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[MOD] less accurate gunners + more powerful AP ammo


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Posted (edited)

Hello fellow pilots,

 

Firstly: Thank you IL-2 dev team for making this super awesome game which I (try to) fly almost daily and thanks for making the game so modding friendly!

 

due to popular request, I have decided to polish and release my private hacks I have been using for quite a while now:

 

1) Blind AAA: (V.1.1 available!)

 

increases AAA dispersion for ground units:

I changed the following:
this should about double dispersion of AAA (ground units only)

vehicleturretaiantiairflak.txt: for big boom flak like 88mm etc.

MaxAirTargetDisp   =   1.25f //was 0.75f

MaxLandTargetDisp  =   1.75f //was 1.25f

StartAimErr = 0.09, 0.15, 0.30    //Initial bracketing aim error (reduced twice with each shot) //old values were: StartAimErr = 0.06, 0.12, 0.24    

 

New with V1.1:

vehicleturretaimachinegun.txt (for rapid firing AA guns like MGs, 20mm - 37mm

Please note that ship AAA also uses this AI config!

 


AirTargetMaxError =   6.0f, 12.0f, 32.0f // was 3.0f, 9.0f, 32.0f
MaxAirTargetDisp   =   1.2f //was 0.75f

LandTargetMaxError =   6.0f, 8.0f, 10.0f // was 3.0f, 4.0f, 8.0f
MaxLandTargetDisp  =   1.5f //was 1.25f

 

 


 

// was: StartAimErr = 0.06, 0.12, 0.24    //Initial bracketing aim error (reduced twice with each shot) //was 0.1, 0.3, 0.4  

vehicleturretaimachineguntank.txt (Machineguns of tanks and halftracks - not dedicated AA mgs..)

 

AirTargetMaxError =   6.0f, 18.0f, 32.0f // was 4.0f, 16.0f, 32.0f
MaxAirTargetDisp   =   1.2f // was 0.75f

StartAimErr = 0.1, 0.3, 0.4    //Initial bracketing aim error (reduced twice with each shot) //was = 0.06, 0.12, 0.24 

 

 

DOWNLOAD V1.1:
https://www.mediafire.com/file/fhz4hlrn1mhxrr0/BlindAAA_v1.1.zip/file

 

 

 

 

2) Blind (Airplane) Gunners (V.1.1 available!)

 

increases AAA dispersion for plane gunners
and also decreases their health by 25%

there a 3 versions available:


turretcontrollerai: original sniper-style accuracy
turretcontrollerai_Blind: somewhat blind and shaky gunners.
turretcontrollerai_MoreBlind: these gunners are really rookies and shoot all over the place

currently all gunners are turretcontrollerai_Blind

 

What was changed: turretcontrollerai_Blind compared to original turretcontrollerai

the code comments are the origninal ones from the  were google-translated from Russian.

 

// // coefficient of conversion of the speed difference between the speeds of the object on which the turret and the target, in the aiming plane, into the error angles
ProjSpeedCoef = 0.08f; // org: 0.05

 

//default aiming error rate
AddCoef = 0.075f; // org: 0.05

 

//  conversion factor of overload to aiming units
OverloadCoef = 0.04f; //org: 0.02f

 

// coefficients for the dependence of the final shooting area on the AI ??level
CoefLow        = 20.0f;
CoefMed        = 4.0f; //org: 3.0
CoefHigh    = 2.0f; //org: 1.0
CoefAce        = 1.2f; //org: 0.5

 

=> so Ace AI will be much less snipery now.

 

 

// time after which the erroneous sight passes from one point to another
// and the time for which sight errors occur
ErrorCircleTime = 1.0f; //org: 2.0
ErrorChangeTime = 0.5f; //org: 1.0

(I decreased this value: the gunner is shooting less accurately in general, but the sight errors are less and shorter (if I understood correctly)

 

//  firing time - continuous burst, and then waiting time
FireShootTimeMin = 0.4f; //org: 1.0
FireShootTimeMax = 1.8f; //org: 1.5

=> shooting shorter and also longer bursts than previously => more variation

 

FireWaitTimeMin = 0.6f;    //org: 1.0
FireWaitTimeMax = 2.5f; //org: 2.0

=> wait less time or more time between shooting => More variation

 

// target search time, each period is checked, the more often - the more brakes naturally
// further than the search distance for AI levels, for example, Low AI does not perceive a target further than 400 meters - it does not see it, it is afraid, etc.

MaxSearchTime  = 1.5f; //org: 1.0

 

=> if I understood this value correctly: if it is 1.0, the AI will scan every second for targets and calculate a firing solution.

If you put this value to 0.01, you should experience major frame drops as the AI will to 100x more calculations.

If you put this value to 10, the AI will calculate a firing solution every 10 seconds and be super inaccurate => but this will save lots of CPU time. => further testing needed

 

 

SearchDistanceAttackBalloon                = 500.0f; // was 1500
SearchDistanceAttackGround                = 500.0f; // was 1500

 

=> why should the gunners shoot from 1.5km distance? that seems really far for me and a waste of ammo...

 

 

You can change the accuracy for each gunner position:
For example, let's make the notoriously sharpshooter of the Pe-2 even more blind:


go to the following folder:

BlindGunners\data\luascripts\worldobjects\bots

change the following line in all files named: botgunner_pe2s35rear*.txt

Controller="LuaScripts/WorldObjects/Bots/turretcontrollerai_Blind.txt"

to

Controller="LuaScripts/WorldObjects/Bots/turretcontrollerai_MoreBlind.txt"

Please note that each gunner type has its own .txt file:


That way you can tailor each gunner to specific skillset.

It is even possible to make a super sniper turretcontrollerai file for your very own Pe-2 hero campaign where you play with an elite crew of Vasily Zaitsev gunners.
Just create a new turretcontrollerai_sniper.txt and edit the accuracy values

 

New in version 1.1.:

 

DestroyDelay = 120 // was 15

(previously, dead gunners disappeared after 15 seconds... now they disappear after 120 seconds)

 

 

DOWNLOAD V1.1

https://www.mediafire.com/file/e30ap18pmavsinr/BlindGunners_v1.1.zip/file

 

 

3) Blind Ship AAA (V.1.1 available!)

 

makes ship based AAA less accurate.

what was changed:

FireDispAngle = 0.4  //was 0.2

This makes ship attacks still challenging but not suicidal anymore

 

Changed with V.1.1

 

I edited all attached AAA guns:

61k-attach & flak36-attach & flak38-attach now also have the dispersion increased to 0.4

Please note that this will affect ships and trains, since they also use the "attach" variant of the flak cannons.

For further details, please check the .txt files themselves.

 

 

 

 

 

 

DOWNLOAD V1.1

https://www.mediafire.com/file/uwueqhsag1gbt4u/BlindShipAAA_v1.1.zip/file

 

 

 

 

 

4) overpowered 23mm / 30mm / 37mm AP ammo to make tank busting easier

 

 

This increases AP ammo for the following:

shell_ger_30x184_ap => used in Mk-101 & Mk-103 => Bf-110G2 & Hs-129
shell_ger_37x263_ap => used in Ju-87 Stuka with Gunpods
shell_rus_23x152_ap => used e.g. in Il-2 or Lagg-3
shell_rus_37x198_ap => used e.g. in Il-2 with gunpods or also Yak-9T


this will make tank busting less frustrating (I got frustrated after 5 passes)

The armor penetration magic is in here:
Armor=1,1346,    155,2892,    126,7179,    0,12166
Armor=500,928,    113,1814,    88,4386,    0,6958 // посчитано по референсной точке по бронепробиваемости для данной пули 600м-95мм
Armor=1000,688,    67,980,        54,2574,    0,3999
Armor=3000,220,    13,98,        10,245,        0,385

I increased all values for about 15%-20% => please check the folder "original_files_for_reference" for the original game files to compare armor penetration values

I also increased bullet weight & speed to increase the damage (I guess)

Feel free to adapt on your own.

 

(No V1.1.)

 

DOWNLOAD:
https://www.mediafire.com/file/j4rlwocjnz7521t/hack_23%2B30%2B37mmAP_overpowered.zip/file

 

 

5) Vulnerable Gunners (V.1.1 available!)

 

I also noticed that it was really difficult to kill gunners of aircraft... So I ran some quick tests and peppered some Pe-2s and A-20s with all kinds of calibers and most of the time, the complete crew made it out safely.

 

For my personal taste, gunners get killed almost never.. so I looked if I could change that somehow:

Here is the story:

 

Snooping around in the luascript folder (as always) I encountered:

\data\LuaScripts\worldobjects\planes\turrets\*.txt

Wow! the turret configuration for each plane! I hit a goldmine!

 

So I learned that not only the gunners have health, the turrets also do:

They also have armor (makes sense)

 

The default files state:

LifeRate=50000
LifeRateFrag=5000 

 

So for testing I reduced all armor values by 50% 

 

and reduced the LifeRate to 5000 => no gunner kills.

 

For further testing I reduced LifeRate to 400 (!!!)

I was able to kill some Pe-2 gunners with a fully armed Bf109: 1x30mm + 2x20mm + 2x13mm

 

What was changed for all turrets:

 

LifeRate=400 // was: 50000
LifeRateFrag=400  // was 5000

 

comment: LifeRate 400 might be too low - further testing needed => feedback welcome - feel free to tweak on your own

 

all armor values of the SphereProtectionBoxes reduced by 50%

 

example:

    ArmorFront=3 // was 6
    ArmorBack=1 // was 2
    ArmorTop=1 // was2
    ArmorBottom=3 // was6
    ArmorRight=3
    ArmorLeft=3

 

Check the files in the folder \planes\turrets\(planename)*.txt

There you will find the mentioned LifeRate and Armor values.

 

What I did not fully understand is:

 

there exists:

[SphereProtectionBoxOpen]    => this seems to be the spherical shaped armor hitbox or something of the open turret which protects the gunner
 

[SphereProtectionBoxClose] => same for the closed turret

 

... so far so good... but there is also:

[DGroup=MachineGun]
    IsCritical=false
    LifeK=20
    convex="gun0",5,600,"MT_ARMOR"
    [SphereHitArmorBox]
        FovH=90
        FovV=90
        ArmorFront=3
        ArmorBack=8
        ArmorTop=3
        ArmorBottom=4
        ArmorRight=3
        ArmorLeft=3
    [end]
    LifeRateFrag=600
    RepairSpeed=0.0166667    // (1 минута)
    RepairSource=4
    InstantRepair=true
[end]

 

 

New in V1.1

 

I found LifeRate & LifeRateFrag  at 400  a little too low - after a few more tests I noticed I was killing gunners all the time..

So I decided to change to:

LifeRate=500
LifeRateFrag=700

 

and I also set the armor back to the original values. (just my personal preference)

 

 

 

 

DOWNLOAD V1.1

https://www.mediafire.com/file/shrp6d98zicd5i8/VulnerableGunners_v1.1.zip/file

 

Mod activation order does not matter.

Please test, tweak and adapt values on your own if you don't like any accuracy.

JSGME ready.

 

 

 

BlindAAA.zip BlindGunners.zip BlindShipAAA.zip hack_23+30+37mmAP_overpowered.zip

VulnerableGunners.zip

BlindAAA_v1.1.zip BlindGunners_v1.1.zip VulnerableGunners_v1.1.zip

BlindShipAAA_v1.1.zip

Edited by rieper_420
  • Like 9
  • Thanks 15
  • Upvote 1
Posted

This is GSME compatible?

 

Posted

Great job!!
These things are indeed ideals which I want.

Posted
2 hours ago, Vishnu said:

This is GSME compatible?

 

this mod is made to be used with JSGME.

Posted

thank you, I was waiting a long time for something like this

Posted

Happy to hear that!

But I am surprised that I am the first person to create/publizice such a mod.

The config file was easy to find actually.

I just unpacked using unGTP.exe.

 

went to folder \data\luascripts\worldobjects\bots and found a file with the descriptive name "turretcontrollerai"

Then some help with google translate and 3 -4 trial and error test flights => here is the result.

 

I am not the smartest or best programmer/modder whatever... I think there are lots of people in this community who are much smarter than I am...

 

 

 

  • Like 1
Posted

thank you OP!

KPnutskgwanchos
Posted

Hi rieper_420 ... I get errors with JSME when enabling all the mods ... refers to files already updated but the previous mod (of yours) ... is this ok? should we not use all these mods together or is there a certain order to activate them in ?

 

Cheers   

Posted

Massively turning up the realism heat, bye bye arcade gunners. Thank you Tobias. :)

Posted (edited)
55 minutes ago, KPnutskgwanchos said:

Hi rieper_420 ... I get errors with JSME when enabling all the mods ... refers to files already updated but the previous mod (of yours) ... is this ok? should we not use all these mods together or is there a certain order to activate them in ?

 

Cheers   

Hello, 

It is OK.No worries, you should only be getting warnings as files are written in the same folders. There are no conflicts or special order in which to activate the mods. 

Edited by rieper_420
  • Like 1
  • Thanks 1
KPnutskgwanchos
Posted
16 hours ago, rieper_420 said:

Hello, 

It is OK.No worries, you should only be getting warnings as files are written in the same folders. There are no conflicts or special order in which to activate the mods. 

Thanks for releasing this for us to try .... seems like such simple tweeks for such long term irritants .... as you say, very surprised noone has done this sooner ...  well done ?

  • Upvote 1
Posted

Just wondering, for AAA is there any possibility to set it by side? Just for the Bodenplatte and Normandy map when it arrives German AAA was historically murderous and as far as I am aware accounted for a very large portion of the total Allied aircraft losses. Pretty much all German AAA crews were veteran or better in the 1944+ period of time.

It looks like you'd almost have to have a different version of the mod for each map and period of time if you wanted an analogue of history.

AEthelraedUnraed
Posted
6 minutes ago, Stonehouse said:

Just wondering, for AAA is there any possibility to set it by side? Just for the Bodenplatte and Normandy map when it arrives German AAA was historically murderous and as far as I am aware accounted for a very large portion of the total Allied aircraft losses. Pretty much all German AAA crews were veteran or better in the 1944+ period of time.

As far as I'm aware, there's already some sort of accuracy scaling depending on the AI level. I don't think this mod changes that, so a "high" level gunner should still be way more accurate than a "low" level gunner. So if you want the AAA gunners to be more accurate, just increase their AI level in the mission editor :)

Posted
9 minutes ago, Stonehouse said:

Just wondering, for AAA is there any possibility to set it by side? Just for the Bodenplatte and Normandy map when it arrives German AAA was historically murderous and as far as I am aware accounted for a very large portion of the total Allied aircraft losses. Pretty much all German AAA crews were veteran or better in the 1944+ period of time.

It looks like you'd almost have to have a different version of the mod for each map and period of time if you wanted an analogue of history.

 

 

yes it is really easy to create the mod on your own.

 

1)

you will need to make a new

 

\luascripts\worldobjects\bots\vehicleturretaimachinegun_Veteran.txt => increase accuracy in that file

 

2)

you will need to make a new

\luascripts\worldobjects\bots\botgunnermachinegun_Veteran.txt who references Controller="LuaScripts/WorldObjects/Bots/VehicleTurretAIMachineGun_Veteran.txt"

 

then you go to:

luascripts\worldobjects\vehicles\turrets\flakvierling38turret.txt

and change the line     object = "LuaScripts/WorldObjects/Bots/BotGunnerMachineGun.txt" to     object = "LuaScripts/WorldObjects/Bots/BotGunnerMachineGun_Veteran.txt"

 

 

Tadaaa: now all flakvierling38turrets are using your super sniper Veteran accuracy.

.. then you continue from there... it is really easy acutally

 

Good luck!

 

Cheers

Rieper

  • Thanks 2
Jade_Monkey
Posted

Great stuff!

 

Personally I like the current accuracy of ground AA but I definitely want to tone down the gunners, they are too good.

 

Really appreciate the explanations of the code snipets and which values were changed.

Posted

Finally!

Thanks!

Posted

the ship AAA is super accurate after the mod, am not sure do i have to install it in a specific order ?

Posted (edited)

The order of activating the mods does not matter - there are no overwrites.

 

Weird, which ship type? Which gun type? 

Ship aaa always seemed super accurate to me...

The tankers seem to be using attached flak turrets from the normal ground units. 

 

Since my free time is currently very limited, doing your own testing and tweaking and providing me with feedback is highly recommended ?

I will release an updated version of accuracy and vulnerable gunners today or tomorrow..

 

 

 

Cheers

Rieper

Edited by rieper_420
  • Thanks 2
Posted
8 hours ago, rieper_420 said:

The order of activating the mods does not matter - there are no overwrites.

 

Weird, which ship type? Which gun type? 

Ship aaa always seemed super accurate to me...

The tankers seem to be using attached flak turrets from the normal ground units. 

 

Since my free time is currently very limited, doing your own testing and tweaking and providing me with feedback is highly recommended ?

I will release an updated version of accuracy and vulnerable gunners today or tomorrow..

 

 

 

Cheers

Rieper

yes it was flak and it was accurate at 3500m, i was in kuban map, the flak doesn't explode next to me but directly at me

Posted (edited)
1 hour ago, HBG-G_Schwarz said:

yes it was flak and it was accurate at 3500m, i was in kuban map, the flak doesn't explode next to me but directly at me

 

Found it!

 

 

Step 1: identify the ship that killed you:

I assume you got killed by that ship:

It has 2 Flak36 attached to it. Those are the normal ground AAAunits, not special ship bound config files.

 

when looking at: luascripts\worldobjects\ships\largetankershiptype1ger.txt:

 

[attach=0]
    position= 47.283, 9.028, 0
    object = "LuaScripts/WorldObjects/Vehicles/Flak36-Attach.txt"
    rotation= 0, 0, 0
[end]

[attach=1]
    position= -70.343, 8.390, 0
    object = "LuaScripts/WorldObjects/Vehicles/Flak36-Attach.txt"

 

=> aah: there is a Flak36 attached to the ship somehow!


Step2: find AA gun:

 

=> going to luascripts\worldobjects\vehicles\flak36-attach.txt you will see:

[attach=0]
    position= 0, 0.1378, 0
    object = "LuaScripts/WorldObjects/Vehicles/Turrets/Flak36Turret.txt"

 

=> OK, this attached Flak36 is using the standard Flak36Turret as input

 

 

Step3: find AA gun turret controller

in luascripts\worldobjects\vehicles\turrets\flak36turret.txt

 

=> this file has FireDispAngle = 0.2 => super accurate

 

 

Now let's start modding to only change the accuracy of the ship AAA and not all AAAs!

 

1. create a copy of the file and name it: flak36turret_attach.txt

2. change FireDispAngle = 0.4

3. open file luascripts\worldobjects\vehicles\flak36-attach.txt and make it refer to     object = "LuaScripts/WorldObjects/Vehicles/Turrets/Flak36Turret_attach.txt"

 

Now largetankershiptype1ger will use flak36turret_attach with FireDispAngle = 0.4

I did the same for the other *-attach AAA guns.

 

Try V.1.1 of Blind Ship gunners.

https://www.mediafire.com/file/uwueqhsag1gbt4u/BlindShipAAA_v1.1.zip/file

 

Since you now know the concept, you can create your own mods! Good luck!

 

 

 

 

Edited by rieper_420
  • Like 1
  • Thanks 4
Posted

am very thankful for your explanation, i will look into editing and creating thing ?

  • 2 weeks later...
JG_deserteagle540
Posted

Excelent Mod! Thank you very much. Bye bye sniper gunners.

 

One question: is it possible to activate in JSGME several "blind"  Mods at the same time or can only one "blind" Mod be activated?

Posted

Several work for me. You get warnings on folders already existing but as far as I could see you don't get files overlapping. Note though that you do hit the same files for the random battle smoke mod so you need to load these blind mods after the smoke mod. There is no detriment in doing so as far as I have seen.

  • Like 1
  • Thanks 1
  • 1 month later...
Posted

Oh man! This sounds SO good! Killing a tail-gunner / forcing him to hide is much needed addition! They are way too brave and keep firing until dead. And to impossible angles.

 

I guess this works server-side? I can put this on the box running DServer and clients do not need these?

  • Upvote 1
Posted

This is such an important mod !! Thank you so much !
I'm so pissed with the laser gunners of the bombers i had almost quit my career, since they'd shred me from each angle. But i got a question regarding installation, i can't figure out how to change between the three versions. Do I have to rename 'turretcontrollerai_Blind.txt' into 'turretcontrollerai.txt' for example ?

Posted

Hello Sowercrowd,

 

what I did:

1. I took the original "turretcontrollerai.txt" and made a copy, named it "turretcontrollerai_Blind.txt" and tweaked the accuracy values (see above)

=> turretcontrollerai_Blind.txt contains less accurate gunners

2. Then I further tweaked the accuracy values to make MoreBlind gunners.

 

3. I changed every botgunner_*.txt file to refer now to turretcontrollerai_Blind.txt

 

in the mod folder,if you look at the file e.g.

\luascripts\worldobjects\bots\botgunner_il2m43.txt

=> you will see the following line:

 

Controller="LuaScripts/WorldObjects/Bots/turretcontrollerai_Blind.txt"

=> if you change this line to

Controller="LuaScripts/WorldObjects/Bots/turretcontrollerai_MoreBlind.txt" => only the il2m43 reargunner will be more blind

=> if you would change this line to:

Controller="LuaScripts/WorldObjects/Bots/turretcontrollerai.txt" => only the il2m43 reargunner will have orignial super sniper accuracy

 

=> goal of this was to keep it modular so some users could make the infamous Pe-2 rear gunners superblind or something....

 

you can also create more versions and tweak around as you like.

I hope I was able to answer your request in an understandable way without knowing your technical background.

 

I suggest to modify some values and run some tests and see what happens...

 

Best regards

Rieper.

 

 

  • 3 months later...
Posted

Really like your mods, thanks!

 

Is there a chance to upgrade the plane gunner mod to include the new aircraft added since September? Would be awesome!

  • 4 months later...
Posted (edited)

Oh man, I just looked through these files also and I think I found  reason why IL-2's gunners hit you from the impossible angles:


IL-2m43 gunner:
AimSector=-100, 100, -20, 35 //AI aim limits: left, right, down, up

IL-2m42 gunner:
AimSector=-85, 90, -70, 5 //AI aim limits: left, right, down, up

Comparing to Stuka gunner:
AimSector=-55, 55, -15, 50 //AI aim limits: left, right, down, up

Especially ridiculous is that '42 gunner with -70 depression ?. I guess that is a bug, because it sounds like belly gunner's values. Nevertheless those +/-100 degrees values sideways are quite hilarious too; I'd like to see HOW you AIM with that gun. Even if it traverses that much it should be just firing blind.

I guess I have to do something with these values towards more practical ones.

Edited by Hanu
  • Upvote 1
56RAF_Roblex
Posted (edited)
2 hours ago, Hanu said:

Oh man, I just looked through these files also and I think I found  reason why IL-2's gunners hit you from the impossible angles:


IL-2m43 gunner:
AimSector=-100, 100, -20, 35 //AI aim limits: left, right, down, up

IL-2m42 gunner:
AimSector=-85, 90, -70, 5 //AI aim limits: left, right, down, up

Comparing to Stuka gunner:
AimSector=-55, 55, -15, 50 //AI aim limits: left, right, down, up

Especially ridiculous is that '42 gunner with -70 depression ?. I guess that is a bug, because it sounds like belly gunner's values. Nevertheless those +/-100 degrees values sideways are quite hilarious too; I'd like to see HOW you AIM with that gun. Even if it traverses that much it should be just firing blind.

I guess I have to do something with these values towards more practical ones.

 

Looking at them I am not surprised that the JU87 had a smaller firing arc as a lot of the guns length was before it got to pivot point which was itself just a fixed hole in the rear screen.  Any attempt to aim further two one side would just put the stock against the canopy beside the gunner and go no further.  The IL2s gun had very little of its length  behind the pivot point which was a simple pin arrangement that would easily go to 100 degrees either side as well as allowing a good depression downwards, especially as the poor bugger was hardly attached and could stand up to fire ? .   I agree that at those extreme angles you would not be looking through the gunsight but I am not sure you would need to.     These two and the 110 etc all seem to place no restriction on firing though the fuselage as they will still shoot you if you are directly under the tail where the gunner would not be able to see.

 

It is interesting that the JU87 can shoot upwards at 50 degrees, I suppose he can put the gun down between his legs?, while the IL2 1942 only goes 5 degrees upwards?  Am I reading that right?

 

image.jpeg.99f526aa332e1d50420087c0ec7d17d1.jpegimage.thumb.jpeg.a584946ca542ff07778cc0ebeb2cbd52.jpeg

Edited by 56RAF_Roblex
Wilhelm_Heidkamp
Posted

Are these mods working now with latest updates/patches?

On my tests I cant see any difference...

Posted

In my experience if a mod is broken by a game update you will have some kind of loading issue. 

Are the mods for you can't see a difference installed?

Are mods enabled when you start the game?

Are there any particular mods which seem to make no difference?  For instance if you have the realistic cloud mod it may be overriding the new sky it's been added by the game. 

Wilhelm_Heidkamp
Posted

Mods enabled through JSGME. Correctly installed.

But, in game, I cant see any difference in AAA behaviour, for example. 

Posted

I wonder where are the files for FC2 planes? I was thinking of changing them accordingly but I cannot find them in bots folder

Posted (edited)
4 hours ago, PA_Willy said:

Mods enabled through JSGME. Correctly installed.

But, in game, I cant see any difference in AAA behaviour, for example. 

Have you tried taking the mod out and seeing if you can see a difference in the AAA behavior?

Edited by Beebop
Wilhelm_Heidkamp
Posted (edited)

No difference. Do you see any difference?

Edited by PA_Willy
Posted

Hello PA_Willy,

 

the AAA accuracy was just slightly tweaked. I still get hit by AAA, but not get shot down all the time. Depending on your flying style and skill and mission type, your experience might vary.

 

If you have the feeling that you get shot down by AAA all the time: increase the values in the file data\LuaScripts\worldobjects\bots\vehicleturretaimachinegun.txt

If you have the feeling that AAA cannot hit anything: decrease the values in the file data\LuaScripts\worldobjects\bots\vehicleturretaimachinegun.txt

 

See: data\LuaScripts\worldobjects\bots\vehicleturretaimachinegun.txt

old value: //AirTargetMaxError =   3.0f, 9.0f, 32.0f
new value: AirTargetMaxError =   6.0f, 12.0f, 32.0f

new value: MaxAirTargetDisp   =   1.2f //was 0.75f

 

 

To make AAA much less accurate:

try turning MaxAirTargetDisp   = 10.0f and see if any AAA still hits you.

 

I hope that helps.

Best regards

Rieper

  • Thanks 1
Posted

I was checking through a few things this evening and saw some differences between the files in the mod and the latest version of the game files. So just an FYI that I believe Blind Gunners and Vulnerable Gunners need updating as not only the Ju88C6 and some WW1 aircraft got added since the last version of the mod but some of the details in the files changed as well. 

  • 2 weeks later...
Posted

So does the mod needs to be updated or does it still do the job?

Stonehouse
Posted

It definitely doesn't cover the new aircraft like the Ju88C6 and there are some differences outside the areas changed by the mod when you compare the stock files and the files packaged in the mod - I don't know the impact these differences would have, it may not be anything big and it may still generally work. However, my belief is the files in the mod are from a prior version of the game and need to be updated so they are in sync with game files post the last patch. 

Stonehouse
Posted (edited)

Not sure how much rieper_420 checks into this sub forum but since it has been about 3 weeks since I mentioned that Blind Gunners and Vulnerable Gunners were out of sync with the game files and needing an update, I'm guessing that real life has caught up with rieper_420 and they don't have time to do the update at the moment.

 

So purely in the interests of helping people using these two mods I'm attaching my updated versions which include the new a/c. These are the custom versions used by the group I fly with. I will remove them as soon as rieper_420 has time to put up updated versions. Not taking any credit - these are rieper_420's mods.

 

Please note that I have changed values to suit my group and so this version differs from the original. So this version may or may not suit you. If it doesn't suit you, there is enough info given in the thread above by rieper_420 to make your own version by editing mine. In case it helps you tweak the gunner accuracy in Blind Gunners also look here Draft AI dogfight gunnery mod - Mods - IL-2 Sturmovik Forum (il2sturmovik.com) for a pdf and Excel spreadsheet pertaining to air gunner error.

 

Thanks again to rieper_420 for these two mods as they make a big difference to the experience.

 

BlindGunners.zip VulnerableGunners.zip

Edited by Stonehouse
  • Like 1
  • Thanks 3

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