Stonehouse Posted September 21, 2022 Posted September 21, 2022 Just an fyi that I added WW1 fighters to the last update of AI Gunnery. First attempt so possibly not the best set up yet and quite likely the AI gunners need tweaking. Have a read through anyway to understand the reasoning behind the mod and give it a try if it appeals to you. 2 2
Stonehouse Posted October 13, 2022 Author Posted October 13, 2022 FYI for those using it for FC. I uploaded a new version of this mod yesterday. Main change was around WW2 head on attack frequency, but the change also is reflected in WW1
Stonehouse Posted October 31, 2022 Author Posted October 31, 2022 Updated again today. Reworked WW1 fighters and bombers in this version.
Odovacer Posted May 27, 2023 Posted May 27, 2023 Went to enable this mod today with JSGME and it says there's a conflict with Great War Mod Pack concerning the "data\luascripts\worldobjects". It's already been added by the GW pack. Is it ok to overwrite one with the other (no similar files) or do I have to pick and choose?
TG-55Panthercules Posted May 27, 2023 Posted May 27, 2023 3 hours ago, Odovacer said: Went to enable this mod today with JSGME and it says there's a conflict with Great War Mod Pack concerning the "data\luascripts\worldobjects". It's already been added by the GW pack. Is it ok to overwrite one with the other (no similar files) or do I have to pick and choose? Is that message by JSGME referring to a folder or a file being in conflict? If it's just a folder, then there's no problem with activating both mods. But if it's a file, then that means both mods have altered the same file and you will have to make some choices based on which file it's talking about (as the second mod activated will overwrite/override the first mod and you will lose out on whatever changes the first mod made to that file).
Odovacer Posted May 27, 2023 Posted May 27, 2023 49 minutes ago, TG-55Panthercules said: Is that message by JSGME referring to a folder or a file being in conflict? If it's just a folder, then there's no problem with activating both mods. But if it's a file, then that means both mods have altered the same file and you will have to make some choices based on which file it's talking about (as the second mod activated will overwrite/override the first mod and you will lose out on whatever changes the first mod made to that file). It was just the folder. So, I'll let it go through and see what happens. Thanks!!
Stonehouse Posted November 26, 2023 Author Posted November 26, 2023 Just thought I would cross link this post over here for better vis by the target audience. In summary for your convenience, the attachment on the link below is a beta version of the AI gunnery mod specifically aimed at the Fe2b but also a request for feedback on the other two-seater gunners (I believe the large bombers are fairly ok as they are in the mod although happy to receive constructive feedback for these in any case). Already had some great feedback from cmbishop and jg4_Moltke1871 but hoping for some more as I don't often fly WW1 missions.
Stonehouse Posted December 2, 2023 Author Posted December 2, 2023 Released a new version of AI Gunnery. The updates were all WW1 and FC related, specifically the Fe2b gunner and rear gunners in general. See here for the download link 1
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