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NakedSquirrel

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Everything posted by NakedSquirrel

  1. It was a very simple head to head dogfight I made a while ago. Funny enough, I make another quick mission to reproduce the behavior and they behave properly. I will have to play around to see if I can find what causes the AI to stop flying to full potnetial.
  2. Video didn't embed properly
  3. The AI seem to be broken in air to air combat with one of the recent patches. It is especially noticable in the prop planes and korean war jets, but noticable with all aircraft. The AI no longer seem to dogfight properly and instead try to fly at their minimum airspeed (Unless they are directly behind you, then they will increase speed to catch up.) It is noticable in modern aircraft if you remove missiles, because you will be able to see them extend their airbrake and fly at their absolute minimum speed for the duration of the fight. The AI used to prefer a boom and zoom tactic, and put up a decent fight, but now they no longer seem to work. Iinstead, they just stay at stall speed and no longer dogfight.
  4. It's been a while since I spooled up the A-10. I hopped in the 104th for a quick flight and get bounced by an F-15. Usually the A10 is cannon fodder for a F-15, but I get lucky when he comes in close. Enjoy! S!
  5. In my last few fights with the AI aircraft, it seems like they try to fight at stall speed. Is anyone else noticing this behavior? The AI used to seem a little more diverse to me and much better at vertical fighting, but now it just prefers to fly as slow as possible for most of the fight.
  6. I find the 109 turns much easier than the P51. I almost feel like I'm clubbing baby seals when I fly the 109. It's a very maneuverable and light aircraft compared to the P51. Do you have tracks or video of your encounters? It's possible you're fighting enemy aircraft that have an energy advantage on you. An extra 500m or 50mph can make a world of difference in air combat. I find the 109 doesn't turn well at higher speeds, and you risk stressing the air frame, so I generally prefer trying to gain an energy advantage.
  7. I dont know. All it does in the Ka-50 is ask me to watch it constantly.
  8. Warning: Adult Language Control Lock Beware of Baldawg The Mig and Sabre are a really fun match up. We started playing with a couple of mods that really enhance gameplay. This label mod is especially nice: http://www.digitalcombatsimulator.com/en/files/270020/ Which makes it so you don't have to be zoomed in all the way to see a contact out at 1000m
  9. Having some fun with the Mig in Multiplayer. Warning: Adult Language
  10. (I assume you meant meters or yards, since 450 feet seems far too close for any effective use) Perhaps the radar signal would still persist and is detectable out to 17nm, but the receiver of the 86 can only detect a signal out to 450m? Sort of like how the Mig21 can spot targets at 30km but can only lock targets out to 20km. I'm wondering if the radar/gunsight has changed in one of the previous patches? I seem to have trouble getting an accurate gun sight solution. The pipper no longer matches target wingspan. I've tried adjusting the wingspan settings, but no matter what settings I give it, I don't find the pipper keeping the target wingspan. I find the gunsight useless and I now have to lead/lag targets. The gunsight used to work very well before, but it doesn't behave quite like it does in videos of previous dogfights. I've also noticed the gunsight can't calculate below 150-200m. This isn't new though.
  11. Does anyone know the location for the .lua files for the A.I. aircraft FM? I have seen some files in reference to AI, but nothing related to max speed, climb, ect. I could have sworn I had seen a file referencing these variables, but I can't seem to find it anymore.
  12. The F86 AI flies too slow. In a dogfight, the AI tends to fight between 150kph - 450kph. 150kph is below the stall speed of the F86. Track provided. The Mig15 AI flies around 650-250kph. It can still be slow, but it proves to be a better dogfight than with the F86 AI. Side note: I also have an issue with the F86 AI losing formation with wingmen, which seems to be related to speed. Basically one AI will stall climb in a fight, the other will stall(dive?). By the end, I notice 2 AI in the same flight with 3000m altitude difference flying waypoints, they do not bother rejoining with each other because of the altitude difference. This is time consuming to reproduce, but I think this is all related to the slow flying AI since it tries to fight at below stall speed. f86aitrak.trk
  13. I use the group.getbyname function, which seems to work well. if not Group.getByName("GROUP_TO_BE_KILLED") then return true end Reference mission: http://forums.eagle.ru/showthread.php?t=138754
  14. Skill level affect's the climb and turn rate for sure. Try dogfighting a rookie Mig15 or prop plane then try a expert, there's a significant difference. I think it would best be done with a script rather than multiple triggers, but I'm fairly new to scripting. I was wondering if someone had made a 80% damage = dead AI script so I would have a foundation to start with. My biggest hang-up in scripting right now is trying to figure out how to reference/call units I want. Right now I am doing scripts and triggers for each individually named aircraft group. It's bulky and time consuming. When I make missions with 20-30 triggers for very simple tasks, I know I'm doing things wrong. Still learning lua, but it's slow going :cry:
  15. I find you don't have to be in a perfect hover before you engage the auto hover. Just get yourself into something that slightly resembles a hover, engage your other 4 autopilot modes, and trim your aircraft out before hitting the auto hover button. Once you do that, the aircraft should stabilize
  16. I wasn't sure if it was just the fact the Mig15 DM wasn't finished. Currently, you can put all of your ammo into the fuselage and the Mig will happily fly along. The only way I can bring down the AI Mig is to aim for the wing root. It could be possible to reduce the AI skill level to rookie after taking a certain level of damage, and/or give them brief bouts of no ROE. Does anyone have a link to the script that destroys AI at 80% damage? It sounds like a good idea, but I wonder if it might help to change the script to make it probability based instead of a max percentage of damage. It might be enough to suspend reality and make it seem more random. It also might be possible to use the script to change the AI skill level. (though I've never tried that before). Rookie AI tends to climb worse and turn worse than say expert AI, so it might seem a little more authentic if the AI received a slightly worse skill level after being shot. Is it possible to remove the fuel from an AI aircraft mid flight? This might look slightly better than spontaneous combustion. Also, AI tend to RTB immediately if they are low on fuel, so that is also an option for affecting AI behavior.
  17. The aircraft are not located under "Germany"?
  18. You spin me right round baby Good to hear YoYo is working on it I noticed the prop planes don't have much of a spin tendency. I just figure there were still some beta WIP aspects of these aircraft. I can still lose control and 'stall' but none of the aircraft carry on into a flat spin. A good example is this video of me flying in the fw190. This is about as close as I've been able to get the 190 to a spin. 1:40 at 1:40, I pull up and do some silly maneuvers to try and get the p51 to overshoot. The plane goes into an uncontrolled barrel roll instead of a flat spin. Oh well... on the plus side, the Su27 with it's new AFM has a tendency to fall into an inverted flat spin with no energy and it feels authentic. Hopefully this work translates to other aircraft over time. :thumbup:
  19. Had the same thing happen to me several times in the Bf109K4, plane randomly exploding on startup
  20. Thanks for the write up Ian! I've been staring at the wiki and opening up missions not sure where to start with lua, but this is a really good, simple snippet of code, and the description of how it was made/interfaces is very helpful.
  21. I have this script in my Mig Alley mission. (only some of the Mig15 and F86 AI have this running, others go by group inactive/dead so they have a chance to go back and land and stagger the number of ai in the air) I did all of it through triggers with luapredicate at the end. It should be fairly straightforward if you open it up in the editor. Just copy and paste the text and change the name of the groups. http://forums.eagle.ru/showthread.php?t=138754
  22. Thanks! I barely had any idea what I was doing before with the Russian markings. Now I have absolutely no clue at all! The translation looks great though!
  23. I've updated this mission some based on feedback. There are red ground forces north of bullseye. But the mission mostly meant to be a continuous Korean war era air to air mission. Currently, I have several flights of Mig 15s and F86's flying CAP. There is also a flight of B52s in formation that can be escorted north. I'm re-uploading this pending the Mig15, and hoping to get more feedback. I'm pretty new to mission building. The triggers and waypoints are pretty crude and simple, but they get the job done. Save for the static ground objects, the mission mostly achieves what I was hoping, which is to make an active environment for Sabres and Migs to duke it out. My goals are to expand the ground war (but I need to delve deeper into luascript for that). I also intend to add player Mig15 slots, and to tweak the number of AI so it is still an immersive environment with mixed PvP and PvAI. MigAlleyV30m.miz
  24. Well you can always do a reverse vietnam scenario. Mig21 vs F86.
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