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Best Settings for immersive play?


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=SqSq=switch201
Posted

Hey Guys, I really love this mod because it allows me to immerse myself into the war and the role that choose. I think one thing that is breaking this immersion for me is the fact my character is able to rack up so many kills. I can usually get 10 air victories before I complete 11 sorties.

 

I am wondering what the best settings would be to either:

 

1) make the number of planes I encounter more realistic

or

2) make it so that the AI players earn more kills

 

(do other pilots go on missions at the same time as the player does (off screen)?)

 

I am also wondering if people have any other suggestions for optimal immersion other than setting pilot injury to 4.

 

 

Posted

What do you mean by mod. Il2 BoS is nit a mod

SCG_Space_Ghost
Posted (edited)

What do you mean by mod. Il2 BoS is nit a mod

 

He's so obviously referring to PWCG being the "mod" that it's not even funny.

 

Good luck, OP. Haven't used PWCG in a long time.

Edited by Space_Ghost
  • Upvote 1
=SqSq=switch201
Posted

Sorry for the ambiguity. Since I am in the PWCG forum I assumed "mod" implied PWCG.

Posted

You can increase the number of enemy planes and flights in the advanced configurations. You can also increase odds of escorts which will usually add more enemy but can sometimes be somewhat overwhelming. If kills come to easy these things should add to the chance that you may wet your flight suit lol.

Posted

Yeah, I get the full attention of the enemy AI on every mission, it's like they ignore my flight and they all come after me................. while my guys fly around in a stupified haze.........

 

Hairy to say the least...........

 

Hoss

Posted

What do you mean by mod. Il2 BoS is nit a mod

Do yourself a favour, and have a look at what forum section this was posted in -_-

PatrickAWlson
Posted

Hey Guys, I really love this mod because it allows me to immerse myself into the war and the role that choose. I think one thing that is breaking this immersion for me is the fact my character is able to rack up so many kills. I can usually get 10 air victories before I complete 11 sorties.

 

I am wondering what the best settings would be to either:

 

1) make the number of planes I encounter more realistic

or

2) make it so that the AI players earn more kills

 

(do other pilots go on missions at the same time as the player does (off screen)?)

 

I am also wondering if people have any other suggestions for optimal immersion other than setting pilot injury to 4.

 

1. PWCG advanced configuration offers extensive configuration options around planes in the air.  You can change numbers by mission type, change number of flights in the air, etc.

2. Optimal immersion is so subjective.  

3. AI victories: don't claim some for yourself.  They will be given to other members of your flight.

=SqSq=switch201
Posted

Thanks Pat, 

 

I did try messing with the config options in the past, and I think the best option would be to reduce the number of enemies I encounter directly in my path. I think the problem is that the default settings guarantees combat every mission, so I end up shooting down 1-2 planes every mission. I changed the chance of plane directly on path from 50 to 25 so we will see if that helps.

 

The one thing I am curious about now is if your squad mates earn kills "off screen" so to speak. Is the only way for an AI player to earn a kill to go on a mission with me and get a kill, or will they automatically get some "kills" periodically

Posted

Do yourself a favour, and have a look at what forum section this was posted in -_-

Lol or don't make a quick post before going out

Posted

The percent chance of escorts seemed to help a lot with getting swarmed by enemy aircraft. It's interesting to me that AI squadron mates get so much criticism. In my game the offer shoot down enemy planes when before I can get any. In a recent mission me and another from my flight came upon two Yaks. He took one on the right and me the one on the left. He blew his target out of the sky and I did the same. It was quite cool and felt as if we were actually coordinating our attacks. Doesn't always work so well but enough to make it interesting.

PatrickAWlson
Posted

Thanks Pat, 

 

I did try messing with the config options in the past, and I think the best option would be to reduce the number of enemies I encounter directly in my path. I think the problem is that the default settings guarantees combat every mission, so I end up shooting down 1-2 planes every mission. I changed the chance of plane directly on path from 50 to 25 so we will see if that helps.

 

The one thing I am curious about now is if your squad mates earn kills "off screen" so to speak. Is the only way for an AI player to earn a kill to go on a mission with me and get a kill, or will they automatically get some "kills" periodically

 

Somebody else just complained that they flew five missions and only saw combat once :)

 

Your squad mates live, die, earn victories, get promoted, and earn medals outside of mission.  If they are very successful they might get promoted to squadron commander and transfer to a new squadron.

 

This is definitely TMI, but here is the AAR process outline.  There are about 150 classes (estimate 20K lines of code) dealing with AAR alone.  It is a huge (yuge I Say!) part of PWCG and quite possibly more complicated than mission generation, as all of the history happens during the AAR process.

 

Phase 1: read and parse data.  RoF generated mission logs and PWCG mission data.
 
Phase 2. Evaluate mission logs to determine victories per the logs.
 
Phase 3. In mission events
Reconcile mission logs with player claims.
- Consideration: Player must not get more kills than claimed.
- Consideration: Left over victories are distributed to squadron mates in mission.
- Consideration: Player has first dibs on undocumented victories.
- Consideration: Undocumented victories assigned to the player or the flight must have crossed the players path.
Flight member losses (killed, seriously wounded, captured)
Consideration: cut AI squad members some slack if they were not shot down.
Aces killed in mission
 
Phase 4: Out of mission events.
Ace Victories: 
Consideration: Historical or in mission only.  Never generated.
Consideration: Ace not prematurely killed.
 
Ace Medals: 
Consideration: Historical only.  Never generated.
Consideration: Ace not prematurely killed.
 
Ace Promotion: 
Consideration: Historical only.  Never generated.
Consideration: Ace not prematurely killed.
 
Ace Death: 
Consideration: Historical or in mission only.  Never generated.
Consideration: Ace not prematurely killed.
 
Squadron Member Out of Mission Victory: OutOfMissionVictoryEventHandler
Consideration: Campaign Member not in mission.
Consideration: Squadron member not killed/wounded/captured.
 
Squadron Member Death/Maimed/Captured: PersonnelOutOfMissionLossesHandler
Consideration: Campaign Member not in mission.
Consideration: Squadron member not killed/wounded/captured.
 
Squadron Member Missions Flown: CampaignMemberAwardsGenerator
Consideration: Squadron member not killed/wounded/captured.
 
Squadron Member Medal: CampaignMemberAwardsGenerator
Consideration: Squadron member not killed/wounded/captured.
 
Squadron Member Promotion: CampaignMemberAwardsGenerator
Consideration: Squadron member not killed/wounded/captured.
 
Phase 5: Squadron Transfers
Ace Transfer Out: AceTransferHandler
Consideration: Historical or in mission only.  Never generated.
Consideration: Ace not prematurely killed.
Ace Transfer In: AceTransferHandler
Consideration: Historical or in mission only.  Never generated.
Consideration: Ace not prematurely killed.
 
Squadron Member Transfer Out For Success:
Consideration: Squadron member not killed/wounded/captured.
Squadron Member Transfers In:
Consideration: Replace missing squadron members and aces from squadron that left
Squadron Member Transfers Out:
Consideration: Transfer excess squadron members (can happen if ace transfers in)
 
Phase 6
Tabulate for AAR
Tabulate for Campaign Update
 
Phase 7
Update Campaign
Posted

It seems to me the times when i encounter no enemies is usually on patrol or penetration missions which is when I would expect that to happen more that intercept, scrambles or ground attacks. I have had several in a row at times which isn't that exciting but may reasonably reflect reality. Sometimes it's a relief not to have to fight and maybe get killed or captured.

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