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ROF (United Ed.) AI Improved (Vers. 1.1 and 1.2) by vonS


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TG-55Panthercules
Posted (edited)

 

 

MANY OF THE FOLLOWING POSTS HAVE BEEN COPIED/PASTED FROM THE OLD ROF FORUMS.  It's from several years ago, and I'm not sure if it's still completely current/accurate - if anybody knows otherwise, please PM me and I'll be happy to fix/update this information.

 

Originally posted July 5, 2018 by vonOben:

 

ROF (United Ed.) AI Improved (Vers. 1.1 and 1.2) by vonS

Hi

 

vonS has released a AI mod over at Combatace:

 

https://combatace.com/forums/topic/95745-rof-united-ed-improved-ai-vers-11-and-12/?tab=comments&_fromLogin=1

 

Quote:

 

Please find linked below the included pic. a zipped file that includes some tweaks I have been working on recently, for a few days, and that attempt to improve the AI behavior in ROF. I've attempted to bring more AI "surprises" and varied behavior into the sim. - based on what we take for granted with the wonderful AI in First Eagles 2 (also WOFF). No spectacular overhauls have been possible, but I hope there are at least some improvements with this little package. Please see the included "Read Me" file for more info. regarding the AI and installation directions, etc. And thank you Criquet/Gavagai for the initial AI tweaks of many years ago. My tweaks have been tested only in the United Ed. of ROF (which is the last, consolidated ver.) and are not recommended for earlier versions of the sim.

EDIT: Ver. 1.2 of this package - added May 6, 2021 - includes further improvements to climb speeds on several types and further reduction of downward-spiral-type maneuvers, with greater frequency of slash-and-dash attacks, as well as more tactical flying (particularly if the AI is flying in pairs or greater numbers, etc.). Ver. 1.1 is included too - load ONLY ONE package (1.1 or 1.2) at any given time, in JSGME. See the included "Read Me" file for more details.

 

Happy flying,

Von S

 

 

Gooseh, on 28 May 2021 - 12:59, said:

 

Well that would be nice!! Super!! Thanks

 

 

VonS, on 13 Aug 2021 - 12:05, said:

 

Thank you Von Oben for posting a link to the AI/DM mod. for RoF (United Ed.). The mod. is now at ver. 1.3 - and will most likely be the final ver. of that mod., since there is only so much that can be done with it. Hopefully it is an improvement over stock AI in the United. Ed. of RoF. If I do update the AI/DM mod. in the future, updates will be indicated in the relevant thread (on CombatAce) and that is kindly linked to here, in the first post of this thread, by Von Oben.

 

Cheers all,

Von S  

 

 

Barkhorn1x, on 14 Aug 2021 - 08:47, said:

 

Cheers VonS and thank you for your hard work here - it certainly IS an improvement.

 

 

VonS, on 19 Sept 2021 - 00:19, said:

 

Quick update to this thread that I've included two more of my (small) mods. under the CombatAce RoF mods. thread - see this [link deleted] for details and download links. One mod. is an AMD-vid.-card friendly patch that lightens/thins out stock cloud and sky textures in RoF United, for less flickering (not to be used with other cloud mods. available for RoF). The other mod. is an interesting oil smear/frosting modification of the "FeatheredIV" oil mod. for RoF.

 

Cheers all and happy RoFing,

Von S  smile.png

 

 

127Tom, on 22 Oct 2021 - 21:24, said:

 

Sorry, but this AI mod was a joke. The planes struggle with low altitude flying and fighting and keeps crashing into trees.
Also after a dogfight they usually just circles forever and don't continue the mission. 
As of now I fly with vanilla AI as they are more aggressive and dangerous (if high skill)

 

 

VonS, on 22 Oct 2021 - 22:50, said:

 

Barkhorn and other users seem to think otherwise - it may depend on what version of the AI mod. you are using (try vers. 1.1, 1.2, and 1.3). The AI mod. was only tested in RoF United, in quick combat mode, and also using the PWCG ver. 16.3.x (not the campaigning/missions option built-in to RoF).

 

No guarantees that it works well with the later PWCG ver. 3.3.x either since I can't get that version of PWCG to run on my rig. Also suggested, in the "Read Me," is to load the AI mod. last, after all other mods. are loaded - so as not to have other mods. override anything in the AI mod.

 

My AI/DM mod. is of course free so you are welcome not to use it if you don't like it. On my rig., for what it's worth - vanilla AI in RoF, of any skill level, is the real joke. 

 

Cheers,

Von S

 

 

127Tom, on 22 Oct 2021 - 23:45, said:

 

I tried with PCWG 16.3.1 and RoF's career mode. 
I used the 1.3 version. Up in the air they fight good. But the rest as I described ruins the experience for me.
Isn't RoF United the same as vanilla? The vanilla got a patch recently so you can fly multiplayer with united players.

 

 

VonS, on 23 Oct 2021 - 00:18, said:

 

I recommend trying out ver. 1.1 of the AI mod. (if you want to bother with it) since that patch is less aggressive, so some aircraft may be less stubborn near the ground - although, in all honesty, too many files that would be important to modify, to improve the AI (and FMs) in RoF - are unfortunately encrypted/locked - so there is really nothing more that can be done to modify or tweak the AI in RoF.

 

Personally I can't stand those constant left or right-hand turns that happen with the AI, un-modded, where they always spiral down to the ground - so I have attempted to minimize that from happening in the AI/DM mod.

 

RoF United is "vanilla" RoF - as are previous versions of RoF when not modded. As far as I know, RoF has had multiplayer since the very beginning (and was built with MP in mind). If your RoF install received some kind of patch so that you can engage in MP with RoF United fliers - it's possible that you had an older version of RoF that was patched recently. The latest version of RoF is called RoF United Edition, by the way (the last updates for it were sometime last year, 2020 or so, some kind of small, server-synchronization update I think).

 

Cheers,

Von S  smile.png

 

 

127Tom, on 23 Oct 2021 - 11:02, said:

 

Okay! I will try the 1.1 version. I thought the 1.3 was the improved and final version.
What I noticed in the vanilla version is that if you are attacked by Spad's from above it's way harder to avoid them since they turn very good.
Especially if you are not in the Dr1. and D7F

 

 

VonS, on 23 Oct 2021 - 13:16, said:

 

The various versions - 1.1, 1.2, and 1.3 - are slightly different from one another but I wouldn't call the higher numbered versions necessarily better or improved - just different (with more subtle or more aggressive characteristics) and perhaps more suitable to different single-player tastes when flying. Personally I fly with ver. 1.3, as does Barkhorn (I think) - others, such as on SimHQ, seem to like ver. 1.2 - others yet may prefer the more sneaky flying characteristics of 1.1 - others may not like any of them and may prefer vanilla AI in RoF.

 

What you have noticed, by the way, with Spads turning "very good" with vanilla AI - has been dampened on purpose in all three versions of the AI mod. The Spads now focus more on slash-and-dash attacks when possible, and should, for the most part, avoid engaging in turning fights. They will more frequently now just extend away and, once a km or two away from you, will turn back and try another attack. So - more historical behavior but perhaps less fun for players who are fighting against Spads.

 

Anyway, good luck with your flying in RoF (with vanilla or modded AI),

Von S 

 

 

Barkhorn1x, on 24 Oct 2021 - 11:24, said:

 

Yes, correct.

 

 

Dusty926, on 28 Nov 2021 - 20:20, said:

 

Does somebody still have any copy[s] of this AI mod? I'd like to nudge their quality up at least a little and this has sounded like it just might do the trick!

If you do have them, please PM me them soon as you can!

 

 

HeyRennie, on 14 Dec 2021 - 11:20, said:

 

Could I also ask if someone could PM me the mod? I had used it previously and enjoyed it but I need a copy of the files. Thank you!

 

 

Dauntless1, on 18 Dec 2021 - 22:26, said:

 

I've got if you still need it.  

 

 

dresam71, on 20 Dec 2021 - 05:09, said:

 

Hello.
Too bad Vons abandoned this mod, if the AI is improved, Rof would be a great sim.
I do not know if you know an old post in the forum for a check six, it could help a lot to understand the AI and to be able to make modifications.
Greetings

 

 

dresam71, on 21 Dec 2021 - 16:32, said:

 

Hello again.
In the thread I talked about modifying AI in "les forum check six" it says that the AI of the primitive version on CD is better than the downloadable one. I have the lite edition and iron cros edition on CD, but it is impossible for me to run them to test if this is true.
There is no AI folder in CD version, does anyone know where the AI files are in CD version? Would it be possible to paste those files to the current version to test if the primitive version AI on CD is different than the current AI?
Thank you.
Greetings.

 

 

Panthercules, on 23 Dec 2021 - 23:02, said:

 

Interesting theory.  The early AI definitely was better before they nerfed/screwed it up with one of the patch/updates many years ago, but I'm not sure if anybody really explored the possibility of creating a mod to restore the old AI behaviors.

 

 

VonS, on 24 Dec 2021 - 04:00, said:

 

Stimulating posts gents - and I particularly like that latest idea of perhaps "transplanting" the old AI from RoFs of yore into the "fresher" United Edition - especially if that old AI was more capable of landing an aircraft properly.

 

The beauty of such an approach is that, then, everyone could copy-paste relevant, old AI files into the newer ver. of RoF, paste/replace, and all is done - no need for separate, third-party mods. to attempt improving the AI. Do however study that possibility further fellow virtual flyers if interested in going down that road since it is possible that the AI files of old are not compatible and/or break other things in the latest RoF.

 

In other news, I have done a few more FM tweaks for WOFF/BH&H2 now so I will maybe consider rolling up my four or five mini-mods for RoF United, including the AI/DM mod, into one zipped file - and will make said bigger consolidated file downloadable either via DropBox link or perhaps on CombatAce. The mods will of course be left "as is" in their current state, with no further support offered - but perhaps that will be more convenient for all who are still actively RoFing (instead of WOFFing) - than to go through the trouble of PM-ing one another the necessary files.

 

Happy holidays to all RoFers and all the best in the new year. May the AI in RoF become stellar and varied in the future, and may new aircraft and unlocked FMs be brought to you as well, as unexpected and generous presents for the devoted single-player in RoF.

 

Cheers all,

Von S 

 

 

dresam71, on 24 Dec 2021 - 05:22, said:

 

Muchas gracias por las respuestas.
Feliz año a todos.
Saludos.

 

 

dresam71, on 25 Dec 2021 - 12:16, said:

 

Hello again.
And any idea to be able to start RoF in the CD version, without having to update the game?
Greetings.

 

 

VonS, on 25 Dec 2021 - 14:40, said:

 

Hi Dresam, I doubt that it is possible to start an old, CD version of RoF because it most likely tries to sync on startup with the RoF servers - but it may be possible, theoretically, as per earlier posts in this thread - to copy some files over from an old version to your computer, and then to paste/replace newer files in a downloaded and updated (United Ed.) version of RoF that you have installed. Veteran RoF fliers such as Panthercules, Barkhorn, etc., may know more about such details. (I don't have any old versions of RoF - I picked RoF up in 2018, so I can't help unfortunately with further info. on that.)

 

Also check over this post - since it contains info. for how to zip the RoF/BoX launcher - zipping that launcher might allow for the CD version to load without trying to contact the RoF update servers. It's worth a try.

 

EDIT: RoF United Ed. AI/DM mod., including other tweaks, now available in more convenient (consolidated) format at the following link.

 

Cheers all,

Von S  smile.png

 

 

Panthercules, on 26 Dec 2021 - 12:04, said:

 

There used to be a way to preserve your old version of RoF and insulate it from any future updates - I explained how to do it in an old thread from many years ago that I haven't been able to find yet.  It was of limited usefulness, since (1) you had to be sure to do it before a new update came along to screw things up, and (2) you could never play MP or otherwise log in online with your preserved copy or you would screw it up and be forced to update, and (3) you would never be able to play with any of the new plane types that they were still introducing at that point.  Unfortunately, at the time I did not have enough storage space to keep an archive of old working versions of RoF - it would be cool to have such an archive and be able to "go back in time" to compare the various versions and enjoy the pre-nerf AI, Tripe, etc. once again.

 

 

Dresam, on 26 Dec 2021 - 14:33, said:

 

Hello.
I just found a 2014 version on a forgotten laptop, when I start only the logo of 777 studios comes out. The great air war I can't remember if it's the cd version. I am copying it to my current pc. I will report what I see and of course if you want me to share files I will do so with great pleasure.
Greetings.

 

 

TopolinoW, on 27 Dec 2021 - 12:39, said:

 

Genial,Dresam...ojalá que tengamos suerte con el experimento y podamos disfrutar de una IA  más o menos decente alguna vez.Saludos!

 

 

Dresam, on 27 Dec 2021 - 13:24, said:

 

Hello again.
I have found another frozen version in 2015.
I'd like to know around what point the AI went down.
Greetings.

 

 

VonS, on 27 Dec 2021 - 16:00, said:

 

Hello gents,

 

The AI, if we assess by the posting date and comments in this particular post, seems to have "gone down" as you say Dresam sometime no later than March of 2014. So, ideally, you should be looking for an installed/preserved copy of RoF that dates to no later than Jan. or Feb. of 2014, but preferably is of even earlier vintage (for example, from 2012 or 2013 at the latest). Hope you have good luck finding such a copy.

 

Cheers all,

Von S smile.png

 

 

Dresam, on 27 Dec 2021 - 18:46, said:

 

Thank you.
I still have the same problems.
On the laptop I can start Rof from 2014, but I can't test it because it is a less than optimal laptop, but I can't run it on my current pc, there is no way.
As I already said I have 2 versions on cd, which I can't run either, message "impossible to connect to server". I have written to support but they do not give me a valid solution. Does anyone know how to break the game ??? - I clarify that I am the legitimate owner of the 2 versions on cd, if I have bought the game, I should be allowed to use it -
Greetings.

 

 

VonS, on 27 Dec 2021 - 20:15, said:

 

Hi Dresam,

 

I'm not surprised by your results - it doesn't theoretically seem possible to run a very old version of RoF without having it contact the update servers first - which will of course defeat the purpose of the experiment. And, as I posted previously, required would be a copy of RoF no later than about 2013 to check over pre-nerfed AI in it.

 

In terms of support, who knows if support even actively responds to RoF questions anymore, considering that the sim. had been abandoned yrs. ago.

 

Regarding your last question, if you mean metaphorically "how to break the game" - it is already well broken   so various RoFers, and modders, have tried their best to mend RoF or patch it up as best as possible over the years.

 

If you mean literally how to break it, I am assuming that the developers don't care if you manage to break the game for yourself, as a legitimate owner, and that you tinker with broken/unlocked installs only on your own system - but I strongly urge contacting the developers, in some way, before thinking of uploading said "broken" tweaks publicly to the internet - since whoever does that would obviously be infringing on RoF/FC copyright. Same rules apply to tweaking of other locked files in RoF too, such as FMs and whatnot - best is to contact the developers, Jason, or whoever is now in charge of RoF/FC - maybe they will consider officially re-patching RoF with such locked tweaks if there is still enough interest out there in RoF - although, to be realistic, I doubt that that would happen since development has shifted over to the FC/BoX series.

 

Those who are following this thread, by the way, may find my previous AI tweaks (based on the old Criquet/Gavagai AI mod.) for RoF once again publicly available on the relevant CombatAce forum. The mods. are released "as is" (think of them as beta mods; I have no time to support them or tinker with them continuously as I do with my FE2/WOFF installs) - since I no longer fly RoF/BoX and have moved over fully to the WOFF/WOTR series.

 

Only so much free time available in one's busy day, and I prefer to fly more and tweak less whenever possible.

 

Cheers all & a happy new year to everyone,

Von S smile.png

 

 

Dresam, on 28 Dec 2021 - 04:25, said:

 

Hello.
Thanks Vons.
Yes I have tried the cricket and gavai mods and theirs. What I have noticed is that the number of AI maneuvers increases but I notice that it is less aggressive, many times it does not shoot or does not hit at very close range.
Greetings.

 

 

Hello. In an old thread I have read that the error "lost connection to master server, check internet connection" is solved by changing the dns. Could it work today? This way I could try the 2010 version on cd. I don't want to do it without your advice, in case this could cause other errors on my pc.
Greetings.

 

 

VonS, on 08 Jan 2022 - 14:37, said:

 

Hi Dresam, I wouldn't know anything about that trick - it might work. It is easy enough to change the DNS back to default values if it doesn't work, but make sure to make a copy of the original DNS settings before doing that experiment. Having said that, I would also ask some of the RoF veteran fliers for advice on that, such as Panthercules or Barkhorn. I only have the online version of RoF (United) that I downloaded from the internet and then purchased planes individually - currently saved to an external hard drive - so I can't help with advice regarding CD versions of RoF.

 

Good luck with your tweaks,

Von S smile.png

 

 

Dresam, on 08 Jan 2022 - 18:02, said:

 

Hey Thanks Vons.
I have seen the trick in "les forums check six"
When it says, backup is referring to copying the dns numbering?
I know you said that you are not interested in modifying more ROF, but if there is a way to send you the CD version and you want, I can send it to you.
Greetings.

 

 

VonS, on 09 Jan 2022 - 01:55, said:

 

Hi Dresam, I wouldn't know what post that is on the check six forums. I am assuming that "backup" refers generally to settings files, including dns numbers - that they be backed up before experimenting with a CD install of RoF.

 

Thank you for the kind offer regarding the CD version of RoF but I have a newer version of RoF (United), which I also barely have time to fly (it is currently on an external hard drive but I might make some room on my SSD and re-copy it back one of these days).

 

With the little free time I have, I usually just jump into my modded WOFF PE/UE 4.18 backport for a quick combat or two, or maybe a shorter campaign flight sometimes.

 

Happy flying,

Von S  smile.png

 

 

VonS, on 20 Jan 2022 - 00:50, said:

 

Have organized my SSD further, leaving more space to copy back RoF United from an external SSD - and that of course means that an additional (small) tweak has been cooked up.

 

Those interested in flying the Fokk. E.III as a disguised M-S Type H, for the Entente (both on the eastern and western fronts) -- in the PWCG ver. 16.x.x -- are recommended to check over representative pics. at the following link.

 

To download the tweak itself, click on the link in my contact info. below that takes you to the AI/DM (consolidated) mods. page -- the package may be found there below the AI/DM mod. link. As usual, look over the extensive "Read Me" file included with the package for important info. regarding the M-S Type H trick. Works great for early-war monoplane campaigning.

 

EDIT: tweak revised on Jan. 20, 2022. Recommended is to download the revised package (old package has been removed).

 

Cheers all and happy flying in 1916 in RoF United,

Von S  

 

 

FlyingSaucer99, on 20 Jan 2022 - 16:58, said:

 

Wow!! That was unexpected. What a wonderful surprise Von S. 

 

So we can tweak PWCG that much? So, lets' say, is possible to put the Nieuport in the German side, during February-March 1917, representing a SSW D.I? Or even represent a captured N.11 in 1916?

 

 

FliegerEins, on 20 Jan 2022 - 19:19, said:

 

Thank you for all your work Von S.! 

 

 

VonS, on 20 Jan 2022 - 19:59, said:

 

Yes, tweaking of the "SquadronInfo" file, "AircraftInfo" file, also relevant skin text files in the skins folder of the PWCG RoF Campaigns folder (such as "fokkere3," etc.) - will give you those results.

 

So, for example, if you want to fly the Nieup. 17 using a German skin to represent a captured Nieup. 17 or the SSW D.I, you would have to place relevant "captured Nieup" skin entries in the Nieup. 17 skin (text) file in the skins folder - then you would have to go through all of the German 'drome entries in SquadronInfo and at least change a few 'dromes to have the Nieup. 17 at their disposal (make sure to include relevant captured Nieup. 17 skin entries, and also the relevant "plane" entry/identification of the Nieup. 17 - for any desired German 'drome - in SquadronInfo - for the trick to work - and tweak service dates to taste, too, for chosen German 'dromes).

 

You can also see how such a trick works by opening up the files included with my "MS Type H Campaigns Tweak" - changes have been implemented in the fokkere3 skin file, in AircraftInfo, also in SquadronInfo. Last but not least, don't forget to have the actual aircraft skin files loaded into the relevant aircraft skin folders, in RoF - for such a tweak to work. I think there are some "captured Nieup. 17" (or Nieup. 11) skins that were included in those big (19 volumes total) skin packs that were uploaded several yrs. ago here to the RoF forums.

 

The same trick would also be applicable to fly a captured Sopwith Tripe with a German skin, etc. - apart from captured Nieup. 17s and Tripes, I don't know how historical such tweaks would be but they are workable, perhaps also for the rare, captured Pup and/or Camel, and of course captured Spad 7's, as probably flown by one or two aces (Rudolf Windisch, captured Spad 7, winter/spring of 1918, for example).

 

Cheers all and happy flying in captured types in RoF,

Von S smile.png

 

NOTE: tweaks explained above only tested in the ver. 16.x.x of the PWCG (no guarantees as to how they behave with PWCG ver. 3.x.x or the built-in RoF campaign manager/generator).

 

NOTE 2: those who have already downloaded the "M-S Type H Campaigning Tweak," please find a revised copy uploaded on Jan. 20 -- I have fixed some errors in the included "AircraftInfo" file to render the Fokk. E.III properly as an M-S Type H. I have also gone through the entire AircraftInfo file and pushed many service dates further forward, for various types - to be more historical and to allow more windows of opportunity to fly early monoplane types.

 

 

FlyingSaucer99, on 21 Jan 2022 - 09:23, said:

 

Thanks for the kind answer. 

 

Your set of tips were very interesting. Maybe i'll play around a bit in the future, trying to add these planes in the right squads and time periods.

 

You are a truly wizard when it comes to PWCG Von S!

 

 

Dresam, on 27 Jan 2022 - 08:49, said:

 

Hello.
Has anyone tried the cricket gavai and avivimus AI mod- mod IA 8.034 Beta-? Personally, at least on QUICK missions, I think it's the best AI mod. Try a face to face combat against 2 spad, you will see how they coordinate and use realistic tactics.
Greetings.
Ah, the mod is available in "les forums check six"

 

 

VonS, on 27 Jan 2022 - 16:26, said:

 

Hello Dresam,

 

If you are referring to the mod. called "05MOD IA v.8.034beta(Criquet Richy gavagai J.j Avivimus)," that I think is an AI gunner mod., not an AI piloting mod.

 

The piloting mod., latest version, is included in the large "RoF Refined" mods. package - and is called "AI Pilots by Criquet, Reflected & Gavagai," while the AI gunner mod. in the RoF Refined package is "Avimimus Gunner AI and Positions v1.032."

 

That mod. on the CheckSix forums seems to be an updated version of the older, Avimimus AI gunner mod. My AI mod. tweaks are by the way based on the previous "AI Pilots by Criquet," etc. mod. included in the Refined package.

 

Best thing is to test all of those different mods. in quick combat missions in RoF, and then also to test them in the PWCG, because the PWCG seems to modify typical AI behavior slightly, anyway - and then to pick the one you like. Also worth keeping in mind is that the older "AI Pilots by Criquet," etc. mod. was developed for versions of RoF up to about 2013/14, and was probably best suited for those versions of RoF.

 

For the record, my AI mods. tweak (also the included DM mod.) were only tested in quick combat and the PWCG ver. 16.x.x in RoF United. I cannot offer any advice as to how the mods. might behave in the built-in campaign feature of RoF United, or in the (beta) ver. 3.x.x of the PWCG -- which I can't even get to run on my rig. (it freezes, so I stuck with the trusty ver. 16.x.x instead).

 

Cheers all and happy flying with or without mods. in RoF United,

Von S smile.png

 

 

Dresam, on 28 Jan 2022 - 04:57, said:

 

Hello.
I don't know what exactly this mod 05 AI beta affects, the fact is that in quick missions the enemy is much more effective and intelligent. I would like more people to try it and give their opinion.
Greetings.

 

 

VonS, on 29 Jan 2022 - 04:56, said:

 

Finally managed to squeeze in a bit of free time to test that "05MOD IA v.8.034beta" mod. that you kindly pointed out Dresam. It appears that that mod. contains both AI piloting tweaks (various lua files, etc.), but also ballistic tweaks and whatnot. I removed the ballistics tweaks and left the piloting-only AI mods. in place, and tested a quick combat in an Alb. D.III against two ace-quality SPAD 13s. Interesting results and fairly good tactics observed. I eventually managed to shoot down one SPAD but crashed into the other as the second one did a head-on strafe.

 

I then removed that mod. and loaded all three of mine, individually - the ver. 1.1, 1.2, and 1.3 AI mods. Ver. 1.2 ("robust tactical") gave me results most similar to the "05MOD IA," with one SPAD shot down and then a head-on pass from the other SPAD and a crash. Ver. 1.1 gave me a gentler version of the same tactics, thus the name of that ver. - "gentler sneaky." With ver. 1.1, I eventually managed to shoot both SPADs down, first holing each one's radiator.

 

One thing I did notice is that with my ver. 1.2 AI mod., while giving similar results to "05MOD IA," ver. 1.2 tends to have the SPADs coming up from behind and below, to attack the Alby - while with "05MOD IA" they sometimes tend to attack from slightly above - although I can't offer any real generalities there.

 

At least on my own rig., I had the best results with the ver. 1.3 AI mod. - that one resulted in a cat-and-mouse game with the two SPADs, with one going around and into clouds to avoid me (after a long flight I shot that one down). The other fellow did a couple of head-on passes with me, after extending for several kilometers - but he then, eventually, left at full throttle for his own lines.

 

Obviously, more testing may yield a greater variety of results.

 

At any rate, I like the "05MOD IA" more than the old Criquet/Gavagai AI piloting mod. available in the big "RoF Refined" mod. pack - "05MOD IA" is more aggressive - but I'll probably just stick with my own AI/DM mod. (ver. 1.3) since I can then more easily refine it further, if necessary, down the road.

 

Cheers all (and thank you Dresam for pointing out that "05MOD IA" - never heard of it before you mentioned it),

Von S  smile.png 

 

 

Dresam, on 29 Jan 2022 - 11:34, said:

 

Hello. I comment on my experience. I have tried Foker D7f against 2 spad 13 from the front and they 200 meters up. They are both very aggressive. after first attack, they extend the flight to the same height. When I manage to get behind one and damage him, he continues straight , while the other turns around and attacks me without mercy. I've also tested against camel and these take advantage of his good turn rate and are just as effective against me. I have never been able to win.
Greetings.

 

 

VonS, on 03 Feb 2022 - 20:52, said:

 

After some further testing of the "05MOD IA," it appears not to be too different, if at all, from the Criquet/Gavagai AI mod. included in the big, "RoF Refined" mods. pack. However, I have in the meantime tweaked the AI in my mods. package a bit further, focusing both on the ver. 1.3 AI mod. and the "05MOD IA" files.

 

I therefore present to you the RoF United "AI Mod. Addon Ver. 1.35" - installation instructions, other details, the download link, etc., are all available under the first post of the RoF AI/DM (consolidated) mods. thread linked to in my contact info. below.

 

Thus conclude my little mod. contributions to RoF - nothing more really that can be done with the AI in such a locked sim. Hope that the "addon" mod. is of further help in your AI flying variety and that it offers various surprises. I also look forward to taking it for some spins via the PWCG ver. 16.x.x when I find more free time.

 

Cheers all and happy single-player RoFing,

Von S  

 

 

Dresam, on 04 Feb 2022 - 05:04, said:

 

Thank you Vons for your contributions to Rof.
I tried their IA mod versions, in version 3 the enemies have a greater number of maneuvers and are difficult to follow but they seem to me not very aggressive in the attack. Several times I got in front of them, in a straight line, and they didn't shoot at me. I don't know if they ran out of bullets or it's a mod bug.
Greetings.

 

 

Dresam, on 04 Feb 2022 - 11:10, said:

 

Hello.
Sorry Vons, but I can't find the 1.35 file.
Greetings.

 

 

VonS, on 04 Feb 2022 - 14:41, said:

 

Hi Dresam,

 

The "Addon" ver. 1.35 is located under the first post of the AI/DM (consolidated) mods. thread on CombatAce - if you scroll down below the links for the main AI/DM mod., and the M-S Type H campaigning tweak, you will find another picture and a link to the addon below that picture.

 

In terms of my ver. 1.3 AI mod., if I park myself in front of an enemy aircraft for too long, they do shoot - however, if they have run out of bullets in the meantime, they cannot shoot. There is some wilder shooting with ver. 1.3, at more extreme angles, in dogfights, so it is probable that the AI does not save bullets as carefully as with ver. 1.2 or ver. 1.1.

 

The addon ver. 1.35 may be used with ver. 1.1 and 1.2 too, although it is recommended to try it out with ver. 1.3 -- see the included "Read Me" for more info. In total, there are now six AI routines possible to implement, as follows:

 

ver. 1.1 + 1.35 addon

 

ver. 1.2 + 1.35 addon

 

ver. 1.3 + 1.35 addon (recommended combination)

 

ver. 1.1 (no addon)

 

ver. 1.2 (no addon)

 

ver. 1.3 (no addon)

 

Also worth keeping in mind is that AI routines are influenced by other factors too, such as:

 

- whether one is flying in quick combat or the PWCG, also what ver. of PWCG (16.x.x or the beta 3.x.x)

 

- if flying in PWCG of any version, the settings one has implemented for random chance of ace-level AI, etc. (for example, I have ace-level AI showing up less on the eastern than on the western front -- this also impacts AI outcomes because the AI flies differently at different skill levels, both with stock AI, and also with modded AI)

 

I recommend trying out different combinations of the AI versions, and the AI addon, until you find a combination that best suites your flying tastes.

 

Personally I will stick with 1.3 + 1.35 because I enjoy the cat-and-mouse games and surprises of that combination. More challenging and tactical for me that way.

 

The only other thing I suppose worth mentioning is that while all combinations listed should reduce those awful right-hand descending turns in RoF United, where the AI decides to spiral down to tree-top level - it is not possible fully to get rid of that maneuver since that is coded into RoF unfortunately. To minimize presence of that awful maneuver, recommended are combos. 1.2 +1.35, or 1.3 + 1.35.

 

Cheers all and happy flying with any combo. of AI mods. (or even with stock AI if that's your thing),

Von S smile.png

 

 

FlyingSaucer99, on 04 Feb 2022 - 16:00, said:

 

Hello Von S.

 

I'm already a huge fan of your 1.3 version of the mod. In my view, it is the one that best balances the skill with the aggressiveness of the AI. 

 

I tried your version 1.35, but a strange bug came up. In the PWCG missions, my squadmates are taking too long to take off - the squad leader is miles away when they decide do go! Another thing is that in a combat situation, enemy fighters are just circling at different altitudes, without attacking each other.

 

The funny thing is that when I only use version 1.3 both don't happen; only when I combine 1.3 +1.35 these bugs appear.

 

This is just a feedback  wink.png

 

 

VonS, on 04 Feb 2022 - 18:13, said:

 

Hi FlyingSaucer,

 

Thank you for the helpful info. -- this will help to narrow down what to do further with the 1.35 addon. (And glad to hear that you like ver. 1.3 - it is my favorite too.)

 

For now, I recommend offloading the addon via JSGME - then, dig down into the addon folders, and remove the "cplaneai" file from the mod. - but leave the "caeroplane" file in there. Then load up the addon via JSGME, again, and fly that way for more preferable results (if you don't like the full effect of the addon). I will also be flying the addon soon in the PWCG to test further.

 

The part about squadmates taking off later may actually be an oddity in the PWCG itself - I have had that happen sometimes in the PWCG even with stock AI. Recommended is to give the "alt + 3" command several times, once you take off, if you are the leader - and the rest of the squadmates should follow you sooner.

 

I have to admit that some of the outcomes are very strange in RoF - seems like the AI changes behavior based even on the rig. one is running it on. I sometimes had squadmates taking off late when I was running the ver. 1.2 AI patch, for example, but it then disappeared when I switched to running the 1.3 AI patch.

 

Those reading these posts, be aware also that the AI in PWCG ver. 3.x.x may behave differently, to an extent, than in ver. 16.x.x. Oh the joys of tweaking RoF. icon_lol.gif

 

EDIT (Feb. 9, 2022): have now had some opportunity to test the ver. 1.35 AI addon in the PWCG ver. 16.x.x and my flight takes off with no problems; also good has been a balloon attack by two of my flight members, with no oddities spotted. Will test further but at this point in time I will most likely not bother tinkering further with the AI mods. since nothing more can be done. See info. located higher above in this post for how to remove some files from the AI addon package, if experiencing oddities with the AI in the PWCG after having loaded the addon.

 

Cheers all,

Von S

 

 

Dresam, on 04 Feb 2022 - 18:33, said:

 

Thanks Vons, I've already found it.
Greetings.

 

 

Dresam, on 15 Feb 2022 - 04:59, said:

 

Hello.
I'm trying out the new Vons Ai mod.
I find that the AI has improved in maneuvering and aggressiveness, but the friendly AI has strange behavior. It takes time to take off or even does not take off and sometimes it follows a route on its own without following me.
Greetings.

 

 

VonS, on 15 Feb 2022 - 16:08, said:

 

Recommended is to remove the "cplaneai" file from the addon mod. ver. 1.35 (see post no. 50 in this thread) -- that may help to improve friendly AI behavior. I have been flying a few more campaign flights either in Fokk. Eindeckers or using the M-S Type H (as French) -- and have been having good results. All of the flight takes off, and they also go to complete their task (for example, a balloon attack, that is then successfully completed -- although I wasn't flying as leader or giving directions, I was middle-rank).

 

Also recommended for those using the various AI mods. I've done is to see the chart in post no. 48 in this thread -- a total of six combinations possible -- tecnically a total of 9, if the "cplaneai" file is removed from the addon. So it might be worth it to try all of the various combinations, for those why fly RoF regularly.

 

I unfortunately can't do anything more for the AI from my end (given the locked nature of RoF) -- so I will probably not tinker further with the AI. For a simple, possible fix -- those who like ver. 1.3 of the AI mod. and prefer it without the addon can always fly without the addon. Also maybe worth trying is to load ver. 1.2 and then the 1.35 addon -- to see if there are any major changes.

 

I've had that problem sometimes with aircraft not taking off even with stock AI using the PWCG ver. 16.x.x -- so I can't offer any further, helpful advice -- too many factors influence the AI in RoF, and the AI itself has its own algorithms (in stock form) -- way beyond my pay scale to tinker any more with RoF AI -- although I will continue to fly it occasionally since it is a pretty good, alternative single-player experience now, for short campaign flights and whatnot.

 

Perhaps the developers will revisit RoF one day and tweak the AI (and FMs).

 

Cheers all,

Von S 

 

 

Dresam, on 16 Feb 2022 - 05:03, said:

 

Thanks Vons, I'll try what you say.
Of course you deserve a salary for what you are doing with Rof and other simulators.
Greetings.

 

 

Dresam, on 16 Feb 2022 - 05:38, said:

 

Oh, and regarding the "new" models like the morane, do they have the same fm as the model they are based on - eindeker - or is it different? And how these new models are selected.
Thank you.

 

 

VonS, on 16 Feb 2022 - 15:24, said:

 

Hi Dresam,

 

No salary needed for the mods. biggrin.png - all of my mods. for RoF, WoFF, and FE2 are "freeware" as per the CombatAce terms of agreement where they are posted. The problem with RoF is that it isn't possible to do anything more with the AI tweaks because it is a very locked flight sim. - but hopefully the tweaks are better than stock AI.

 

The Morane-Saulnier Type H "trick" in the PWCG ver. 16.x.x is merely a visual trick. It means that you are flying the Eindecker (same FM and everything), but skinned as a French or Russian M-S Type H, if you are flying for the Entente on the western or eastern front.

 

To select an M-S Type H for yourself, simply begin a career either as French or Russian in early 1916 in the PWCG, and double-check under the relevant entries in the PWCG - such as the pilot's bio. page etc., that you are flying any of the following types - Fokk. Eindecker, Nieuport 10, Morane Parasol (Type L). All three of those types will give you the M-S Type H (Fokk. Eindecker) if flying for the Entente.

 

Also requires that you have French/Russian skins for the M-S Type H installed in RoF (such skins are available over on the CheckSix forums) -- otherwise you will be flying the Eindecker with German skins, which is confusing  if you are flying for the Entente.

 

The other thing to keep in mind is that my M-S Type H package relies on various skin tricks, also specific dates, etc., included in the "squadroninfo" file that is provided with that package. The squadroninfo file I used for the trick is the one updated by Barkhorn sometime in mid 2021, and that includes many of Gooseh's previous skin lists, so that Gooseh's skins can be used in the PWCG ver. 16.x.x.

 

Once Barkhorn updates his squadroninfo file to include more Belgian and American skins that Gooseh has worked on recently (he may have updated the file already in early 2022) - make sure that you are using the slightly older squadroninfo file provided in my M-S Type H campaigning tweak -- otherwise it will not be possible to load an "M-S Type H" if you install future, updated squadroninfo files.

 

I have no time to keep updating the squadroninfo file I have provided with the latest skin packs that are coming out -- but RoFers may of course manually update the file, if interested, and if they want to be able to fly the Eindecker-as-MS-Type-H.

 

Cheers all,

Von S smile.png

 

 

vonOben., on 17 Feb 2022 - 07:43, said:

 

Perhaps you could copy the files that controls the AI behaviour from that old ROF version and add them as a JSGME Mod to the latest ROF version and test them there?

 

 

Dresam, on 17 Feb 2022 - 17:55, said:

 

Hello.
I don't know if it would work. There is no AI folder in the CD version anyway. Does anyone know where the AI files are saved on the CD version?
Greetings.

 

 

vonOben., on 18 Feb 2022 - 07:51, said:

 

Even if they can't be used straight off it might be interesting to compare them with the latest version.

 

AFAIK they are part of scripts.gtp, which can be extracted using a 3rd-party tool unGTP.

 

If that's to much work for you perhaps you could share the 2014 version of scripts.gtp file?

 

 

Dresam, on 18 Feb 2022 - 08:01, said:

 

The CD version is from 2010.
I can share it without any problem on my part.
Greetings.
Oh, I don't know if you can share that file publicly without breaking any laws.

 

Hello again. I guess everyone who is interested in modifying AI, will have read this post??

https://www.checksix-forums.com/viewtopic.php?f=436&t=163094

 

 

vonOben., on 18 Feb 2022 - 12:08, said:

 

Thanks for the link.  
 
You wrote earlier "On the laptop I can start Rof from 2014", now I'm confused.
 
Anyway, it's perhaps better if you send the file privately to those interested?

 

 

 

Dresam, on 18 Feb 2022 - 12:27, said:

 

From what I've read on forums the AI "broke" around 2013.

 

 

Dresam, on 18 Feb 2022 - 12:29, said:

 

Oh, and whoever is interested can say so and I'll send that file.
Greetings.

 

 

Dresam, on 18 Feb 2022 - 15:01, said:

 

I don't know how to upload a file to the forum.
Thank you.

 

 

Panthercules, on 19 Feb 2022 - 11:47, said:

 

Next to the "Post" button when you try to reply to posts in a thread should be a button called "More Reply Options" - clicking it should bring up another screen that has some file upload options near the bottom.  You should be able to attach your zip file that way, as long as it's not more than 10 MB.  If your file is too big, you should upload it to one of the free sites (like MediaFire) and then post a link to the upload in a post here.

 

 

Dresam, on 19 Feb 2022 - 15:50, said:

 

Hello.
I saw it. I was using a plain version and didn't have that option.
I'll upload it as soon as I can, I don't think it violates any property law, it's just a file, not the game itself.
Greetings.

 

 

Dresam, on 20 Feb 2022 - 12:02, said:

 

Hello.
Apparently I don't have permission to upload this type of file, any idea how to make it possible?
Greetings.

 

 

vonOben., on 21 Feb 2022 - 07:12, said:

 

Hi Dresam

 

Have you added the scripts.gtp file to an archive like zip or 7z or is it the gtp file itself you are trying to post here?

 

Best regards

 

vonOben

 

 

Dresam, on 21 Feb 2022 - 09:23, said:

 

Yes, it's a gtp file. and the forum tells me that I don't have permission to attach these types of files.
I can send it to an email address.
I've used software that decrypts that file, but I don't know what to do with that bunch of numeric codes.
If I see your email address, I send you the file, in case you want to try the CD version AI.
Greetings.

 

 

Panthercules, on 22 Feb 2022 - 12:22, said:

 

Easiest thing would be simply to put the .gtp file into a .zip file first - then you should be able to attach the .zip file to a post here.

 

 

Dresam, on 22 Feb 2022 - 12:46, said:

 

Hello.
looks like i got it.
Regards.

 

 

vonOben., on 23 Feb 2022 - 07:13, said:

 

Thank you Dresam!
 
Attached is the extracted luascripts from 2010 and the latest from 2015.
 
I've compared a few of them with the latest versions.
 
There are more settings in the later versions and some values has been modified.

 

 

 

Dresam, on 23 Feb 2022 - 07:19, said:

 

Thanks.
How should luascrips of 2010 be attached to check the primitive AI???
Greetings.

 

 

vonOben., on 23 Feb 2022 - 10:30, said:

 

Not sure what you mean, do you mean how to compare different versions of the scripts?

 

I've used WinMerge, but there are many programs to do that, Notepad++ is another.

 

 

Dresam, on 23 Feb 2022 - 11:27, said:

 

Hello.
What I mean, is how to test AI 2010 in the game?
Greetings

 

 

vonOben., on 23 Feb 2022 - 12:47, said:

 

Ok, in the same way as any other AI mod.

So you can copy another AI mod in your Mods folder and rename it and remove the copied script files and replace with the 2010 files and activate with JSGME.

 

Not all planes were included in 2010, so you have to check which planes that have scripts before testing.

 

 

VonS, on 23 Feb 2022 - 13:40, said:

 

Have now had an opportunity to give a cursory view of the 2010 vs. 2015 lua scripts and agree with vonOben that there are a few more entries included in the newer versions of the global "caeroplane" and "cplaneai" files. Furthermore, the following three entries are included in the individual aircraft scripts, for 2015, and that were missing in the 2010 versions: "ClimbTime" entries, "MaxAltTAS" entries, and another set of max. entries related to climb rate, max altitude, etc.

 

For the record, the AI tweaks available in my AI packs and addons for RoF United are based on newer AI files, as of about 2020, that I am assuming are the same ones that were included in 2015 or post-2015. My general impressions are that there is nothing therefore "game changing" in the older, pre-2015 AI files - especially considering that some info. was left out from those files.

 

Most likely, the real AI (and of course FM) changes that took place in RoF after about 2014/15 or so are all under-the-hood, not fundamentally influenced by additions or subtractions of entries from the lua scripts.

 

Anyway, good luck to those doing further testing with the old vs. new lua scripts -- the rabbit hole of endless testing opens for you and welcomes you. 

 

Cheers all,

Von S

 

 

Dresam, on 23 Feb 2022 - 15:26, said:

 

Hello.
I tried what they say and the game would load but when I started quick mission the game would return me to the desktop.
If it doesn't change a thing , I won't bother much more either.
What I can do is share more files, for those who want to dig deeper into Rof's AI. I don't have time or much knowledge on how to modify.
It hurts me that the developers pay so little attention to the AI - the AI in FC is just as bad as in RoF.
I don't think it is more complex to create a decent AI than the 3D model, the FM and some good graphics - in these three aspects Rof stands out over the other simulators. Someone with influence should demand that developers improve the AI.
Greetings.

 

 

vonOben., on 25 Feb 2022 - 07:35, said:

 

Hi VonS 

 

Good idea! 

 

Could it be possible to have the M-S Type H as enemy planes when flying for Germany?

 

 

 

 

VonS, on 25 Feb 2022 - 15:25, said:

 

Hi VonOben,

 

Yes the M-S-Type-H tweak not only allows for the Fokk. E.III to be flown as an M-S Type H if flying for the Entente, but it will also show up with correct skins as an enemy M-S Type H, if for example you are flying in early 1916 as German. I have tried a campaign flying the Fokk. E.III in early 1916, and on one flight we (I and two other Eindeckers) came upon three M-S Type H (with French skins) patrolling the lines.

 

Cheers all,

Von S smile.png

 

 

Dresam, on 26 Feb 2022 - 15:56, said:

 

Hello.
Just out of curiosity, what do the other gtp files encode???
Greetings.

 

 

Xayrus, on 18 May 2022 - 16:29, said:

 

Hmm, using the 1.3 version + the 1.35 addon and my wingmen and hostiles sometimes just outright REFUSE to take-off from the airfields.
Any ideas?
 

 

 

VonS, on 20 May 2022 - 14:06, said:

 

That seems to be an unfortunate "bug" that sometimes shows up in RoF United (perhaps introduced via the last patch that came out in 2020, or so, for it) - and that has been mentioned in some of the posts on the various threads here.

 

From what I can gather, it occasionally happens when flying with no mods installed, also sometimes when AI/DM mods are loaded and/or are used in conjunction with the older ver. 16.x.x but not the newer ver. 3.x.x of the PWCG (Pat Wilson's Campaign Generator). For what it's worth, I can't run PWCG 3.x.x on my rig (it crashes) - so I stick with 16.x.x warts and all (however, the general consensus is that it is more stable than the 3.x.x branch).

 

Another oddity (by the way) to keep in mind is that airfields that have a slight incline may also be causing the takeoff-refusal problem, irrespective of what mods or combo of mods you have loaded (or even if flying stock). Oh the joys of tinkering with RoF.  

 

Recommended, if you wish to fly mods but to minimize that problem, perhaps to pick and choose through the various editions of the mods, etc., is to check over this post and also this one (for further info. and possible solutions to the problem). I no longer work on RoF AI/DM mods so (unfortunately) can't be of further assistance beyond the info. included in this post, and the two posts that I have linked to.

 

EDIT (Sept. 23, 2022): for a quick solution to the problem of the AI not taking off on schedule, recommended is this helpful post: https://forum.il2sturmovik.com/topic/83819-possible-fix-for-squadron-mates-not-taking-off-during-career-missions/

 

Cheers all & happy flying (stock or modded),

Von S

 

 

VonS, on 27 Aug 2022 - 19:41, said:

 

Brief update to this thread -- those who fly with my "hardcore" PWCG Modulations files for the PWCG ver. 16.x.x in RoF United might be interested in knowing that an alternate set of RofCampaignSpecific files has now been posted. The alternate set, while still historically realistic, tweaks congestion nos. a bit more for slightly greater chance of encountering enemy aircraft while flying in the (un)friendly skies. To find the file, click on my RoF link in the signature below, and look for "PWCGrefinedModulations," as well as for the note titled "Aug. 27, 2022 Revision" (the relevant info. is located towards the top of that post, under the main picture, not towards the bottom of the post and the second picture, where the "AI Addon" is located).

 

Cheers all & happy RoFing,

Von S  smile.png

 

 

Barkhorn1x, on 28 Aug 2022 - 16:09, said:

 

Thanks.  I will try it out.

 

 

vonOben., on 23 Sept 2022 - 00:51, said:

 

Thanks for the update VonS!

 

Much appreciated.  smile.png

 

 

GaryR, on 25 Dec 2022 - 13:56, said:

 

@VonS -  Would absolutely love to give the AI mod a go but I am "Suspended" on CombatAce. Actually never even got approved, have NO idea what their problem is. Is there an alternate download site?

 

 

VonS, on 25 Dec 2022 - 23:12, said:

 

@Gary, no need to register at CombatAce. Simply go to the relevant RoF addons. page (linked under each of my posts here) -- then click on any of the links available there, and the files will download to your computer.

 

EDIT (Jan. 18, 2023): to find my FE2/WoFF/RoF mods., simply go to my profile page on CombatAce and click on the "About Me" tab. A link to the profile page is now included under all of my posts available on these classic RoF forums. It appears that the classic RoF forums will be retired soon to read-only mode -- therefore, since I will not be moving over to the IL-2/FC forums -- for any future, possible updates to my various RoF mods., recommended is to keep track of my posts on CombatAce and/or under the RoF threads on SimHQ (in particular, see the "About Me" tab as indicated above, and available via my page on CombatAce).

 

Cheers all & happy new year,

smile.png

 

 

VonS, on 07 Apr 2023 - 18:57, said:

 

Quick update that a ver. 1.4 of the AI mod. for RoF United is in the works -- currently busy with work but hope to have the mod. done within a month or so. Updates will either be posted here or, if this forum is in read-only mode by then, look under the relevant RoF AI/DM mod. thread on CombatAce for the latest info.

 

The purpose of the ver. 1.4 AI mod. will be to combine the "best of" aspects of the ver. 1.3 mod., as well as the 1.35 add-on mod. I will also consider retiring the previous AI mod. versions (such as 1.1, 1.2, 1.3, etc.) -- in order the make the "consolidated" package easier to navigate. The DM mod. will be left as-is since I am not noticing any problems with it. I will also retire the older "PWCG modulations" files and will include the ver. 2.0 of those files, instead, in the all-in-one consolidated package (have been flying a career so far with the ver. 2.0 modulations files for PWCG and they are behaving well - no anomalies spotted on my rig). Last, I have also further thinned out clouds in a ver. 1.1 of the "AMD-vid friendly" clouds mod. for RoF, to minimize cloud flickering - will include that in the consolidated package too, as well as the "MS Type H campaigning tweak" - to simplify things.

 

Details being looked at for the ver. 1.4 AI mod. include:

 

- to increase max. dive speeds for the aircraft types by about 50 kph, or so (ideally, for more aggressive maneuvering - AI wings will not fall off if the mod. is used in conjunction with the tweaked DM mod. also included in the "consolidated" mods. package)

 

- to see if max. climb speeds need some tweaking (I might be willing slightly to go into "unhistorical" nos. for climb speeds, for the AI, if this will result in more varied AI maneuvers in RoF -- the goal will be to maintain reasonable but entertaining results in RoF, even if some wrong nos. need to be implemented in the various AI files)

 

- will also do some experiments by "flipping" max. dive speeds with max. climb speeds, for the sake of testing and to see what kind of behaviors result for the AI, from such experiments (before I decide on a final "release" ver. of the 1.4 AI mod.)

 

- Kartaugh's tip to have AI take-off in most scenarios in PWCG, even with the AI mod. loaded, will be included in the necessary ai file(s) so that users don't have to include such tweaks manually after having downloaded the "consolidated" AI/DM mods. package (see relevant thread on the forums here for Kartaugh's tip -- don't have the specific URL link in front of me now) [edit - see thread here: https://forum.il2sturmovik.com/topic/83819-possible-fix-for-squadron-mates-not-taking-off-during-career-missions/ ]

 

 

Cheers all,

smile.png

 

Edited by TG-55Panthercules
  • Like 1
  • 9 months later...
Posted

AI mods. for RoF now updated from 1.36 and 1.4 to 1.37 and 1.41. Mods. include further tweaks to how the AI follows commands (hopefully with improvements). Have also slightly increased safe alts. for dogfighting in the more aggressive ver. 1.41 (compared to 1.37) - to minimize unnecessary crashes. Files, as always, available in the top post of the relevant CombatAce thread.

 

Cheers all & good flying,

?

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