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mongoose
July 12th, 2018, 08:15
Has much moved on from here?
http://www.sim-outhouse.com/sohforums/showthread.php/63262-AI-weights?highlight=

Post *6 seesm to imply ai's can have an heavier FM but is that often done?

mongoose
July 12th, 2018, 11:40
so the ? is, should I add this to the "~AI eto Bf109E-3 9./JG 26 9"

<Loadout Name="Clean" MissionType="Bomber_Intercept,CAP,Intercept,sweep,recon,nothing"/>
<Hardpoint ID="0" PylonType="750_pylon_null"
PayloadType=""/>


based on Nigel's idea?

I have found a variety of pylons like this and added them to the various ETO installs I have
750_pylon_null
1250_pylon_null
500_pylon_null
ai_pylon_null
1750_pylon_null

greycap.raf
July 12th, 2018, 11:52
Exactly. The downside is that is indeed requires an AI version of every single aircraft.

Daiwilletti
July 12th, 2018, 14:01
Exactly. The downside is that is indeed requires an AI version of every single aircraft.

Which is no terrible thing. ETO has a lot already. I suppose fighters could be prioritised over bombers.

So couldn't just changing weights in the AI aircraft.cfg do the trick? Which would require a separate folder for the AI aircraft. Much like the ones for AI ETO MkI spitfires and Hurricanes

mongoose
July 12th, 2018, 14:06
AFAIK this is less of an issue for multi engine aircraft; more of an issue there is "sniper" gunners.

Daiwilletti
July 12th, 2018, 20:37
AFAIK this is less of an issue for multi engine aircraft; more of an issue there is "sniper" gunners.

The sniper gunners are easily fixed. In the gunstations for the aircraft xdp, I tend to set the ratelimit for trainable guns at 12-15. IIRC that is the "rate" in degrees in which the gun pans in a second. It is not the rate at which the gun fires - that is set in the gun.xdp not the aircraft xdp. there is the occassional reference to "rate" in the gunstations of an aircraftxdp; AFAIK this is an error. For "wusses" that ratelimit number can be lower.

But also in the specific turret gun, the "timealive" in the gun xdp should closely match the range for the gun. Hence if the range is 700m and the gun's muzzle velocity is 750 m/s then a timealive of 1.0 seconds would be just about right.

Too long a timealive and the gunners open up too early/ or at least are effective too far out. The "Rate" for the machine gun is a bit more problematic, IIRC some are high to compensate for the CFS3 effect so I have no suggestions for that parameter.

greycap.raf
July 12th, 2018, 21:43
Another trick to get rid of the sniper gunners is the "noise" parameter in the gun files. It has nothing to do with sound, it's the value for the bullet spread. Set it to something like 5 instead of the default 0.2 and the gunners will spray like always but they're not hitting anything except by pure luck.

mongoose
July 13th, 2018, 06:12
Thanks to both for some interesting updates on that sniper issue.

@Dan. I haven't really looked into your 190's, but did you solve or ameliorate the AI weight issue?

Daiwilletti
July 13th, 2018, 16:20
Another trick to get rid of the sniper gunners is the "noise" parameter in the gun files. It has nothing to do with sound, it's the value for the bullet spread. Set it to something like 5 instead of the default 0.2 and the gunners will spray like always but they're not hitting anything except by pure luck.

Good catch Rene, I forgot to mention noise! If you look at the AvH gun xdps, the ones with _hand_held on them have a higher noise than the ones without. Eg. IIRC He-111 had the hand_held guns with a basic swivel. by the other token, I suspect the AvH guns in a _power_turret would have a lower noise.