Wing Men
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Thread: Wing Men

  1. #1

    Wing Men

    Gday,firstly,when taking off on a mission i find the aircraft behind me are climbing at a steeper angle and come wizzing past with ease,while at full throttle i seem to be looking for parking.
    Another thing in pilotsconstants.xml<!-- AIWingmen --> <entry name="AIWingmenExperienceCap" type="int" value="3"/>
    <entry name="AIWingmenAccuracyCap" type="int" value="3"/>
    can this be raised to get more attacking performance out of them as i see this in another entry
    <entry name="AIWingmenExperienceCap" type="int" value="15"/>
    Just a thought.
    alcanallen

  2. #2
    Member greycap.raf's Avatar
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    The wingmen aren't carrying fuel or ammunition weight, that's the climb rate explained. I'll let the more tech savvy people take care of the rest.

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    Charter Member 2016 mongoose's Avatar
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    I believe someone looked into ai wight settings a while back. Maybe Pat Pattle (Clive)? I have it somewhere and not sure how it applies to wing men as opposed to other ai aircraft.

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

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    Quote Originally Posted by alcanallen View Post
    Gday,firstly,when taking off on a mission i find the aircraft behind me are climbing at a steeper angle and come wizzing past with ease,while at full throttle i seem to be looking for parking.
    Another thing in pilotsconstants.xml<!-- AIWingmen --> <entry name="AIWingmenExperienceCap" type="int" value="3"/>
    <entry name="AIWingmenAccuracyCap" type="int" value="3"/>
    can this be raised to get more attacking performance out of them as i see this in another entry
    <entry name="AIWingmenExperienceCap" type="int" value="15"/>
    Just a thought.
    alcanallen
    Gidday alcanallen, I played around with AIwingmen accuracy and experience settings a while back - results IIRC in the Knowledgebase sticky. There is a considerable difference in observed AI competency between values of 1 and values of 3 for accuracy. I did not notice any further improvement by using much bigger values, like 100, which led me to assume that for whatever reason the range of values is 1-3, the same way that skill settings in a mission are from 1 - 3. The default settings are both 1, you will find in MAW 1943 that I have put them on 3, which is a noticeable improvement.

    What do you think? Are you seeing a difference in accuracy when you go from 3 to say, 10?

    As far as AI zooming past, I just think to myself that they are optimising engine performance and propeller settings whereas I am just flying with auto engine settings, not being a skilled pilot I have not learned how to alter pitch, mixture settings to full advantage. The computer does this for the AI so they fly rings around me .

  5. #5
    Quote Originally Posted by Daiwilletti View Post
    Gidday alcanallen, I played around with AIwingmen accuracy and experience settings a while back - results IIRC in the Knowledgebase sticky. There is a considerable difference in observed AI competency between values of 1 and values of 3 for accuracy. I did not notice any further improvement by using much bigger values, like 100, which led me to assume that for whatever reason the range of values is 1-3, the same way that skill settings in a mission are from 1 - 3. The default settings are both 1, you will find in MAW 1943 that I have put them on 3, which is a noticeable improvement.

    What do you think? Are you seeing a difference in accuracy when you go from 3 to say, 10?

    As far as AI zooming past, I just think to myself that they are optomising engine performance and propeller settings whereas I am just flying with auto engine settings, not being a skilled pilot I have not learned how to alter pitch, mixture settings to full advantage. The computer does this for the AI so they fly rings around me .
    That makes sense mate i`ll try a half empty tank to see if performance improves in Quick Combat,as far as accuracy and performance are concerned i`ll try 5 for starters and see as some of them just waft along in circles.
    John.

  6. #6
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    Wingman skill/competence

    Which install are you using? The pilotattributes and pilotconstants xmls from MAW 1943 can be copied over to any other install. The pilotattributes.xml really helps your AI wingmen, I know for definite for campaign wingmen, not quite so sure for Mission wingmen. Aslo the campaign skill settings lines in the uisel.xml provided with MAW 1943, could be inserted into other uisel.xmls from other installs.

  7. #7

    Wingmen

    Thanks for that,i`m mainly into CFS3 ETO Expansion Rev5 but have all the others available.
    John.

  8. #8
    Quote Originally Posted by greycap.raf View Post
    The wingmen aren't carrying fuel or ammunition weight, that's the climb rate explained. I'll let the more tech savvy people take care of the rest.
    As Rene says, the game engine does not calculate and add the weight of fuel, armament and crew to AI aircraft. That is why the aircraft we have released have AI-only versions where we use dummy pylons to add a reasonable amount of weight to the aircraft. Unfortunately the player flight uses the same aircraft as the player does, which means that AIs can be used only for the non-player flight.

    You might be able to change this by hand-editing the mission files, but for campaigns, you're stuck.
    [SIGPIC][/SIGPIC]
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    MED AIRWAR

  9. #9
    Charter Member 2016 mongoose's Avatar
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    Do you remember Nigel if this was done for all ai's? I seem to remember someone working on a me 110; maybe you/ I have it somewhere I'm sure. Also need to adjust for sniper effect on all non single engine gunners.

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  10. #10

    Angry

    A real problem since ever. Reading your posts i remember me struggling with my FW 190 on full fuel tanks watching those Escort P-51s zooming in front of me like UFOS...

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