Mod Compilation (with JSGME organization!)
Posted 15 September 2013 - 13:23
What I noticed is that the AI is sometimes incompetent at pursuing an enemy because it is always trying to climb. The new forestalling angle is my attempt to prevent that. I've been observing but I'm not sure how big a difference it makes.
For now you can just use Criquet's AI Pilots and leave out the pilot awareness mod. I will post a fix today.
I also remembered that I gave the AI pilots in the 1916 mod instructions to dive a bit faster when engaging an enemy, from 10m/s to 25m/s. It seems much better and so I would like to include that for the rest of the AI pilots.
Made a few fixes and changes. New modpack posted September 15th.
Posted 16 September 2013 - 02:23
Believe me, it helps!
Desktop_2013_09_15_21_56_26_313.jpg 120.61KB 351 downloads
Desktop_2013_09_15_22_13_46_999.jpg 51.93KB 351 downloads
Posted 16 September 2013 - 02:24
Posted 16 September 2013 - 02:27
Edit: If you replace his mod with the latest (or edit yours with 10.0 or 15.0) I'll just clear out my post to avoid confusion.
Posted 16 September 2013 - 05:13
Posted 21 September 2013 - 20:07
So, for everyone else, you can change it manually as Dude suggests, or just download the updated pack on the first page.
Posted 21 September 2013 - 20:13
I just saw that Avimimus has updated his set of mods for 1.031 (http://riseofflight....p?f=278&t=31070" onclick="window.open(this.href);return false;">viewtopic.php?f=278&t=31070 ).
I've lost track of whose mods include what portions of whose mods. Is there a short answer at this point of how these two sets of mods (gavagai's and Avimimus') differ from each other in what they are trying to accomplish, and to what extent they duplicate/overwrite and/or substitute for each other?
Posted 22 September 2013 - 01:38
It is fairly simple really - we should both produce short (three sentence) summarise of the mods for comparison.
Posted 22 September 2013 - 01:43
Posted 22 September 2013 - 06:09
Posted 22 September 2013 - 06:18
I would highly recommend increasing the min. firing angles for AAA in your flak mod to 15. I've used both 10 deg. and 15 deg. numerous times, and 15 eliminates a lot more tree-top flak. I still see some low shots from time to time, but it works a lot better. Also, I don't recommend including the "explosions" folder with that mod. As I mentioned a while back, AAA is insanely lethal every time I used it. One day I'll try out different numbers within that folder to see if I can get it to work. I just could never figure out what made it so lethal.
Posted 22 September 2013 - 22:21
Okay, Gavagai, here are some comparison:
1. Avimimus Gunner Positions mod & Gavagai gunner firing angles mod
-> These are incompatible. We have two options: To combine them or to make them fully incompatible.
2. J.j. Bristol Fighter correction mod
-> Separate into another mod as it has to be updated with each new patch
3. Avimimus Gunner AI mod & Gavagai Gunners that Fight AI mod
-> We need to make fully incompatible with my Gunner AI mod to aid installing/uninstalling. To do this Gavagai needs to include botgunner*.txt files for every aircraft.
4. My flak mod has no conflicts.
Posted 22 September 2013 - 22:27
The gunner position files reference a 'botgunner' file. I use the 'botgunner_[aircraft name].txt' files to reference different 'turretcontroler_ai.txt' files. In this way, I'm able to split up the turret controller files and use custom values for each turret type.
As a result, installing Gavagai's mod without uninstalling my mod first will only change the AI behaviour for some gunners, but will leave my settings in place for the Parabellum, Becker and Handley Page. The solution is to include the default botgunner files in Gavagai's mod. They aren't necessary for his mod to work, but overwriting my modified ones will prevent the split turretcontroller_ai settings from being activated.
Posted 22 September 2013 - 22:29
The gunner positions mod slows the rotation speeds of the turrets, adjust ammunition loads for some aircraft, and adjusts firing angles for the Felixstowe and Handley-Page side gunners. It also lowers the ammunition load for the twin Parabellum field mod and slightly increases the vibration of the gun.
We can either combine the two mods or I can list the files needed to prevent them being actually merged (as I've done in the last post for the Gunner AI mod).
Posted 22 September 2013 - 22:48
Let's see how we can do this. You have modded:
the global ai gunner file
the individual turret files so that ammo loads are correct, and so that twin-gun setups move more slowly
All forms of AAA so that they are less cyborg-like
Criquet's AI pilots so that they shoot better
Is this correct? One thing I wonder about is whether the Ai pilots really shoot better with your mod, or just more judiciously. Thoughts on this?
The one thing that seems really incompatible between the work we've done is the global AI file. I have made the gunners wicked and mean, and maybe even unfair. We could combine a lot of stuff, but that would have to come in two flavors.
Posted 09 October 2013 - 01:11
For example the no tracer mod, OK no tracer but why?
Maybe the developer of each mod could sum his mod up in a few sentences, or you could link from the first post to each mod as I guess we have a thread for each mod that is in the pack.
Posted 09 October 2013 - 06:05
Maybe those could be merged so warning won't show up anymore.
BTW do I have to turn on "Mods ON"?
Posted 09 October 2013 - 11:25
Just another way of saying "hi" everyone and glad to be onboard at last. (Psst, just between us I was registered ages ago but with the pathetic graphic card I had at the time, even offline flying was impossible. However, then along came my AMD 8750 and I'm feeling alluva like Richthofen, you see! Lol!)
Posted 09 October 2013 - 11:30
2) YES, of course!
Posted 15 December 2013 - 21:36
1) AI awareness mod is useless now, it is included in AI pilots mod so you can delete it
2) YES, of course!
Are you sure? I don't see the file in question (caeroplane.txt) in AI pilots mod in compilation.
Also I'd like to ask whether the increased accuracy included in Criquets AI. I remember when there was such option (alternative download) in rofmods site.
"Don't read history - make it" - Knights of the Sky
Posted 15 December 2013 - 23:01
Posted 21 December 2013 - 19:18
But what is the correct mod order?
Posted 08 July 2014 - 20:59
Posted 08 July 2014 - 23:55
Posted 17 July 2014 - 23:50
Posted 18 July 2014 - 01:02
I wasn't able to see the Fe2b land mods on or off. I never bought the Fe2b so I have nothing to go on. Can you post a mission where the Fe2b should land?
Hey Gav - I'd be happy to gift you a Fee if it would help with your work - just PM me if you want.
Posted 18 July 2014 - 12:45
Posted 18 July 2014 - 14:40
Posted 01 August 2014 - 00:55
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