Null Pylons with mass for AI aircraft
Results 1 to 3 of 3

Thread: Null Pylons with mass for AI aircraft

  1. #1
    SOH-CM-2023 mongoose's Avatar
    Join Date
    Jun 2005
    Location
    Navigator, where are we?
    Age
    79
    Posts
    3,554

    Null Pylons with mass for AI aircraft

    Back to this from the past.
    ndicki made null pylons of various masses ( lbs or Kgs?) which were then added to AI aircraft such as the Hurricane MkI AI like this

    " <Loadout Name="Clean" MissionType="Escort,CAP,Intercept,Sweep,Nothing,Bo mber_Intercept,Search_Destroy,CAS,Anti_Ship">
    <Hardpoint ID="" PylonType="750_pylon_null"></Hardpoint>
    </Loadout>

    "

    Now, to ask all the experts

    1. What determined, IYO
    - what mass to use
    - what AI's should have null pylons.

    I sort of take it all single engine fighters or fb's with clean loads should have some null pylon mass

    2. Do twin engine Fb's need this, in anyone's opinion?

    3. Have more recent models found an alternative solution to AI behaviour; maybe similar to any WOFF/WOTR solutions?

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

  2. #2
    SOH-CM-2020
    Join Date
    Jun 2005
    Location
    Aotearoa, New Zealand
    Age
    63
    Posts
    2,896
    In terms of twin engined fighter bombers, I find the unmodified Me110s a real challenge. So I make changes in the cfg file. I put the AI version of the Me110 in a separate folder so that the aircraft.cfg applies only to the AI version, not the player-flyable one.

    Then I add a bit of weight. Then I look at the moments of inertia settings for pitch and roll, and beef them up. I recently had an immersive dogfight with a 110G4 bomber interceptor version in a 1944 campaign. The dogfight was up near 30,000 feet, and the supercharged and lightened G4s piddled all over my P47d_25 flight. Their rate of climb was incredible.

    A classic stock aircraft that seems to outfly the "real world" version is the A20. IIRC it looks like the air file is based on the Beaufighter! So in QC mode you have to be on your toes and not take the A20 "fighter" too lightly

  3. #3
    A mixture of totting up the estimated weight of the bits concerned - pilot, fuel and ammunition - and seeing how it performed compared to the player model. They should perform much the same way, the AI with the weighted pylon and your aircraft where CFS3 has calculated the added weight (how, one wonders) by itself. If I remember rightly, it's in kilos. This method keeps the actual flight parameters of the AI aircraft identical to the 1% player version.

    I do added weight AIs for all aircraft, whatever the role. Otherwise as mentioned above, the AIs outperform player aircraft absolutely unrealistically. Plus fiddling with the gun entries in the xdp gets rid of over-accurate air gunners.
    [SIGPIC][/SIGPIC]
    ATTACK IN THE WEST
    MED AIRWAR

Members who have read this thread: 0

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •