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Posted

After hours of frustration from my wingman, I decided to modify the parameters in his logic. I tested AI patch this weekend and im happy from results. Now wingman is not flying nightmare but dangerous killer.

 

You can download AI patch forom this link for free:

http://www.tigersweb.cz/a10/AIpatch.zip

 

Instalation:

1) Backup your files from DCS A-10\Scripts\AI folder. Just copy them somewhere outside a-10 directory

2) Unzip patch and copy all files and folders into your "instalation directory\Scripsts\AI" rewrite original files

3) Play

 

Changes:

-Detection distance for ground targets (tanks) increased from 5500 to 12000 (visual detection)

5500 is good for Black Shark, but A-10 is much faster and have TGP.

 

-Precipitation, Fog and Overcast detection test disabled.

AI can see through clouds fog and rain not decrease detection range. This can fix error with wingmans radio. When he was on attack run and lost visual contact with target, he still repeated "rejoin".

 

-Minimal Missile launch interval set to 4.0s for all skill levels

Trained monkey can launch missiles that fast.

 

-Maximal missile launch distance set to 0.9

Fix early missile explosion.

 

-MISSILE_LAUNCH_REACTION_DELAY_FACTOR set to 0-2

Wingman defend himself against SAM on every skill level

 

-Missile evasion is set to true for all skills levels.

Nobody will die without fight :) Even average AI

 

-Missile launch logic rewrited from level attack to normal attack

Wingman shoot misiles from long range and current altitude.

  • Like 3

i5 2500K, Asus P8Z68V, 16GB RAM, Nvidia 1060 6GB, Soundblaster Z, TrackIR4, Thrustmaster T.16000M, W7 64bit

Posted

Will this work in multiplayer or would all clients have to have it?

Lumper

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When the going gets tough, the smart cutout.

 

[sIGPIC][/sIGPIC]

Posted

Sounds good, tigerrrr.

I see you have changed ADDITIONAL_BREAKAWAY_DIST_PERCENT

Any idea what it does?

i7 920@4.0Ghz, 12 GB RAM, ATI 4890, LG L246WHX@1920x1200, Saitek X52 Pro, Saitek pro flight rudder pedals, TrackIR4, Audigy 2ZS, Logitech G9x, Vista 64bit.

Posted (edited)
Will this work in multiplayer or would all clients have to have it?

Your local PC is holding the AI settings, also if you are on a online server.

 

Edit:

But server admins should definetly apply this to their dedicated servers ;)

Edited by HiJack
Posted

I dont play multiplayer, so i cant test it. Bud i dont see any problem.

 

 

Dont know what exactly ADDITIONAL_BREAKAWAY_DIST_PERCENT does :) I tried to stop wingmans ground level strike befor he was shot by bmp / tanks. So i changed this and forgot

 

:( Topic was moved from main discusion.

i5 2500K, Asus P8Z68V, 16GB RAM, Nvidia 1060 6GB, Soundblaster Z, TrackIR4, Thrustmaster T.16000M, W7 64bit

Posted
After hours of frustration from my wingman, I decided to modify the parameters in his logic. I tested AI patch this weekend and im happy from results. Now wingman is not flying nightmare but dangerous killer.

 

You can download AI patch forom this link for free:

http://www.tigersweb.cz/a10/AIpatch.zip

 

Instalation:

1) Backup your files from DCS A-10\Scripts\AI folder. Just copy them somewhere outside a-10 directory

2) Unzip patch and copy all files and folders into your "instalation directory\Scripsts\AI" rewrite original files

3) Play

 

Changes:

-Detection distance for ground targets (tanks) increased from 5500 to 12000 (visual detection)

5500 is good for Black Shark, but A-10 is much faster and have TGP.

 

-Precipitation, Fog and Overcast detection test disabled.

AI can see through clouds fog and rain not decrease detection range. This can fix error with wingmans radio. When he was on attack run and lost visual contact with target, he still repeated "rejoin".

 

-Minimal Missile launch interval set to 4.0s for all skill levels

Trained monkey can launch missiles that fast.

 

-Maximal missile launch distance set to 0.9

Fix early missile explosion.

 

-MISSILE_LAUNCH_REACTION_DELAY_FACTOR set to 0-2

Wingman defend himself against SAM on every skill level

 

-Missile evasion is set to true for all skills levels.

Nobody will die without fight :) Even average AI

 

-Missile launch logic rewrited from level attack to normal attack

Wingman shoot misiles from long range and current altitude.

 

I tried this, but unfortunately it screwed up AI behavior much more than it improved anything. After this mod, AI planes spend the vast majority of their time weaving all over the battlefield (still usually at unacceptably low altitude) instead of actually releasing ordinance onto ground targets. It works in terms of avoiding AA and Sams, but not for offensive engagement.

Thanks for the effort though:)

Posted
I tried this, but unfortunately it screwed up AI behavior much more than it improved anything. After this mod, AI planes spend the vast majority of their time weaving all over the battlefield (still usually at unacceptably low altitude) instead of actually releasing ordinance onto ground targets. It works in terms of avoiding AA and Sams, but not for offensive engagement.

Thanks for the effort though:)

Which type of aircraft have problem ? All of them or only some airplanes in specific conditions ? What type of ammunition was used ? Can u record track for me, or be more specific ? Thx for feedback.

i5 2500K, Asus P8Z68V, 16GB RAM, Nvidia 1060 6GB, Soundblaster Z, TrackIR4, Thrustmaster T.16000M, W7 64bit

Posted

It was a 4-ship of A-10As loaded with Mavs and Rockeyes, assisted by a 4-ship of F-5s with Rockeyes against approximately 120 tanks, 40 Strela-1s, 40 Truck-mounted AA guns, a significant number of BMPs, four batteries of SPGs, and a full platoon of MANPADS. All members of the strike package had skill levels of Excellent.

Once in the target zone, all flights dropped from an altitude of roughly 16000 ft MSL to under 4000 and began popping flares and weaving back and forth above the battlefield without firing a single shot. This went on (for a very long time) until all aircraft either took too much damage or expended too much fuel to continue operations, then RTB without firing on a target. Two aircraft from each flight were shot out of the sky by ground fire during the battle.

 

After reinstalling the original AI files. The result was again 2 aircraft from each flight destroyed, but not before taking out 40 AA vehicles, 40 SAM vehicles, 12 SPGs, 1 tank, 1 mobile command post, and 3 trucks.

Posted

Bombing was not fixed in this mod. So when AI plane (f-5) will drop bombs, then he descent to 3000ft and die :(

 

Did u ordered your flight (a-10) by command 1) "Engage with-Armor-Missile-default" or u used only 2)"engage armor". Because of my wingmans are firing mavericks with first command without problems. When weapon type is not specified in engage command, they could use bombs and die as you described.

 

I hope AI will be fixed by dev. team in 1.1.0.8. I saw video from Wags and there wingman shot missiles correctly.

i5 2500K, Asus P8Z68V, 16GB RAM, Nvidia 1060 6GB, Soundblaster Z, TrackIR4, Thrustmaster T.16000M, W7 64bit

Posted
Actually, I wasn't taking part in this particular operation, so I couldn't order the AI flights to do anything. Again, they were A-10As and F-5s.

 

Sorry. I overlooked it (A-10A). Try to load them only with mavericks, or use "Attack group" command in mission editor (advanced waypoint settings) and select guided missiles for attack.

i5 2500K, Asus P8Z68V, 16GB RAM, Nvidia 1060 6GB, Soundblaster Z, TrackIR4, Thrustmaster T.16000M, W7 64bit

  • 2 weeks later...
Posted

tigerrr... Why is it still that when I use the plain "engage" menu, my wingmen just charge in blindly and keep getting killed? I was playing devils cross 4 today with your mod, and I was noticing my wingmen were seeing targets earlier, but when I gave the "engage" order, I still got the same reaction as pre-mod. I did not try it with "engage with"

[sIGPIC][/sIGPIC]

  • 2 weeks later...
Posted
Sounds good, tigerrrr.

I see you have changed ADDITIONAL_BREAKAWAY_DIST_PERCENT

Any idea what it does?

 

breakawayDistance = minimalRequiredBreakawayDistance * (1 + ADDITIONAL_BREAKAWAY_DIST_PERCENT)

 

This option forces AI-pilot to fly more distance from the target (when AI-pilot performing breakaway to repeat attack) than required.

 

High skill: ADDITIONAL_BREAKAWAY_DIST_PERCENT = 0

Low skill: ADDITIONAL_BREAKAWAY_DIST_PERCENT > 0

Posted

Thanks Святой!

I'll play with that setting and try to improve wingman AI.

i7 920@4.0Ghz, 12 GB RAM, ATI 4890, LG L246WHX@1920x1200, Saitek X52 Pro, Saitek pro flight rudder pedals, TrackIR4, Audigy 2ZS, Logitech G9x, Vista 64bit.

Posted
With 1.1.0.8 will the AI fixes negate this mod?

technically, 1.008 should correct the AI, but we wont know how till the patch is released. I suggest you delete the mod to try the new AI. If it's still not as you would like, reinstalled that mod :thumbup:

Do you think that getting 9 women pregnant will get you a baby in 1 month?

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Mobo: Asus P8P67 deluxe Monitor: Lg 22'' 1920*1080

CPU: i7 2600k@ 4.8Ghz +Zalman CNPS9900 max

Keyboard: Logitech G15

GPU:GTX 980 Strix Mouse: Sidewinder X8

PSU: Corsair TX750w Gaming Devices: Saytek X52, TrackIr5

RAM: Mushkin 2x4gb ddr3 9-9-9-24 @1600mhz

Case: 690 SSD: Intel X25m 80gb

 

Posted (edited)

In this video http://www.youtube.com/user/wagmatt#p/a/u/2/YAQS7sSQB3s Wags use wingman for eliminating anti air defence. So i hope AI will be fixed in 1.1.0.8. Now im waiting for patch. I will try original AI and we will see...

Change log says:

• Wingmen Engagement logic improved when threats are in target area. Better self-preservation.

• Wingmen now better engage targets around player SPI when give "Engage With..." command.

Edited by tigerrrrr

i5 2500K, Asus P8Z68V, 16GB RAM, Nvidia 1060 6GB, Soundblaster Z, TrackIR4, Thrustmaster T.16000M, W7 64bit

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