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Everything posted by Blutaar

  1. Thats odd. I mostly fly against the P51 with all kinds of planes in QM at Ace level because it is in my opinion the best allied AI plane to lfy against. It has speed, it has maneuverabilty, can pull more Gs and is the most robust plane to fight against. No other fighter is more resilient to damage in my opinion. Never saw hits on the elevator renders them inoperable even with half the elevator shot off. Maybe AI is not affected? I need good long bursts in the center of the plane to shoot it down. Maybe i should aim at the elevator? But even shooting them dead six i had the impression that it is a very tough airplane. I cant comment much on the recieving end because the AI cant shoot but i never had problems in it when getting some lucky shot from the AI. Remember, thats just my opinion from an offline point of view. Others might have different opinions and thats ok. I just find it odd that i have only good experience with the P51 while i read posts how bad the plane is. Even the guns are nice, the rate of pilot kills is insane and its easy to hit with them. I usually fight against 5 waves of enemy planes and have no difficulty in it. I wish we had proper API.
  2. The A-20 AI behaves exactly the same as the Hs-129 AI and the IL-2 (1943) AI. The Ju-88 AI has no such problems, the AI wingmen can use max continues and combat power between normal waypoints and climbing. Why is it a problem for some AI controlled planes with the engine limits, while it is no problem for other AI controlled planes to use max continues and combat power in normal flight? This makes absolutely no sense to me.
  3. You told me all is fine with the AI holding formation at max continues mode, which i disproved. Maybe its a language barrier on my side? If the leader uses max continues, why would that be a problem with the engine limits for the wingmen? A bit more manifold pressure to keep up here and there would never use up the engine limits by any meaningful amount for the wingmen. Just like how it is no problem for Fighter plane AI wingmen. And why should the AI in generell hold back from using higher power settings when the leader (player) uses higher settings himself? The engine timer would decrease for everyone equally so it is a non issue. My problem is not the speed set for the AI leader, which should only be set by the mission designer, my problem is with the overall AI in flight which is restricted in engine power between normal waypoints unlike fighter plane AIs. Fighter plane AI dont have any problem with using higher engine outputs to keep up with the leader for example. Why making a difference here to non fighter planes? I really cant understand this decision. Best example is the climbing phase with the Hs-129 and the latest IL-2 in any mission i flew so far. No matter if its in career, scripted campaign, single mission or quick mission builder. The AI cant keep even max continues during climb and cruise. Proof me wrong. Again thx for responding. I really hope there is something that could be done.
  4. More blades = more dates. 😄
  5. Below is the track file. I regularly show the power setting and switch to the F2 view to show how far behind the AI falls at max continues mode. At around 1:00 i flew through the waypoint and activated the next one (attack wp). The AI starts to accelrate and comes closer. At around 2:20 the AI is in formation at 1.1ata 2350rpm (max continues) and then i start to increase power to combat mode with the AI keeping up easily. This pretty much shows that the AI cant keep up at max continues mode between normal waypoints and is somehow restricted in using the throttle. Same happens with the IL2 for example. Only after the switch the AI has full control of the throttle. Mission was generated with the quick mission builder like i described earlier. Track.rar
  6. Yeah i have to correct myself. The Red waypoint is not the reason for the AI to use full throttle control. In normal career generated missions and PWCG the AI just cant go full max continues nor any higher power setting outside of combat. This seems to be the case for every non fighter AI/Plane. This really needs to be fixed in my opinion. It makes no sense to restrict the AIs power settings and let it fly slower then it has to. Especially when the player is the leader. To quickly reproduce what i mean, just create a Quick Mission with 4xHs-129 or for example 4xIL2s without any ground targets. Turn away from the first yellow weaypoint (dont fly though it), and try to use full max continues mode or higher. Quickly you will see the AI fall behind. Then turn to the yellow waypoint and trigger the next one. The AI now switches to Attack mode and can now follow you no matter which power setting you use. I will later post another track where i do exactly that to show whats going on. Anyway, the track i posted before is enough to proof that the AI cant keep up on max continues. Of course you have to fly yourself and not let the autopilot do the flying for you. Because the Autopilot never uses max continues power setting, no matter the waypoint speed. This is clearly seen in your screenshot you posted before. The throttle position shows 82% which is about 1.0 ata, thats not max continues. Thanks for your time. Edit: Oh im sorry, i deleted all tracks after posting it. I will make one later or you do what i described with the quick mission builder.
  7. Here is the track file: career-3-HeinzVogt-1943.2020-07-10_18-33-44_00.rar In the track you can see what happens when i increased power from 1.0 ata 2350 rpm to 1.1 ata 2350 rpm. The AI just cant keep up and fall behind. The plane is in standard config without any mods and 100% fuel just to see if it has anything to do with the loadout. Wind was at 20m/s from ahead. I did some more testing but this time i used the quick mission builder without any wind in autumn conditions at 500m alt. The AI had no problem to stay in formation and used little bursts of combat power to keep up. Indication for that was the faint smoke from the exhausts and the fact that they could keep up. It seems that the AI in qm is not the same as in the career for this type of planes. Formation was much tighter. But the real problem seems to be the wind. After i changed wind form 0 to 20m/s, things changed. The AI fall behind just like in career mode where you allways have relative high windspeeds. I dont know why the wind would change the power setting for the AI but maybe the wind decreases the AIs throttle usage. Looks like a bug to me? I will do some more testing to confirm. Edit: It is definitively not the wind setting. It has to do with the waypoints. When flying towards normal waypoints ,the yellow ones, the AI behaves differently as when flying towards an attack waypoint, the red ones. When the next waypoint is attack, the AI can use the whole throttle range even emergency power and keeps formation like a champ. This would explain why the AI is so slow when climbing. It can be tested in QM. No ground targets, just one enemy plane high up like a bomber or so because you have to. Now flying towards the yellow waypoint with combat power, the AI cant keep up. As soon as you pass the waypoint and it switches to the attack waypoint, the AI has full control of the power setting and can now follow you with up to max power. I really hope this can be fixed so AI has full control of the throttle and rpm any time and not only when flying towards the attack waypoints.
  8. I think it is good now how it is. I adjust the waypoints with the mouse and when im satisfied, i switch to the waypoint edit and set the speed. It is easy as walking. What i think would be the tip of the icecake is, when we could synchronize the waypoint speed like we can with the plane loadout. But its not really that important.
  9. 264 kph is not max continues with that loadout. Max continues is about 1.1 ata and 2350 rpm. I checked several different missions in carreer and the one singelplayer mission for the Hs-129. No matter what, AI cant follow me on 1.1 ata and 2300 rpm. And why does the AI climb at 210-220 kph when it could climb much faster? Why does the AI not use combat power in normal flight? For example the 109 AI can follow me at combat power with no problem. I will record my next flight later so you can see what i mean. Thanks for responding. Sorry my mistake, yes i mean the generated missions from the career mode. It seems that the AI cant go faster then 260ish kph on its own, no matter the waypoint speed. I would like the AI to use combat power whenever it is needed, for example in a climb or when it lags behind just like fighters do. It makes no sense flying a slow plane slower then it could in my opinion. At least not slower then max continues mode.
  10. Hello and thank you for this awesome tool. I have a question, is it possible to change the cruising speeds for the waypoints?
  11. Generate any campaign mission with the Hs-129 as a wingman yourself and follow the ai leader. The leader will never fly at max continues and flys about 30kph slower then you can go at 1.1 ata 2300 rpm. AI climbs at around 200 kph with a loadout of 2x50kg bombs and a mk 101 at 100%fuel which is way below climb power. And if you are the leader, you will notice that the AI just cant go at max continues power nor at combat power. No other aircraft as far as i remember has the same problem if you are the leader, AI will follow you at combat power if needed, no problem. But i must admit, the AI has improved a bit in the 129 and can go faster then before. If i remember correctly, the ai flew at about 220 kph with the same loadout and can now achieve 250 kph. I just dont understand why the ai refuses to use 1.1 ata 2300 rpm or combat power if needed. Mission speed is set at 300 kph and raising the speed for every waypoint has no effect.
  12. I guess it still is a known issue? I mean will it ever be adressed at some point? Its still frustrating to fly the Hs-129 with bots. Pls fix the 129 AI!
  13. And what would these flaps protect? These are behind the engine and are just tiny slits covered with slim movable metal sheets. Cant imagine any protection from these but who knows.
  14. So what is the conclusion? That the 109 driver is a cheater or that the 109 is unrealistically overpowered or that the Mustang is underpowered? I cant accelerate in any 109 when going vertical and i cant see such thing happend here? To me it seems like the 109 driver did a good job surviving the first two passes and managing his energy better and then climb a bit faster then his opponent in the vertical. The Mustang was slower in the vertical or lost his speed faster so the 109 had more speed but surely didnt accelerate at this stage.
  15. If you want to check the Skill of your squadmates, you can open your last mission in the editor and see the level of your squadmates. On fresh pilots as if you start a new carrer, only the highest rank is Ace but you can have aces blow that rank when you manage to babysit them long enough to get some kills and missions under their belt. But that is an frustrating endavour, especially on the german side.
  16. Blutaar

    AI mods?

    They cant hit a thing at any altitude, no matter the skill level! Just turn and they are of no danger. Even flying straight they often miss big planes like bombers. Its garbage. I would wish for better aim but with a lot of spray so that not all projectiles hit the same damn spot like we had it a few years ago. This would make them somewhat usable as wingman. Im tired of missions where i down 90% of the enemy planes while my wingmates miss at every opportunity even on Ace level. That alone holds me back from playing more. Every update is the same for me, playing a few days after release and then get bored pretty fast.
  17. Next time better take 3 tanks with AI instead of just one with 3 guys. Joking aside, it seems like the AI will never be enjoyable in this game, in the air or on the ground. I dont have Tankcrew and it seems i will never have it. I knew from the beginning that it will be aweful with all seeing hive minded AI. The plane AI still is useless and cant get hits on maneuvering targets, its the exception not the rule that they hit something. Also they always know where you are and never can be surprised. Yeah it happens sometimes that they fly straight but that is bug in my opinion. The AI cant even jump out of heavily damaged planes before they slowly fly into the ground most of the time or RTB if possible. The AI is a mess and needs a serious overhaul, not just some tweaking of decision making processes. Im sick of missions where i am the one with almost all air kills on my side even when taking 7 friendly AIs with me on a mission. Not only that, also the fact that i loose my Aces in the career against novice AI in slower but better turning planes. Its frustrating and i can see the pain with tankcrew. Seems like we are in the same boat i guess.
  18. Im somehow drawn to this so i must share. Enjoy!
  19. That would be a very dumb decision in a flightsim where almost everyone is using a Joystick and at least a twist axis for rudder. Maybe there are guys out there who play with mouse and keyboard but it must be a very small minority if it even exists in IL2. So small that it should be ignored. But im sure that is not the reason for dumbed down torque and brakes. After all this is a flightsimulation game! Imagine racing games of today would dumb down the throttle, bake or wheel responsivenes and max values just to please people who might play these racing games on the keyboard. lol Anyway, i see no problem in keeping the weak brakes option as a button but give us with pedals or brake levers a more realistic braking power. And please give us more realistic torque on top of that. Torque souldnt be dumbed down for a theoretical minority of non joystick users.
  20. MW5 is such a disapointment for me. The best stuff from MWO, the costumization in the mechlab where i spent more time then playing, is gone or at least castrated to a boring point. Locked engines, restricted energy and ballistic hardpoints and no endo-steel or ferro upgrades. The deluxe package also is a joke. Dont buy if you liked MWOs costumization part more then the actual gameplay.
  21. For the HS 129, i didnt check the career in BoK but in Stalingrad its way longer then 80km. The 190 is available as ground attacker only in BoK as far as i remember so i think its the same for the A8. Only the A3 in BoS has a fighter career. I would like to alter the mission type to fighter for it and need to know how. I thought everything career related is server side but you could alter some AI units and give them a Stuka for the anti tank role as a player. So there must be a way to change it.
  22. I would like to have a Fighter career in the FW 190 A8. Is it possible to change the role to fighter instead of ground attacker per mod in the career? Also how to change airfields? I would like to play with the Hs 129 without having to fly 200+ km everytime.
  23. Maybe this isnt necessary. Yesterday i rediscovered a thread about a G940 user made firmware which gets rid of that big non ffb deadzone of the g940 and completely removing the hysteresis of the throttle and other things. Seems worth a try and user feedback is positive. I will definitively try that one out before i do any modding. https://forums.eagle.ru/showthread.php?t=222488 https://forums.eagle.ru/showthread.php?t=240114
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