Jump to content


Photo
- - - - -

AI gunner mod


  • Please log in to reply
38 replies to this topic

#1 gavagai

gavagai
  • Posts: 15542

Posted 15 June 2011 - 04:40

I'm going to post the AI gunner mod here. The general forum is very busy, and here it will remain in view for a while.

One part of the mod reigns in the range at which the gunners open up. The other restricts the gunners' field of fire so that they fire cleanly (more or less) around the fuselage and other aircraft parts… no more tunnel gun for the Breguet and DFW. ;)

This may or may not become default someday.

To use the mod, unzip the file, and place the "world objects" folder into RiseofFlight\data\luascripts, then select "mods on" in the Rise of Flight launcher.

Enjoy!

———

P.S. I have tinkered with the Gotha and HP gunners, but nothing worth posting for now.

————-

P.S.S. Ricky133 is the one to thank for reducing the range at which the gunners open up. I gave him credit for that in the original post in the general forum, but forgot to do that here.

————-

July 19th:

The default Gotha and DFW scripts give them British ammunition. Latest version of the mod gives them German ammunition types.

————-

August 16th:

Refinements to the sector limits of the Bristol Scouts. Gave them back their 2 Lewis guns. I'll post a separate mod package that gives them only one.

Attached Files


  • 0

#2 Queeg

Queeg
  • Posts: 426

Posted 15 June 2011 - 22:15

Thanks. I'll give it a try.
  • 0

#3 pollux18

pollux18
  • Posts: 154

Posted 19 June 2011 - 08:16

Thanks
  • 0
"Il faut préférer la modestie de ceux qui s'associent pour combattre aux triomphes passagers de celui qui s'isole."
 
Cdt De Rose

#4 =Fifi=

=Fifi=
  • Posts: 10329

Posted 20 June 2011 - 07:52

Thanks Gav, i'll give it a try too :)

Hope this way, my Breguet gunner will save some ammos firing closer!
  • 0

#5 Lanzfeld

Lanzfeld
  • Posts: 582

Posted 20 June 2011 - 14:49

So what did you come up with tinkering the Gotha and HP gunners? Anything worth talking about?
  • 0

#6 Queeg

Queeg
  • Posts: 426

Posted 20 June 2011 - 14:58

Gave this mod a spin over the weekend, and there is a clear improvement. No more long-range AI sniper shots. And you can now approach and attack 2-seaters from below and behind. Very good work!
  • 0

#7 Richy133

Richy133
  • Posts: 49

Posted 20 June 2011 - 20:10

Thanks Gavagai for this new thread, clearly more visible.

So what did you come up with tinkering the Gotha and HP gunners? Anything worth talking about?

Precision and range improvements work for all gunners, you should see a different behaviour if you attack a HP or a Gotha, or even if your attacked in one of them.

I don't think these 2 planes really need new fields of fire, but maybe Gavagai saw something wrong.
Field of fire is Gavagai's part of the mod, I let him work on it.

I need your reports about distance, time of reaction, and precision, to know if I should improve this part.

I don't want to make stupid gunners for duck hunting (I use to fly with bombers), I just wish to make them more credible.

For now, I have only restored the behaviour they had in 1.015.
We can now begin to adjust them.
  • 0

#8 gavagai

gavagai
  • Posts: 15542

Posted 20 June 2011 - 21:02

I don't think these 2 planes really need new fields of fire, but maybe Gavagai saw something wrong.

The Breguet and DFW gunners could fire through the fuselage.

So what did you come up with tinkering the Gotha and HP gunners? Anything worth talking about?

I haven't worked on them for a few days, but the main issue is the nose gunners can fire backwards through the engines and the top wing. I can't make it perfect without restricting the field of fire too much, but I can make it better.

The other thing I'd like to fix is that the HP tail gunner (human or AI) cannot fire directly to six o'clock, not even above the tail. There's an 8 degree gap in the field of fire between the left and right positions. I'd like to make them overlap a bit, but it seems to screw up the gun animation… I'll take another stab at it soon.
  • 0

#9 =Fifi=

=Fifi=
  • Posts: 10329

Posted 22 June 2011 - 02:15

Well, i tried it and i noticed some good thing and "bad" thing.

The obvious good one, is that you can approach safely 2 seaters from down six now.
The second one is that they don't open fire from 1km of the ennemy!
The third one is they seem to don't fire through fuselage as said.

But one thing bother me.
Flying a Breguet under attack, i noticed my AI gunner doesn't open fire when ennemy is on 2-3 o'clock / 9-10 o'clock same level, a bit lower or even above…
That's annoying cause it makes an easy target, most of all when close!

Back mods off, he fire any those positions, but open fire way too early (i'm sure the kilometer isn't far from reality!) and waste his ammos…

So…i don't know what i'm prefering…cause i can't fly the damn thing while fighting in the gunner seat…i know i could put on the auto-pilot (or level pilot), but i don't want to be a sitting duck either… :?
  • 0

#10 gavagai

gavagai
  • Posts: 15542

Posted 22 June 2011 - 02:18

Give it a try in the gunner seat yourself, fifi. You'll see that I allowed the gunner to fire pretty close to the wings. Mods-off the AI gunner fires through the wings and the struts.

But if you like I'll take a second look.
  • 0

#11 =Fifi=

=Fifi=
  • Posts: 10329

Posted 22 June 2011 - 02:28

Of course i prefer taking the gunner seat!
And i do it every time i can…but i have to engage the auto-pilot :(

Yes, i noticed with your mod you can't fire through wings :) Good improvement.

If you have time for a look, try a QMB with a Breguet under attack (one ennemy is enough), and watch your gunner acting when the plane is attacking you.
Many times, he doesn't open fire when he should do…

That was my experience, but now maybe i'm alone :? Anyway, thanks for your effort!
  • 0

#12 gavagai

gavagai
  • Posts: 15542

Posted 22 June 2011 - 02:55

Ok, I tried a quick mission against 5 E3s. Here is my gunner firing to the side at one of them:

Attached File  breguet.PNG   1.01MB   420 downloads

Can you explain exactly what is happening when he doesn't fire when he ought to? Does he sit down? Does he continue to stand but does not fire? Where are the targets that he should fire at?

I have noticed that if you are maneuvering and pull even a tiny bit of g's, the AI gunners cease fire.

P.S. their aim certainly does suck! If they shot so badly in the career mode they would be clay pigeons.
  • 0

#13 =Fifi=

=Fifi=
  • Posts: 10329

Posted 22 June 2011 - 03:49

He was standing up ;)

Ok, that's the issue! I was turning (maybe too hard :? ) while the gunner was standing up, but no firing…
  • 0

#14 gavagai

gavagai
  • Posts: 15542

Posted 22 June 2011 - 13:15

Ok, glad to hear I didn't screw something up! :D
  • 0

#15 242Sqn_Wolf

242Sqn_Wolf
  • Posts: 2881

Posted 22 June 2011 - 13:28

http://www.youtube.c...h?v=1JrOjNnVyog" onclick="window.open(this.href);return false;">

Was watching this on you tube. Now this is in a Brisfit. Notice he has to man handle his MG's. Vibration of engine shake the MG's about. Not to mention the G-force cause the MG's to lose aim.
  • 0

#16 jeanba4

jeanba4
  • Posts: 1257

Posted 22 June 2011 - 13:44

Hello

Though I am a newbie on RoF, I tested your mod against a novice DFW5.
Approaching from behind low is ok, sliding from side to side too, but staying on one side whatever the relative altituide and you are shot down quite quickly.
  • 0

#17 gavagai

gavagai
  • Posts: 15542

Posted 22 June 2011 - 21:11

Is that a comment of approval or disapproval? :P

Note that novice-normal-veteran-ace only changes the range at which the AI opens fire. There is no possible setting to make its accuracy skill dependent.
  • 0

#18 jeanba4

jeanba4
  • Posts: 1257

Posted 27 June 2011 - 09:51

It's a comment : turret AI behaviour seems realistic for me, but I am not an expert

Thank's
  • 0

#19 Felklaw

Felklaw
  • Posts: 201

Posted 27 June 2011 - 16:23

Thanks for making this guys! Going to try it out tonight when I get home.

One quick question, how does this and Criquet's AI mod work together?
Are they able to or is it one or the other?
  • 0

#20 Trooper117

Trooper117
  • Posts: 3411

Posted 27 June 2011 - 17:14

Its a must have mod.. :) Has this been upgraded to include the Biff yet?
  • 0

#21 JimmyBlonde

JimmyBlonde
  • Posts: 2346

Posted 27 June 2011 - 17:40

Thanks for making this guys! Going to try it out tonight when I get home.

One quick question, how does this and Criquet's AI mod work together?
Are they able to or is it one or the other?

They work fine together. No conflicts.
  • 0

#22 gavagai

gavagai
  • Posts: 15542

Posted 27 June 2011 - 20:28

Its a must have mod.. :) Has this been upgraded to include the Biff yet?

Sorry, it has not. I looked at the default sector limits for the Biff, and they still allow the gunner to fire through the fuselage. They also seem to restrict his field of fire too much straight ahead. But that is only an estimate because I haven't bought the aircraft (it's a personal choice to hold off on purchases until the fm's are finally reviewed). Maybe if one of you would like to revise them yourself, we can test it and include it in the mod.

For now, I've made the limits the same as the Breguet for my own personal use. I attached them below if you'd like to do the same.

Attached Files

  • Attached File  biff.rar   4.11KB   35 downloads

  • 0

#23 Trooper117

Trooper117
  • Posts: 3411

Posted 27 June 2011 - 20:50

Excellent.. many thanks!
  • 0

#24 Felklaw

Felklaw
  • Posts: 201

Posted 28 June 2011 - 16:46

Thanks for the mod guys, and I'm with you Gav on holding off until FM is at least being worked on. Doesn't have to be fully fixed, but at least be a priority.

Make my Alby the beauty she really is!

Oh, and I saw the AI last night deal with a HP in the best way to eliminate the gunners as a problem….
He dived and ran into it's wing, ripping it clean off and then fell from the sky in a flat spin with bits falling off the whole way down.
I was too damn slow to take a screenshot!
  • 0

#25 gavagai

gavagai
  • Posts: 15542

Posted 04 July 2011 - 21:26

If you want to go historical, I attached a file that limits the F2.B to only one Lewis gun. You will still see two guns, but only one will fire. I doubled the ammo per gun, so the F2.B gunner will still have 776 rounds.

Attached Files


  • 0

#26 I./JG53_Adi

I./JG53_Adi
  • Posts: 50

Posted 05 July 2011 - 16:15

hi gavagai

who i put the new biff files.txt folder also in worldobjects or ai folder?
  • 0

#27 gavagai

gavagai
  • Posts: 15542

Posted 05 July 2011 - 17:30

World objects.
  • 0

#28 gavagai

gavagai
  • Posts: 15542

Posted 19 July 2011 - 16:01

New zip file up. The default scripts give the Gotha and DFW British ammunition. I changed them to have German ammunition, instead.
  • 0

#29 Zetmor

Zetmor
  • Posts: 5

Posted 25 July 2011 - 14:01

It would be great if we could play in the same plane but with two players.
One pilot, one gunner, same plane. Like in the now very old F-15 Strike Eagle III.
That way you are not a sitting duck, and the gunner is not an AI. With a pair of escort planes / players, that would do great MP coop missions.
(you change role each mission; and if you're killed you could jump to any other still living AI plane)
  • 0

#30 gavagai

gavagai
  • Posts: 15542

Posted 25 July 2011 - 22:21

You can already do that, Zetmor.
  • 0

#31 J.j.

J.j.
  • Posts: 1959

Posted 26 July 2011 - 17:02

Just a quick question: are the Biff file and the single Lewis file already included in the ai gunnner mod files from the first page?
  • 0

#32 gavagai

gavagai
  • Posts: 15542

Posted 26 July 2011 - 17:37

Yes, the Biff only uses one gun if you use the file on the first page.
  • 0

#33 gavagai

gavagai
  • Posts: 15542

Posted 16 August 2011 - 16:18

Posting an updated AI gunner mod package on the first page.

Changes:

1: Refined the sector limits for both Bristol Fighters
2: Bristol fighter observer has two Lewis guns, again.

Taking away one of the Lewis guns, however historical, might seem drastic to some. For those who want it to have only one Lewis gun, like the big majority of actual Bristol Fighters, I am going to include that modification in a separate package.

—————

Could a mod please move this thread to the appropriate subforum?
  • 0

#34 Trooper117

Trooper117
  • Posts: 3411

Posted 16 August 2011 - 16:25

Thanks for keeping at this..
  • 0

#35 HotTom

HotTom
  • Posts: 8177

Posted 16 August 2011 - 16:29

Sri to be picky but it's a Bristol Fighter http://www.theaerodr...bristol_f2b.php" onclick="window.open(this.href);return false;">http://www.theaerodr...com/aircraft/gb … ol_f2b.php

Not a Bristol Scout http://www.theaerodr...istol_scout.php" onclick="window.open(this.href);return false;">http://www.theaerodr...com/aircraft/gb … _scout.php.

Completely different airplanes.

I've tried your mod, Gav, and I really like it.

But (there's always a "but") since I'm boycotting Mods On until they get the load time fixed (six minutes is absurd), I can't use it.

:S!:

HT
  • 0

#36 Trooper117

Trooper117
  • Posts: 3411

Posted 16 August 2011 - 16:33

It always gives me time to get a nice cup of tea before the thing all kicks off.. it's no drama.
Do you think most people just sit staring at their screens.. lol!
  • 0

#37 HotTom

HotTom
  • Posts: 8177

Posted 16 August 2011 - 16:36

It always gives me time to get a nice cup of tea before the thing all kicks off.. it's no drama.
Do you think most people just sit staring at their screens.. lol!

Yup. I can do the dishes, fold the laundry, take the dogs for a walk while it's loading :mrgreen:
  • 0

#38 gavagai

gavagai
  • Posts: 15542

Posted 16 August 2011 - 16:44

Duh, you're right Tom! Thank you for the correction.

I'm glad you like it. To me it seems like the only way to be able to use historical tactics against two-seaters, and that is what counts to me.
  • 0

#39 VonGerlach

VonGerlach
  • Posts: 60

Posted 21 August 2011 - 04:01

Have there been any changes to this mod since 2009? the fixes all sound like good and accurate historically …so thanks to the fellows who did this. Sadly in the heat of combat some gunners still did indeed make "own goals"…..not always without loss of life.
  • 0

Director and Lead

3D World and Game Developers Group Linkedin

"We Build Worlds"



0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users