Old Habit,s --
CRS
Funny but I had forgotten the Old Ai trick,s --
The air file has a lot of Player only entree,s --
figuring just how they apply to Ai can lead you down the Garden pathway --
Or how to differentiate the 2 performance Characters from a single air file ,
single Dp and last but not least the single CFG entrees --
First and foremost is Ai do not use Elevator Trim ,
--- VIP repeat , VIP , repeat VIP !
No 1 cardinal rule , Trim ELEVATOR does NOT aply to Ai ,
and is souly a PLAYER FEATURE ---
Prooff of the pudding , is make the Tune spec =
Elevator Trim effectiveness = 0.0
and a good EAi will still shoot your ass off !
And I don,t want to hear about the air file ,
The Cfg overides it ---
and to the hard core skeptic,s --
go to the airfile and make entree --
1101 Primary
Pitch Moment -Trim Range = 0.0
and the Good Eai will still burn you ,,
Because they don,t use it , They fly from Elevator Pitch Period ,
I,m not saying they don,t read Your Trim input and elevator input ,
but they compensate for BOTH -- delay , and input Elevator PITCH .
So much for they fly on Trim , shoot that idea ,
Still not convinced -- hard core ehhh !
Well reverse the CFG Tune spec --
Elevator Trim effectiveness = 1.0
Then make Elevator Pitch effectiveness = 0.0
Q-Combat -- No enemy,s and watch your PAi wingman crash !
1101 Primary
Alter Pitch Moment Due Elevator = 0.0
and watch your Pai crash again !
Ok we have established that fact beyound a doubt --
You said something about dual Cfg control entrees from
one entree , what the hell are you talking about ---
The single most important Ai catatigory we have to play with is
CGF-- COG -- spec --
If you understand how it work,s and why , you can set up dual ,
control aircraft from [fltsim.0] entree ,
empty_weight_CG_position = -0.54,0.0,0.1
-0.54 means neg of the center point , ( Rear ward )
1% trim gauge 0 center point = 25.0
-0.54 means a higher reading 28.4 = shift rear ward --- (weight)
24 means less than 25 = 24.15 = Shift forward -- (weight)
Now the Ai are controled from CFG COG as well
with exception = NO FUEL WEIGHT ,, NO AMMO WEIGHT ,,
So by shifting 2 resources that are adjustable you can creat
a difference of aircraft handeling between Player aircraft
and PAi/ EAi -- I,m gonna call that SPREAD POINT --
What are the 2 resources
Fuel weight position and Ammo location ,,
The air file contains fuel location ,,
and the Dp locates Ammo Position ..
Now if you fool around with CFG -- COG positioning
you have to arrive at 2 possible outcomes ---
+ COG = reduced climb rate --- Where + = forward weight Less than 25.0 gauge read eg. 23.5
- COG = faster climb rate --- where - = Rear weight more than 25.0 gauge read eg. 26.8
---------------------------------------------------------------
---------------------------------------------------
It,s the spread point of difference that controls Ai
behaviour ,, Fact No 2
---------------------------------------------------------------
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or another point to consider is ,, you can tune up
the Ai reaction ,, or you can make it a rookie ,,
and useless in combat --
Most would prefer at least a vetran for fighter --
But this also holds the keys to Ai bombers as well ,
we,ve all seen the the ju88 , turn into a fighter ,
or a Bf110 bank tighter than a 109 ,, annoying ,,
and not factual at all ,,
But what if we can change that attitude ,
Well I,m gona try that out and see if the theory holds water ,
for now lets explore spread point COG ,
yes you can adjust it where you want for player aircraft ,
///////////////////////////////
Air file
Fuel weight positioning , is a means to offset
Pitch control as a differential slider ,
factor between Player to Ai ,
Used in conjuction with Dp gun Ammo weight
position
//////////////////////////
Dp
Reposition Gun, ammo weight
and Cfg Cog to test Player vrs Ai
Control factors for Pitch Variance
Slider Control Factors -- that influiance
an increase and decrease result ,
Between Player and Ai Aircraft ---
Test was successful in understanding the relation-
ship between fwd and aft weighted controls ,
and how they differentiate , Player to Ai
pitch control ,
Simply put ,
a method to Increase Ai fighter
Pitch vrs Player control -- for better support
wingman !
and confirmation of reverse proceedure
for twin engine , dual purpose aircraft ,
and multi engine bombers ,
***********
that degrades
the old Bomber Ai Dog Fight Syndrome !!
----------------------------
Conclusion
A method to tailor more realistic Ai ,
responce,s , and have a good player aircraft,
controled from the same data input ,
M$s Ai controls , that were never , really
fully appreciated , or discussed , that I
am aware of ,
Not to say that others , much
brighter than I am , had known this decades ,
before , but I never saw a post on it ,
So for the benifit of new members , I hope this
helps you out !
You old timers can answer this question ,
what are the only 3 factors that govern Ai , Vrs player controls
No 1 is Fuel weight Position ,
No 2 is Gun Ammo Weight Position ,
No 3 Is empty Weight position
Ok that,s correct ,
but No 3 is a red herring ! sort of ,
Because if you alter it first , you change both Player and Ai COG ,
point an equal amount -- I,m looking for the Spread Point of Difference between
player and Ai ,
It,s a critical adjustment , but only if applied correctly !
the empty weight used by both Player and Ai ,
Moving it changes both Player and Ai weight relationship --
so does not alter the SPREAD POINT of the two !
If you make empty weight , loaded weight ,
then the first thing people do is compensate ,
for speed loss , by adding in more pwr ,
to get back max speed -- at altitude !
But , Max weight doesn,t impact -- COG --
( Weight is a climb factor vrs pwr )
So ,the difference between Player air craft and
Ai
Or Used by player -- But Not Ai ,,
The combind 1+2 impact on pitch control,s
and therefore -- COG --
COG impacts on Pitch --and there fore bank--
Now ask youself 1 critical question ,
How does COG -- Pitch -- effect player -- to
Ai control -- and the answer is ,
************** **************** *****************************
The spread of COG , between the two , The difference , of values , Do Yah Capeche ,
********************* **************** ************************
The Ratio of change governed by No 1+2
a/ Fact the COG can be equal // Player to Ai , ( possible usage single engine bomber Dauntless )
b/ Fact the COG can favour the Ai , ( Fighter PAi + EAi )
c/ Fact the COG can favour The Player , ( Twin and Multi engine bombers )
A/ occurs when you test Player Full Fuel and ammo
and then Ck Player minus Fuel and Ammo = Ai
and find the same COG for both --- eg 24.0 = 24.0
0=25 % // 1% gauge read neutral center point
B/ player cog = 23.5 ,, Ai = 26.2
the diff > rearward = 26.2
aspect diff - 26.2 - 23.5 = 2.7 // fav Ai <<<<<<<<
C/ Player = 28.7 ,, Ai = 23.7
The diff > rearward = 28.7
aspect diff - 28.7 - 23.7 = 5.0 // fav Player <<<<<<<<
All three senerio,s become fact when checked via
loop rate ( Altitude ) , speed mph , Time factor ,
Your Proof marker,s
Just so I don,t confuse the reader ,
Loop in my case ,( only ), refers to Horizon to horizon , from level
attitude at , 2,000 ft -- Max turn rate -- 275 mph -- light aircraft
speed check, at top + level , inverted , ( Altitude Ck)
+ Time to acomplish that ,
With Trim = 0.0 on elevator Ck --
With Elevator = 0.0 on Trim Ck --
Do your best to compensate for Lift and down force due to Coeff AoA =
so as not to squew the test results --
A/ you may run across but seldom // Player = Ai
B/ used for fighter Ai improvement = Ai better ( M$s fighters were set up this way )
C/ Used for twin,s and bombers --- should be anyway --- but most were after market ,
( that degrades the old Bomber Ai Dog Fight Syndrome )
Proof when the Asa Bf110 , stops banking like a Bf-109 ,
What are the best ratio,s then ,,, No answer to that ,
because all aircraft are different parra,s ,
with too many different variables ,
It boils down to what you can accept as a reasonable responce from
from a particular aircraft -- in Ai flight routeen ,
My personel prefferance is an Ai that can do his job well ,
and when I limp back with an Ailron shredded and an elevator
hanging , Im ok with that .
What I can tell you is no Known Air program ,
takes these fact,s into account ,
All though I haven,t used air wrench yet ,
is it capable of altering Ammo weight position from the Dp ??
and what about Dp edit , can the position be altered for ammo weight ??
I could be wrong but I think all these program,s are designed
for player aircraft -- and the Ai was forgotten --
Now some of you may contest these changes due to purist,s
view point,s , your shifting ammo to places it shouldn,t be ,
popey cock , The end justify,s the mean,s , If I can creat a better sim
Ai at the expence of a purist,s view point , so be it ,
You can alter the flash point to correct the gun flash ,
I,ll gladly modify to correct Bombers from becoming fighters ,
or make a wing man worthy to fight with ,
Although I did comprehensive testing with Elevator Pitch --
Vrs Trim pitch and finally reasoned that Ai,s DO Not use ELEVATOR Trim
at all ,, that is strictly a Player virtue ,,
and further testing show,s failure of Ai,s to recover from a dive ,
if the pitch time vrs loop is too long on Elevator Pitch-- example --
the Eai-109,s crashing on 3 different computors -- no damage --
What I finally figured out is ( Fighter ) EAi,s and PAi,s need an advantage over
player aircraft , To compensate for there inability to respond like player aircraft ,
Set up this way creats an effective EAi and PAi support wing man --
The effect allow,s proper responce from Player aircraft , but assigns an edge to Ai,s
the dual purpose aircraft ,, ( Fighters ) I,m talking about ,,
Dual and multi engine aircraft ,, should be the equal equasion or reverse application
because the prefferance is to tone down the Ai responce system ,,
Back to my original question
You old timers can answer this question ,
what are the only 3 factors that govern Ai , Vrs player controls
No 1 is Fuel weight Position ,
No 2 is Gun Ammo Weight Position ,
No 3 Is empty Weight position
I,m gona try and tackel No 3 first --
Empty_Weight_Position = xx.xx taken from the Cfg File ,
Allow,s the movement of COG ,, a factor of weight distribution ,
It serves both the player and PAi aircraft and forms a balance point ,
tipping point of the teeter toter ,,
Fact is forward reduces pitch and rear ward increases pitch ,,
of both aircraft --
That makes no 1 and no 2 ,, your only 2 option,s to factor in the difference
from player to Ai control ,,
The Player aircraft adds gun weight position and fuel weight position ,
and these can be moved ,
To add player feel and proper responce ,
They are never used by Ai,s ----
Lets say you have the perfect player aircraft , set up just the way you want it ,
but the Ai part of it is useless ,
Fly,s around aimlessly never fires at Eai ,
the first place to ck is the ratio spread point between Player and Ai measured by
1 % COG reader ( gauge )
CFG-COG -- empty_weight_position = + 1.0,0,0
What is the loaded Player aircraft reading , guns and fuel only ,( 28.6 ) gauge read ,
What does the Ai read -- minus gun load out and fuel --- ( 22.5 )
the center point is 25.0 Percent ,,
there fore the Ai is handy caped -- 22.5 is
forward weighted and uses reduced pitch value , There fore Bank and Pitch reduced ,,as
compared to player aircraft , --
To address that fact you need to shift the player added weight , which is rear ward biass
to more forward -- and then counter that with rear ward CFG- COG empty weight position
more negative = -2.75
retest both aircraft again --
Player COG = 26.1
Ai COG = 31.5 Rear ward biass = 5.1 favor to Ai --- Advantage = Ai
Then run it via Q-Combat and see if that helps the Ai ,,
That spread point difference is now reversed and if you test the Ai on Loop stat ,
it will now out turn the player aircraft ,, and also bank quicker !
case in point follows
Bf109e-4 Galland
Cfs- 1 Mdl + Air file
Initial set
Cfg-COG set = +1.0
Cfg-Cog-Ply = 28.3 Gauge
-Cog-Ai = 26.2 Gauge
CHANGES
Red 1
-0.32 --CFG-COG
-Cog -Ai = 26.9 first shift player weight dp by + 1.0
-Cog-Ply = 26.9 and the results are now equal -- player to Ai --
Red 2
-0.32 -Cog -Ai = 27.1 second shift player weight dp by + 1.0 total = (+ 2.0)
-Cog-Ply = 25.9
-0.36 -Cog-Ai = 27.7 *** notice both shift from cfg-cog change ***
-Cog-Ply = 26.4 reset cfg cog -0.36
Fuel
+2.0 = forward shift fuel tank -- go into the air file shift fuel load
Cog-Ai = 27.7 -- (diff of value + 4.9 ) = Faster loop + MPH ( More Rear biass weight )
Cog-ply = 22.8
Some will look at this and claim you screwed up the player aircraft ,
Yes,, that,s exactly a correct observation ,,
But you,ve also compensated for that by shifting the COG REAR ward ,
So you need to verify the changes !
these are final loop cks -- and proof markers your doing what you set out to accomplish !
Play- 275 mph at 2,000 ft
Pitch elev loop 2,090 Ft (gain) , at 119 mph ---- Time=17 secs
Ai- 275 mph at 2,000 ft
Pitch Elev loop -- 1,769 ft (gain) at 143 mph ---Time= 14 secs
= 300 ft shorter + 44 mph faster + 3 secs faster <<<<<<<<<<<<<<<<<<<<<<
Clearly an Ai advantage due to less weight ,, and positioning
of Ply resources ----
Q-Combat vrs 242 A , shows impressive result,s --50-50--take down
no longer a mediocure EAi -- Quicker bank and lift loop result !
and most apparent was I took a 1/4 page damage report on a 30 degree
frontal bank shot from that 109 , now that really got my attention ,
as that has not happened in a very long time ! So fast I didn,t have
time to read the whole damage report !
My Number 2 got axed and had to bail , Leaving 4 on 1 , Ok I,ll
make em pay for that , pull up the socks old boy , and have a go ,
Tracked the first one , and nailed it with a 2 sec burst , crippeled
him for sure , His wing man stiching my wing a fraction after , This is not good ,
Boy he tagged me fast , Shook free and went after the closest 109 , Got in 2
1 sec bursts as he tryed to bank away , Set him on fire , It became apparent
I was loosing air speed fast , and before I could scan the gauges , the engine
prop stopped , Siezed the engine Old boy , The 2 vultures were closing fast ,
down to about 140 mph , I rolled 90 degrees and slid the canopy back ,
Time for a swim , Bailed out safey , and just in time , My Craft got riddled
from the 109 , and the last I saw of em the pair were headed south ,
One of the 109,s went into the water , below me , not sure which it was ,
my first or second victum , or my wing mans kill ,
But the aspect of overheat siezed engine , came from 1 % CFG Reality X
.dll as there was no mistake from the Black Font size displayed , or the
position of the font left lower screen 1/4 up
and that was a new relivation to me , I didn,t think it was a damage
report event link --- but rather an engine - overheat parra --
I,ve never seen it come up after damage before ,
A first report event ! at least for me ,
and of course if you don,t like the result , you know how to fix it ,
just by changing the Ai Ratio to player spec -- Spread Point ---
So in effect you can do the reverse to twin and multi engine bombers ,
degrade the Ai performance and give the player aircraft an edge --
Some of the results really surprized me ,
as an example a 4 engine bomber set to = 20.2 player
with the Ai = 1.20 and still maintained formation ,
I would speculate it probably , could be used for a level Bomber ,
But I would think a dive bomber Ai would need a much quicker responce --
Sarg Willy
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