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Dunno how much you have gone back reading this thread, but I suspect that trav and elev tolerance are acting as a sort of gyro-stabilization... |
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The fact that setting ono of those parameters to 0 prevented guns from firing, even though they kept following the target, had convinced me that I was on the right way. For testing my theory I set tolerance factors as high as 30, expecting the gun to fire everywhere but at the target, but to my disillusion the aiming wasn't apparently affected. Nonetheless, I will repeat once more the test with the settings suggested by you, but I am almost sure to know the result ;) |
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TDW, how can we temporarily fix this issue? |
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Here's another tidbit of info: when the airplane's engine (zone) HPs are 0 the game destroys the airplane. So to make them hang around longer and not instantly blow-up we need to set their engine zone HPs higher.
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by the way first set of tests accomplished: trav/elev animations masks removed, start/end index parameters set to 0, trav/elev tolerance set to 30. Wind speed set to 5 kph. Result for 3 tests respectively 17, 29 and 34 rounds to dawn the plane, with order to fire at closing targets at medium range. I will test now with lower tolerance angles... |
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[AI AA guns] Max error angle=5 ;[deg] Max fire range=1500 ;[m] Max fire wait=7 ;[s] :hmmm: |
Here's ya a good single mission showing the accurate AA guns (modified 20mm_C30 and 20mm_C30_2 files) and how planes can take damage and not instantly blow-up: http://www.mediafire.com/?hdhf27ti3v2h1il
Extract to MODS folder and enable via JSGME. Select the single mission AA AI testing. In this single mission you are surfaced @ 0 knots. In a short while a biplane will be heading towards you from the west. Man the flak guns and tell the flak gunner to fire at will. Go to external cam and watch the show :D |
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Anyway, these are the results of my last tests. Same settings than beore, except for tolerance factors, both set to 5 (crew veterancy set to compatent, by the way) 51, 40 and 112 to down the plane. Much worse than before. It is to be noted that during these last tests, the gun tended not to adjust its aim when the plane was at close range. :yep: My next test will be with an higher crew veterancy. Quote:
Since we are at it, there is another gun-specific parameter called restr_dist (described as 'Restrictions cone size' in meters) which could, I wonder, could also be affeting gun's aiming :hmmm: |
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during my last tests with an hurricane the following damages occurred: propeller damaged and black smoke trail propeller and a wing damaged, and two black smoke trails fuel tank damaged: long smoke trail and fire. Talking about airplanes AI and damage, I have the following remarks:
P.S: If you want to test yourself, here are the missions I and Volodya are using for our tests: http://rapidshare.com/files/20022559...20Missions.rar tested with Fx Update and IRAI (latest versions) enabled ;) |
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I cannot even set a random chance with the airplane AI. I cannot even tell how many bombs or guns the airplane AI has left. All I can get gun and bombs wise is can fire guns and can fire bombs. I told you it's very limited what you can do with airplane AI. I should be able to prevent the parachute from opening past a certain height. I'll look into it. I'll look at IRAI and see why the airplane would be shooting it guns when it shouldn't be. |
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Have you seen the resuts of my last set of tests? Look promising ;) |
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