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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#11
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To check you can open a mission in notepad if the skill lines are 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 then it has not been modified. If you are not using IL2DCE then you do need to copy mission files to the AITweak directory, run AIProcess and then copy them back. If you have any more problems (or suggestions), just let me know ![]() Last edited by von Pilsner; 05-06-2012 at 10:03 AM. |
#12
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thank yo ufor correcting the issue.
great costumer feedback, ![]() |
#13
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I really appreciate your sharing AITweak with us Von Pilsner, a very generous contribution.
Thanks, Septic. |
#14
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Let's start with my understanding of each skill level:- Basic flying- pretty self explanatory Advanced flying- I think it is a mistake to think of this as purely stopping the rolling behaviour, it seems to affect other things aswell, such as ability to control ac at high speeds. Turning this down to 'realistic' levels for rolling does seem to increase 'lawndarting' by AI. Rolling also seems to be associated with the unrealistic deployment of flaps Gunnery- again self explanatory Awareness/visibility- these 2 seem slightly interlinked but at the moment i'm working on the basis of visibility = offensive vision and awareness is defensive/situational awareness Tactics- this seems to alter the amount of 'vertical' in attacking manouevers Bravery- This seems to control the 'aggression'/ stupidity but seems to combine with Tactics, and also discipline on breaking away from an enemy attack and reengaging. On breaking away from an attack there almost appears to be a clock running before deciding to get back in the fight Discipline- this to me seems to be very related to fuel level and when AI decides to 'cut and run' . It appears something like a store of 'courage' which is depleted by fuel levels and also the number of times an enemy gets into an attacking position (for fighters) so it has quite a big effect. Damage also obviously has a big impact here. Also, there is the 'once they've decided to bug out' AI is then stuck in dumb mode 'feature' The above applies to fighters/fighter bombers. Bombers can be 'interesting' gunnery affects both aimed guns and bomb dropping accuracy . As for the rest the differences in behaviour seem less than for fighters, So that's my observations, I hope others will add theirs. From this i'd say it's hard to give ideal settings as several of them are very dependent on what the mission is. Discipline's relation with fuel level being the most prominent. I'm also very much into variations in individual skills- the more the better ![]() |
#15
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Nice info bolox! Very helpful.
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