Controls
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Thread: Controls

  1. #1

    Controls

    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

    ---------------------------------------------------------------
    ---------------------------------------------------
    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

  2. #2
    You have to ask why did M$s plan the game this way.?

    and I think I know the answer to that , so stunningly
    simple ,
    a way to alter skill level of selected aircraft -
    options are 0,1,2,3
    0= Rookie, 1= Vetran, 2= Ace, 3= Random = ( 0,1,2,)

    0 = + 3.0 CFG-COG where + 3.0 is added to the existing CFG-COG fwd weight load 25.0 = 22.0
    1 = - 1.0 CFG-COG where -1.0 is added to the existing CFG-COG rear weight load 25.0 = 26.0
    2 = - 3.0 CFG-COG where -3.0 is added to the existing CFG-COG rear weight load 25.0 = 28.0


    0 = fwd load extra -- slows pitch and bank --
    1 = rear load extra-- slightly quicker pitch and bank ---
    2 = Rear Load Best --Best pitch and bank rate --

    I would bet that the methidolgy of this exists in the game frame works ,
    the end numbers support that theisis ,

  3. #3
    Quote Originally Posted by Sarg Willy View Post
    Old Habit,s --

    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 create a better sim
    Ai at the experience 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 ,

    Sarg Willy
    Cheerz to that Sarg. Thank you for presenting your knowledge! Got it copied and saved.

    Dave

  4. #4
    Quote Originally Posted by Sarg Willy View Post
    You have to ask why did M$s plan the game this way.?

    and I think I know the answer to that , so stunningly
    simple ,
    a way to alter skill level of selected aircraft -
    options are 0,1,2,3
    0= Rookie, 1= Vetran, 2= Ace, 3= Random = ( 0,1,2,)

    0 = + 3.0 CFG-COG where + 3.0 is added to the existing CFG-COG fwd weight load 25.0 = 22.0
    1 = - 1.0 CFG-COG where -1.0 is added to the existing CFG-COG rear weight load 25.0 = 26.0
    2 = - 3.0 CFG-COG where -3.0 is added to the existing CFG-COG rear weight load 25.0 = 28.0


    0 = fwd load extra -- slows pitch and bank --
    1 = rear load extra-- slightly quicker pitch and bank ---
    2 = Rear Load Best --Best pitch and bank rate --

    I would bet that the methidolgy of this exists in the game frame works ,
    the end numbers support that theisis ,
    Intriguing hypothesis Sarg...now if only we could crack open the ai_playr.dll and fe.dll modules for a peek to verify your theory. But in the surmising the AI control "soup", lets not forget the tiered aggressiveness and prescribed tactics that are applied to each level as well any contrasts in COG loading.
    Last edited by bearcat241; September 9th, 2017 at 06:37.

    "If you're in a fair fight, you didn't plan it right"


  5. #5
    Your welcome Dave , hope you find a use with it ,

    BC were still chipping away at the fringes ,


    While I,m here , I,ll address this to the seniors , as I fall into that category ,
    Sim speed 50 % anybody use it , I didn,t think so , Stuka,s and dive bombing tanks ,
    perhaps,s , but not much else ,

    Did you know that sim speed is adjustable , and custom values other than what shipped
    with the game are available , as a example 0.75 , 0.80 , 0.85 %

  6. #6
    50%, 75% or even 85% is way too slow for me, especially in dive bombing. Just makes me a target longer for AAA. I used to play a lot in 2X speed just for the rush, but its hard on the GPU if you have a lot going on in complex missions with a multitude of moving objects, special FX and high terrain settings.

    "If you're in a fair fight, you didn't plan it right"


  7. #7
    Trivial fact,s --


    New find was Temp,s not working , all P40e Gauges are cylinder head temp !
    built for Air cooled -- Air file 505 Coolant spec = 1 is a link only to
    Cylinder Head Temp ,

    But the P-40 B-E are allison water cooled + value 505 = 0

    Look at the P47d Radial air cooled Temp gauge - Air file 505 = 1,
    or Cylinder head Temp -- Link Too !!

    The same gauge as Repainted for the P-51d Mustang = Cyl head temp = (red tinge )
    But the Mustang is also water cooled value air file 505 = 0
    The gauge never moves for Cylinder Head TEmp and the Mustang Never Overheats ,

    A bias from Cfs-1 gauges ,, M$s oversight ,,


    The reason is the Air file coding does not link the Cylinder head Temp
    to 505 = 0 > water temp -- OPEN >> LINK -- ei not wired --
    so the gauge cannot read temp changes --

    Now to correct that sub in the Hurricane Temp gauge ,,or Spitfire temp gauge
    go to air file
    entrees and alter to the following temp charts


    540 = E-EGT/Rad Out Temp
    scale factor = 1.0
    EGT temp Limit = 1660.0
    EGT rate of change = 1.6860

    542 = E-oil/Water temp
    scale fact = 1.0
    Water temp cool fact = 0.215
    Water temp limit = 760.0
    Water Temp rate change = 0.0180

    Adding the above changes and you will see the Hurricane gauge rise to Overheat !

    Since I cannot change the value Cfo Light on warning that comes on at 125.2 ' C degrees
    default set up -- I used that as the overheat marker ,
    and have set that on Throttle quadrant , and panel ,

    When the light comes on , to cool it down ,

    the option,s are ,
    Reduce prop speed ,

    Reduce Throttle = which drops manifold vacumn , = Lowers Temp build up ,

    Reduce Climb angle ,= Load by shallow dive , increases speed and cooling ,

    Wait till the light goes out , and the temp drops to 120 , before climbing back up ,

  8. #8

    Trim

    Trim
    An evaluation of it,s effect,s properties , that shipped with the game ,
    Ava History brought them to light , and produced some very good airfiles ,
    Most of us used them at one time or another , and they certainly were an improvement
    in design variance for different character type airfiles , and far superiour to
    what shipped in the box , But they were intended for on line usage only ,
    There was never any intent for compatibility for computor Ai,s
    But we adopted them any way ,
    There were a few issue,s with Ai,s crashing on landing and some probably didn,t
    make exceptional great Ai combat ace,s ,
    They raised the bar on excellance , and are still a good starting point ,

    Trim limit as found in the air files under Controls ,
    Ava history relegated to spec of = 0.349
    and their own trim gauge read that value as , 20.0 %

    20.0 % trim input , extracted from Controls values of
    Elevator up = 0.xxxxxx
    Elevator dwn = 0.yyyyy

    My own experiance show,s that you can fly combat at max corner speed ,
    with a neutral elevator and with 20 % trim , only , and do quite well ,

    After all these years , I found you can actually switch the joystick
    elevator pitch Y-axis to elevator trim Y-axis , from the main GUI ,
    and do quite well flying combat ,

    Bears comment WWII pilots flew combat with trim input , and that trim really
    couldn,t do anything more than elevator function was capable of ,

    I took that at face value , because I really didn,t understand the
    corrilation of the puzzel pieces , and I,m not a pilot ,

    I loaded up Cliffs of Dover , mainly because I wanted another opinion
    of Trim capability,s as a comparitive guide bases , to see if Oleg
    had a difference of opionion ,
    He does , and probably altered 1000 other facets of his sim ,

    Back to Cfs-2
    You,ve read the above post , and noted the Ai don,t use TRIM ,
    It,s a player only function , What happen,s to player aircraft loop
    rate when both elevator function and trim max , are thrown in ,
    You creat a third level of lift rate ,

    Ai--- 2,020 Ft /diff due ai advantage = 1.75
    Ply -- Elev Only ---2,250 ft
    Ply--Trim + Elev----1,624 ft

    It,s pretty plain to see who hold,s the stacked card,s , isn,t it ?

    I guess it boils down to what you want an fs simulator , or a combat sim ,

    I will say one thing that help,s if you prefer a combat sim ,
    and don,t use it on-line ,

    CONTROLS
    spec of
    Elevator Trim Limit = 0.349 / 20.0 %
    should be = 0.185 / read as 10.0 gauge

    correction= Ply--Trim + Elev----1,854 ft

    Surprize was that,s , closer to the Cliff,s of Dover , Trim input ,
    But hell our EAi got em beat hands down !
    Just my 2 cents worth
    sW

  9. #9

    Auto Pilot

    Auto Pilot

    Point to point location for long distance flights ,

    The Ai use it from mission way point,s ,
    that is a very Important piece to remember .

    You can test this out through Q-combat ,

    How does the EAi alway,s know and track the player aircraft first ,
    shooting it down first ,
    First answer programing , True !
    Why , if your flying with 3 other wing men ,
    simply put , the 3 wingmen are on Auto pilot following your lead ( player direction )
    they target first movement flight surfaces , = player aircraft ,

    There is a way to stop that process , cloak the player aircraft , make the
    EAi , re-evaluate , it,s attack process , and switch attack priority ,

    by switch attack priority , they will attack the closest PAi ,
    not neccisarily the player ,

    Prior to Eai target selection put the player aircraft on auto-pilot -
    the same condition as the 3 wing men -- in essance a PAi flight
    wing -- that is what the flight has become , since the EAi can
    no longer locate first flight surface movement , they switch ,
    attack parrameters ,= closest PAI ,

    Your aircraft in lead position on auto pilot , is cloaked ,
    The effect on a bomber Pai wing is where this really shines ,
    Not only are you the player leader cloaked and on auto pilot ,
    but so is the 3 bombers - following your lead -

    On course - and steady - the result is switch attack priorty -
    when course and height changes are steady , the processer
    switches to PAi gunnery -- and the result is more precise
    travise control , and faster gunner damage , They produce
    better damage records faster , because their not interrupted ,
    from player input flight changes , that in turn interupt ,
    gunnery control , for Pai flight changes ,,

    Leading 7, B-17-f,s and watching 8, bf109-e , move to attack , is awesome ,
    lost 2 B-17f,s , but all the 109e,s got shot down ,

    Repeated the same , on several try,s ,

    Trim input over auto pilot works , where surface control does not ,
    sW

  10. #10

    Peski Rascal

    Ahh the gun run on issue , I think I found the cause , curse of it , at least the primary factor ! of 2 .
    all though I cranked up the armour to 950 , the Km V5 P40e was still displaying gun run on , for PAi wingman
    BC ,s higher rating is supposed to defer the gun run on , till after the wing is blown off , in which case ,
    it wouldn,t matter if the wing was floating down anyway ,
    The target was a Cfs-1 He-III , which occasionally has the same effect , gunner dead on the trigger ,
    Could the one HE-III Dp be affecting my wing man PAi ? No is the answer ,
    what then was common to both dp,s , = effects damage structure ,
    So something other than armour level is a trigger for it ,
    That something turns out to be --------(((,LIBRARY)))), your_fx here,
    wait a minute Cfs-1 didn,t ship with that , ck that out ,
    so you converted it didn,t you , guilty I am ,
    what does LIBRARY do it call,s the fx listed behind it ,
    Why not use "EFFECTS" , your fx, because that don,t work , I,m thinking doss structured perhaps ,
    Can the effect be blocked , Yes , by simple rename ,
    take your pick , BREAK,0,0/ DAMAGE,0,0/ LEAK,0,0


    So by using DAMAGE,0,0 you loose gun run on + fx effects that were behind LIBRARY
    YES , as applied only to M-Gun,s and Cannons ,
    But gun Flash and tracer are still in use , called from Gunstation ,,,

    Side note , A PAi wingman , showing gun run on , is a rookie that,s blind ,


    That,s no 1 call fixed ,


    The no 2 call is a mission file entrée = guns lite / ammo spent rds
    which will use gun run on as a mission condition-

    Ho,Ho, sW

  11. #11
    SOH-CM-2023 Ravenna's Avatar
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    Thanks Sarge. This thread is worth printing and long consideration. Cheers.

  12. #12

    Failed !

    Thanks Ravenna , but the last post is a scrub , I should have retested it another 10 times , because it failed ,
    So I pondered the failure the last 3 day,s with the why aspect , Sometimes you have to stop and think out side the box ,
    The Dp stay,s what you set it at , but writes a new CDP when you delete the old one ,
    Now stop and consider game Gui controls , Q-Combat , Mission files , use 4 sources of controls , Rookie , Vet , Ace , random ,
    So how does the Gui interface those 4 controls that effect gunnery ability , and it,s not through the Dp , That does not change ,
    and you have to answer that with the only possible explanation , the CDP, get,s altered , from the main Gui , It has the ability to
    alter gunnery skill , by re-writing the CDP , and adding skill parrameters , and damage effect,s ,
    So if that,s true , then it,s possible that GUN RUN ON - could be a link on damage effect , written from CDP , added from a GUI LINK IN ,
    Iv,e chassed this aspect before , to the point of finding the fx that display,s and deleting the brass casing ejection from the gun ports , to no avail ,
    Back to basic,s game written in 2,000 , single thread , from Xp , there fore how could you alter skill level , Priority call ,
    think of sound priority , and how the game reacted when a sound card and other device used the same port call , Studder , correct ,
    What is possible , switch to gun run on , priority 1 , single thread , use 2 of 8 Mguns , priority 2 , = rookie ,
    Think about that , guns active , flash and smoke , sound play , robbing priority , from 8 m-guns and target acquisition ,
    sW

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