter and I should have it.: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:

bobhegf
April 1st, 2009, 23:50
bearcat241, I think I have some AI that will do that at the reg speed.I hope they will anyway.:typing:

miamieagle
April 2nd, 2009, 08:12
I have a question?

How can I speed up CFS2 with out having to go twice its normal speed as its basic minimal speed enhancer. In other words if I would like to speed up the Sim to lets say 50% faster from its normal speed. What do have to do?

What file do I have to manipulate to get this effect. I believe that CFS2 is bit to slow on normal speed.But I do not want to speed it up to twice from its flight normal speed. Thats a bit to fast for my taste. I just want to speed it up a little more from its normal speed setting!

Thank you ahead of time!

bobhegf
April 3rd, 2009, 13:07
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:

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...)