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AI gunnery mod


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Posted (edited)

I decided to pretty much skip balancing ace level gunners and just use the stock value of error coefficient instead as it is a very low value (i.e. accurate) already and since mostly ace level will be human players, I thought this reasonable, and it also saved me some time.

 

This will likely feel very different to the current release version, it seems like that to me anyway. There are a lot of changes involved so it really needs some solid community testing and feedback before it becomes a release version. I think on average it improves over the current release version of the mod. I would firmly suggest that you use real life tactics when engaging bombers now and carry out beam, vertical or head on attacks and use teamwork, pick on the out of position bomber to weaken defensive fire of the group etc. Attacking from direct astern by yourself is very likely to get you damaged or shot down. Formations larger than 4 bombers which are properly setup by the mission designer will be very dangerous if you don't use the right tactics. Basically, bombers are better at defending themselves now in most situations.

 

Changes in summary are:

  • Gunners no longer use the stock concept of firing at 3x normal range if they have enough ammo. Firing is limited to the weapon involved and the gunner's perception.
  • As a result of this fighter max open fire ranges had to change to have any hope of balancing the new gunners against fighters at various skill level match ups. Note that due to the limitations of the game methodology there are definitely quirks in the outcome of matching skill level X fighters against skill level Y bombers. It tends to be at the higher skill level of fighters. I have attempted to offset this as best I can by:
    • Altering the max open fire ranges of fighter skill levels as follows, novice is 600m, normal is 550m, high is 500m and ace is 480.
    • Tried to increase the general skill based situational awareness of fighters by approx. 20%
    • Altered the altitude advantage a fighter will try to gain before attacking, novice unchanged at 0m (co-altitude with target), normal from 0 to 200m, high from 300 to 500m, ace from 1000 to 1500m. This does impact general dogfighting in the vertical I believe although I am interested to get your impression on this change in regard to dogfighting.
    • Increased the collision avoidance time interval for aces as I saw a lot of aces collide with their target bomber.
    • Rebalanced the skill level error coefficients for gunners other than ace as mentioned above. Light caliber armed gun turrets receive (as has always been the case) a small bonus reduction in error in an attempt to avoid such aircraft becoming a turkey shoot for fighters. e.g. A20B
  • Increased reactiveness and ability to judge deflection of gunners generally. I don't believe you will see them fire off into space randomly anymore.
  • Revisited burst length for some classes of weapons (brief and small burst length weapons changed slightly)

Note the above solely refers to WW2 cases and WW1 is unchanged from the current release.

 

Some general comments and observations about the difficulties involved as I know there will likely be comments about odd results at times between different skill levels.

 

There are several factors feeding into the generation of the error for each axis in 3D for a gunners shot. There is a fixed base error which applies to all gunners. There is a fixed error factor for G loading on the gunner for all skill levels. One that really bothers me is error factor called ProjSpeedCoef. This is a fixed value across all skills. Based on the translated description ("coefficient of conversion of the speed difference of the object on which the turret and targets stand, in the aiming plane, to the error angles") I believe this is somehow related to the deflection used for each shot. I may be incorrect in this conclusion but if not then I believe this value should be a skill level value rather than global, or in other words an ace should be better at deflection shooting than a novice. Finally, there is a skill level error coefficient. These values are the main ones I adjust when balancing gunner ability. Distance between gunner and target is the final multiplier to error. So long range will increase error, short range not as much and as expected gunners become more accurate as the target closes. Error also reduces (to a degree) the more a gunner fires at the same target. I believe on top of this all sits the dispersion and temp based dispersion of the weapon involved.

 

For fighters, the error calculation in not available to us. Unfortunately, the main value that is available is the max range to open fire for each skill level. The stock values as mentioned often before have aces firing at very long range very accurately and novices firing at short ranges with much less accuracy. The accuracy is based on observation only as beyond knowing that there is dispersion for the weapon involved, we can't see the calculation.

 

As you will know, this mod attempts to flip that around to avoid an ace AI killing you with one or two rounds from 800m and also adds the often reported real case that novice pilots misjudge distance and fire from too far out. The problem with this part of the mod is that when attacking bombers, it means that novices hose rounds at a large target from long distance. Cannon armed novices will often hit enough to cripple or kill a bomber. For ace fighters if I limit them to firing only at short range then they often get badly damaged or shot down before they fire. As this beta version increases gunner ability, I was forced to adjust the max open fire range of fighter skill levels as this was largely the only thing available to balance things for fighters while balancing gunner accuracy so they might ping the AI fighter at range to discourage them without necessarily destroying them. This tends (not always) to higher skill level fighters using different style of attacks to get results but gunners punishing a fighter that attacks without respecting them (like novices). This unfortunately impacts pure fighter combat although I am hoping what I have delivered is deemed acceptable by the community. I will be honest and say while I gave fighter v fighter combat a quick test I haven't had time to do a thorough test and my focus has been fighter v bomber. It has been quite a lot of work getting it done.

 

I am fully aware that this thing may need tweaking but be aware there are limits to what is possible. Looking forward to constructive feedback.

 

 

AI gunnery - no 3x range beta 20240204.zip

Edited by Stonehouse
typo
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Posted (edited)

Apologies - I realised overnight that I had uploaded by mistake my test version with WW1 segregated to facilitate bulk edits on WW2 files. It was too late at night for me to do anything. However, I've fixed things this morning and uploaded a new zip with a different date embedded in the filename, so it's clear that the zip is different. 

 

So:

  • If you are a WW2 only person - no need to get the beta again. From your viewpoint nothing has changed. You can wait until I publish a new beta based on feedback or a new release.
  • If you are a WW1 and WW2 flyer or a WW1 only flyer who decided to get the beta for some reason, then I'm sorry but you will need to download the beta in the previous post again. Otherwise, you will only get half the WW1 changes.
Edited by Stonehouse
Posted

I have flown my first career mission with the new beta. I flew the Pe2. Difficulty easy, high AI flights and numerous frontline density. Got intercepted by Me109E7 (eight of them). The Hurricane escort was a ways behind so the 109's got an uninterrupted run at my bombers. No bombers or fighters shot down. No bombers damaged. Got a kill for a 109 I damaged and later collided with a Hurricane.

 

The 109's turned away before firing on the bombers as far as I could see. Forgot the activate the Tacview (duh) so not entirly sure.

 

 

Posted (edited)
1 hour ago, RedeyeStorm said:

109's turned away before firing on the bombers

So a change that has been in AI Gunnery since the beginning is for parameter "HitRatetToDodge". In the stock game the number of hits increase with skill. An ace in stock has a value of 5. I'm not sure how severe a "hit" is required to be to be counted but essentially this is the number of hits that an AI will ignore and continue to do whatever. 

I assume it was meant as a measure of morale/stoicism/determination. I felt it was really wrong. I cannot imagine an ace ignoring 5 hits on their aircraft and just not reacting. 5 20mm cannon strikes are likely to kill you. Plus, it takes time to maneuver so by the time 5 hits have arrived probably another 5 are already well on the way that you won't be able to move fast enough to avoid. Long story short I made this value 1 for all skills. If an AI gets hit, they do something about it.

 

It means that as AI approach a bomber if they start to take hits, they break off the current attack and reposition for another. I use this to balance the fixed ranges AI fighters attack at. So, novice is longest range =600m now in this beta and 800m in the release AI Gunnery. If I don't make them dodge, then likely they will bravely do suicide runs and kill all the bombers while immolating themselves. Higher skill AI attack differently and are harder to hit so get closer before the gunners can hit them. It's tricky indeed to get the different levels matched up.

 

Career missions appear in your IL-2 Sturmovik Great Battles\data\Missions folder as _gen files. e.g. _gen.mission  

Each time you create a new career mission or QMB mission these files get overwritten.

It would be interesting to get the mission you describe if you still have it to be able to check the skill levels of the aircraft involved.

 

You don't say - was the mission result good or bad in your opinion?

Edited by Stonehouse
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Posted (edited)

Well it was one mission so I don’t consider that good empirical evidence. Furthermore I was playing as gunner so that may skewer the outcome. So verdict reserved although 109’s against 9 bombers should have hurt the bombers.

 

I did go to the next day does that generate new missions or are the only generated when you press start?

Edited by RedeyeStorm
Posted
29 minutes ago, RedeyeStorm said:

I did go to the next day does that generate new missions

Yep, not to worry. Next time is fine. Recording a track, even a short one also embeds the mission file in the track folder fyi.

Posted (edited)

Okay got a couple of TacView ACMI for you. The track files are to big. First one I was flying number 2 and we where attacked by two 109F4's. I did not go to gunner possition. leader got so badly damaged he crashed after I stopped the track. One 109 got his oil perforated and aborted. The other one aborted sooner but did not see any damage.

 

Second one I was flight lead and we where attacked by six 109F2's. I got badly damaged and ran out of fuel and had to ditch but was back in friendly teritory. No 109's were shot down by the bombers but all damaged and eventually shot down by the Hurricanes.

 

I think I am happy with it. Bomber defense is effective without being overpowered and you got a change to get home as bomber.

 

And second ACMI is to big.

career-5-Egor Doronin-1942.2024-02-05_20-53-32_00.acmi.zip

Edited by RedeyeStorm
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Posted (edited)
39 minutes ago, RedeyeStorm said:

Second one I was flight lead and we where attacked by six 109F2's. I got badly damaged and ran out of fuel and had to ditch but was back in friendly teritory. No 109's were shot down by the bombers but all damaged and eventually shot down by the Hurricanes.

Since you got an acmi you must have recorded a track. Can you have a look in the folder for the track please - you should see a mission file. Can you upload that here so I can take a peek at the skills involved?

 

Thanks

 

PS - A Pe2 rear gun is classed by me as a small caliber weapon. It also only has 200 rounds total loaded and reserve mags. So being a small caliber weapon it gets a bonus reduction in error compared to something with more punch like a 12.7 mm HMG. So it was a good choice for testing. 2 109F2s against an 8 Pe2 formation from the rear of the formation was pretty optimistic for the 109s. I don't see the 109s really try to climb before attacking your formation either so I suspect they are novice AI.

Edited by Stonehouse
Posted

I’ll have those mission files uploaded as soon as I get back behind my PC. The Pe2’s ventral and dorsal guns are 12.7 mm guns and belt fed. The side gun is a small mg, 7.62 mm I believe, with magazines.

Posted (edited)
8 hours ago, RedeyeStorm said:

The Pe2’s ventral and dorsal guns are 12.7 mm guns

Sorry you're right and I wasn't reading my spreadsheet correctly. The rear is small burst length not small caliber. 

Not sure which Pe2 you are using but they seem the same anyway.

Rear turret def gives 12.7mm and 200 rounds 3B1T and a 7.62mm with 225 rounds in 75 round mags 7B1T (this would be the side gun)

Top gives 12.7mm 750 rounds (so this is a dangerous gun for fighters as it will be longer bursts) 7B1T

s87 has a mod for the top turret but the caliber and rounds are the same.

 

Thanks, re the mission files!

Edited by Stonehouse
Posted (edited)
8 hours ago, RedeyeStorm said:

It's the Pe2s35 the first one. Here are the missionfiles that go with the ACMI.

_gen.zip 554.85 kB · 1 download _gen.zip 554.85 kB · 1 download

 

I think you may have uploaded the mission for the IL2 - player character Nikon Siderov, twice by mistake. IE both zips seem identical. Don't sweat though, just continue to a new day and see how it plays and perhaps upload the mission for that.

 

image.thumb.png.f5e70de84402a2bc1cf502c60c4d126b.png

Edited by Stonehouse
Posted (edited)

That’s weird because I never made tracks while flying the il2. All though the name is correct for my Il2 pilot.

Edited by RedeyeStorm
Spelling
Posted
3 hours ago, RedeyeStorm said:

That’s weird because I never made tracks while flying the il2. All though the name is correct for my Il2 pilot.

It's ok next time is fine. Just getting feedback from you is valuable in itself. Hopefully some of the other people who've downloaded the beta have a chance to report back soon too.

  • Upvote 1
Posted

Hey @Stonehouse here is a very interesting missions. My career switched to Stalingrad. I upped the difficulty to Parity. Flying the Pe2s87 without the turret. Where attacked by four 109G2 with gunpods. The 109 where to fast for my Lagg3 escort so they could make a couple runs at the bombers. One 109 was shot down by the escort, all 109 had coolant and/or oil leaks. One crashed at landing.

 

The first two or three runs the 109's broke off after taking hits withoud themselfs firing a single round. Then the dorsal gunners ran out of ammo and promptly two bombers where shot down by the fighters. By this time one 109 was RTB due to damage.

 

I liked this mission very much. I deleted everything in the Track folder so the attached mission should be the right one.

_gen.zip

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Posted (edited)
10 hours ago, RedeyeStorm said:

I liked this mission very much

 

So you had 6 ace level Hurri MkIIs and 8 ace level Lagg3s29s in that mission (your escort I think). 109G2s, 109E7s, HS129B2s all veterans. 3He111H6 average skill and your flight which had you, an ace, 4 veteran, 2 average and 1 novice making up the 9 crews from your squadron. So considering that the enemy fighters were veterans and your formation was 2/3 made of very well trained crews (taking you as ace as well) it sounds like the mission and the mod worked exactly as it should which is very good news.

 

Based on your feedback and my own tests I am inclined to make this beta the live version early next week. I'm hoping some feedback from someone doing fighter v's fighter might surface in the next day or so although based on my own tests the changes from this beta didn't really make a big difference in that respect. Novices fire 200m closer but still inaccurately and I only moved aces out 80m from 400 to 480m - noticeable but probably not a huge difference. In some ways as it compresses the AI fighter max firing band to 480-600m or 525-656 yds it is probably closer to reality although based on reference/biographical info aces generally still fired more like 150 - 250m from their targets. Certainly, firing from a fighter at 800m against another maneuvering fighter very accurately as per the stock game isn't something that happened frequently or repeatably in real life according to all my reading over the last 30 odd years. I think the main take away is that the game needs two different attack styles for fighters - one for fighter v fighter and one for fighter v bomber and that the hard max fire ranges based on skill needs to be replaced somehow with a probability-based algorithm of getting the open fire range matching your harmonisation and sight set up (wing span setting) and getting deflection right and skill skews the chances of getting it right or wrong. Probably should have harmonisation based on skill too. Higher and Ace skill probably harmonise the guns to a shorter range. 

Edited by Stonehouse
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Posted

Done some tweaking to fighters. Noticed that 4 ace 109g6 late v 4 novice 109g6 late wasn't turning out as expected. Still aiming to release an update this week so I get in before the next patch.

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Posted
On 2/12/2024 at 2:42 PM, Stonehouse said:

Done some tweaking to fighters. Noticed that 4 ace 109g6 late v 4 novice 109g6 late wasn't turning out as expected. Still aiming to release an update this week so I get in before the next patch.

 

Ok so I'm away for a couple of days but hoping to release this at the end of the week. New beta with some fighter changes - not to max open fire range that stays per last beta. These changes are more for fighter v fighter. See what you think and please provide feedback on both fighter v bomber and fighter v fighter combat. Thanks.

 

AI gunnery20240213beta.zip

Posted

Well, no-one seems to have any negative feedback on the last beta so I will push it up to be the current release version. Thank you to all those who tested the beta and especially @RedeyeStorm for the feedback posts. 

 

Summary of changes:

  • Removed the 3x normal range concept from gunners. Gunners will now fire out to their weapons range at targets that their skill level gives sufficient situational awareness to "see"
  • Adjusted some weapons burst lengths
  • Adjusted from scratch all gunner skill-based errors to suit the new firing style
  • Adjusted fighters max open fire range and some other factors to arrive at a balance for the change in gunners and maintain the fighter v fighter balance as best as I can.

 

Note to @JG4_Moltke1871 I haven't forgotten about your request for the Li2 and Waco 2nd pilot position, I just haven't had time. It's on the to do list.

 

I am of the opinion that while the changes above sound small that they actually make a large difference to what you experience in game. I am expecting more feedback and tweaking once more people use it. Bombers certainly survive better with this version, and it forces fighters to use better tactics (which higher skill pilots tend to). 

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Posted

Especially noteworthy is that the gunners assume their gunner positions when set to normal range when an enemy fighter is at roughly 3 km distance. Therefor they are ready and waiting when the fighter moves in gun range. No more gunners scrambling to their positions while under fire. A long standing issue for bombers.

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Posted (edited)

FYI - haven't been able to download the patch due to issues with my internet connection. Will have to wait until it's fixed before I can check whether my mods need updating. Limping along on a low data phone hotspot at present.

Edited by Stonehouse
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Posted
On 2/21/2024 at 10:16 AM, Stonehouse said:

FYI - haven't been able to download the patch due to issues with my internet connection. Will have to wait until it's fixed before I can check whether my mods need updating. Limping along on a low data phone hotspot at present.

Ok based on what I can do at the moment (compare the last official beta to the 5201 version files) I can say that there were changes to some aircraft plus obviously the new aircraft. Aircraft changed was the iar80a, fe2b, Halberstadt DII. New ones iar80b, spitfire IXc. Of course, I am assuming the final beta release candidate and the 5.202 release version are the same in this regard. They may not be although it is very likely they are.

 

If you don't include any of these aircraft in your mission, then it is highly likely you can use AI Gunnery as is. 

 

AI Gunnery pilot despawn delay mod - won't include the new aircraft and the IAR80A may not work quite right as there were some changes to the bot file for the pilot.

 

Unfortunately, where I am there are two parties involved in 99% of broadband connections. The ISP and the national broadband network. I seem to have fallen into the crack between the two so I am not optimistic of a quick resolution to the issue as they keep wanting to palm the problem off to the other party and you cannot even really talk to the NBN people except via your ISP. Pretty shite is a fair description of how things work here.

Posted

Good luck man. Stuff like that is infuriating.

Posted (edited)

Still don't have access to the net properly but had a friend come by with a better phone data plan than I have so was able to update to 5.202.

Mod resync'd to 5.202. Turned out this was just adding the new aircraft. Also as requested by @JG4_Moltke1871 added the Li2 and CG4A 2nd pilot position. As mentioned earlier I don't own these ones so I had to email the files to the same friend to test and I did guesstimate edits based on verbal feedback over the phone. You may find the default snapview isn't totally right and ditto the cockpit limits ie you may be able to move the viewpoint outside the cockpit walls. I can try to tweak more once I have better internet but likely I won't be able to do as well as I did for the others.

 

Turned out the AI Gunnery Pilot despawn delay mod did not need any updates

Edited by Stonehouse
Posted

Apologies, in the rush to get AI Gunnery uploaded I left a file with incorrect syntax by accident. Fixed and reuploaded. Those 2 or 3 people who have downloaded in the last 3 hours please get it again.

  • 2 weeks later...
Posted (edited)

Beta version for people to try. Specifically for co-operative MP. I think it gives the 2nd pilot the ability to control the aircraft where it should be logically available. That is, C47, Li2, Ju52 and CG4A only. I'm looking to see if the changes made have any knock-on impact to the main pilot slot. This could be conflicts or even worse case game crashes as there are two inputs (I don't think this likely). 

 

Obviously, the two pilots would need to act as per real life and act co-operatively and do the "you have control" and "I have control" handovers. I've no idea what happens if you fight over control but doubt it would be good.

 

edit beta removed as it was non functional in MP

 

Edited by Stonehouse
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RedeyeStorm
Posted

@Stonehouse, If I may advice to put this in it’s own post because I think many would like to try it and a seperate post would attrac more attention.

Posted (edited)

First off, this is a great mod!

 

I've noticed the impossible, high-G, 360-no scope pilot kill shots by good AI from a kilometer away seem to be a thing of the past. Also for what its worth, once I installed the mod I played the same dogfight as usual in QMB with Ace AI on both sides - it seemed to result in more fighters downed quicker by the AI, all at close range.

 

Attacking bomber formations from the rear seems to be completely suicidal now, which has forced me to improve my tactics with slashing and frontal attacks - great stuff!  Though maybe they are individually less likely to get accurate hits, the volume of fire will doom you soon enough.

 

I did have a frustrating time fighting some ME110s recently, as the gunners seemed to have that bomber high awareness and good accuracy while being thrown around enough that they should be puking into their gunsights. Obviously they shouldn't be totally useless, but if they are so effective that getting on their tail is suicidal, then I reckon the me110 could've been preferred over the 109.  But maybe I just got unlucky! will have to try some more scenarios and tactics

Edited by ZPA_Malan
Posted (edited)
3 hours ago, ZPA_Malan said:

ME110s recently, as the gunners seemed to have that bomber high awareness and good accuracy

All turrets share the same pool of bot definitions. I do separate gun positions by ammo supply to give a different burst length but don't distinguish between bomber and fighter turrets. Current G limit on firing for all turrets is 3G (game doesn't seem to allow a different limit for -ve and +ve G).

 

It's possible with the other changes in the last update that this could be reduced slightly but I would like some collective feedback from both bomber and fighter players around the current cutoff. I have experienced around +4 G in an ex-military aircraft in real life so have some idea of what it might have been like to try to aim a gun in those conditions and I'm open to changing things as long as it doesn't end up with a completely unbalanced situation due to game mechanics.

 

Anyway, glad to hear it is working well for you. 

 

@RedeyeStorm - yeah I see what you mean, I just thought it would only interest existing AI Gunnery users since it's all one package. If I don't get many takers for the new beta I'll put up a separate post over the weekend. 

Edited by Stonehouse
Posted
On 3/13/2024 at 3:50 PM, Stonehouse said:

Beta version for people to try. Specifically for co-operative MP. I think it gives the 2nd pilot the ability to control the aircraft where it should be logically available. That is, C47, Li2, Ju52 and CG4A only. I'm looking to see if the changes made have any knock-on impact to the main pilot slot. This could be conflicts or even worse case game crashes as there are two inputs (I don't think this likely). 

 

Obviously, the two pilots would need to act as per real life and act co-operatively and do the "you have control" and "I have control" handovers. I've no idea what happens if you fight over control but doubt it would be good.

 

AI gunnery beta 13mar2024.zip 1.19 MB · 9 downloads

 

Anyone had time to try this out? Any issues found? 

WitchyWoman
Posted

I have not tried the new update you posted as I do not play MP because it had been stated that it was mostly for MP play. Have been using your most recent main  file and not had problems that I have noticed.

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Posted

I have Friday off or can test this weekend. My normal co-op bud can't play though, so if anyone wants to test shoot me a DM.

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Posted (edited)
On 3/21/2024 at 1:06 PM, Hook_Echo said:

I have Friday off or can test this weekend. My normal co-op bud can't play though, so if anyone wants to test shoot me a DM.

Thanks for testing Hook_Echo. So, as I understand your message in discord it all worked well except for the known issue with the Mosquito where the navigator 3d model clips the pilot model so you see the nav when in the pilot seat, but you don't see the pilot when you are in the nav's seat?

 

Also, your pics seemed to show an A20 - so I just wanted to double check that it was indeed possible to control the aircraft in MP when you were in the 2nd pilot position in any of C47, Ju52, CG4A or Li2? 

 

If you move the nav's viewpoint back far enough to make the pilot appear your eye point is behind the back of the nav's head. You might be able to move the nav's viewpoint to the right without moving it back and get the pilot model to appear, but I wasn't able to. I think that the position of the pilot is too far to the right, so your right eye lines up with the gun sight. I suspect in real life that the pilot was further left, and they leaned to the right when they wanted to fire. Anyway, so I believe if the dev's ever add the mod functionality to the game, they will have to sort out the model positions in the cockpit.

 

If you can just let me know if I've understood you correctly, I'll push the beta up to be the release version.

Edited by Stonehouse
Posted

Nah, we couldn't get it to work. My buddy doesn't have any of the planes that have dual controls, and the only one I have is the C-47 which doesn't have any normal gunner positions. We were unable to access the extra unlocked positions in co-op in any plane. That's why we were trying the A-20. It gives an error message when you try to occupy the bombardier position in the A-20. Only the original pilot of the plane can switch to the added position. Another player joining as a gunner does not have access.

20240324161215_1.thumb.jpg.2e8bf2690bf7c0135569d158bc326255.jpg

Posted
1 hour ago, Hook_Echo said:

Nah, we couldn't get it to work. My buddy doesn't have any of the planes that have dual controls, and the only one I have is the C-47 which doesn't have any normal gunner positions. We were unable to access the extra unlocked positions in co-op in any plane. That's why we were trying the A-20. It gives an error message when you try to occupy the bombardier position in the A-20. Only the original pilot of the plane can switch to the added position. Another player joining as a gunner does not have access.

20240324161215_1.thumb.jpg.2e8bf2690bf7c0135569d158bc326255.jpg

 

Was your friend running the mod?

Posted (edited)

Ok big thanks to @Hook_Echo. Corresponded via discord and did some testing and looks like the beta doesn't work in MP so I will take it down and go back to the drawing board and see if I can do anything. I'd advise anyone who downloaded the beta to stop using it and revert to the release version of the mod.

 

Edited by Stonehouse
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  • 4 weeks later...
Posted

5.203 status:

  • AI Gunnery - should be ok for WW2, needs updates for WW1
  • AI gunnery pilot despawn delay - likely ok for both WW1 and WW2 but needs a check to be sure for WW1
Posted
1 hour ago, Stonehouse said:

5.203 status:

  • AI Gunnery - should be ok for WW2, needs updates for WW1
  • AI gunnery pilot despawn delay - likely ok for both WW1 and WW2 but needs a check to be sure for WW1

 

Ok so I have reviewed the game files and it turns out I was mistaken. Seems like a couple of files are present that were a false positive. Current version is ok as is.

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  • 2 weeks later...
Posted (edited)

AI Gunnery will need an update for 5.203b due to changes for the IL2 (various models)

AI Gunnery pilot despawn delay should be fine post 5.203b

Edited by Stonehouse
  • Upvote 1
Posted
20 hours ago, Stonehouse said:

AI Gunnery will need an update for 5.203b due to changes for the IL2 (various models)

AI Gunnery pilot despawn delay should be fine post 5.203b

AI Gunnery resync'd to 5.203b. Changes were for IL2 weapon usage. Believe this is the salvo changes discussed in the 5.203b changelog

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