Hi guys, I have replaced my obsolete Criquet'sAI+gavagai's gunners merged Mods, with gavagai's latest Mod Compilation for JSGME, (Jan. 6th 2012).
Extract it into your root directory that contains RoF, e.g. C:\Program Files You will see three things in the zip file. A folder called JSGMEMODS, the JSGME .exe, and a config file (that may or may not be necessary, but they have it there for HSFX, so I included it).
Simply double click on the JSGME.exe, and you will see a little menu come up with the names of different mods. Select the one you want, and use the arrow to move it to the 'activated mods' side of the menu. If you see a warning about a folder already having been modified, ignore the warning.
Update Jan.30th 2012 The latest AI Gunners Mod by Avimimus added.
Mods included:
AI pilots AI gunners no delayed bomb fuses no tracers reduced tracer frequency reduced flak accuracy reduced gunner vitality
_________________________ "It is useless for the sheep to pass resolutions in favor of vegetarianism, while the wolf remains of a different opinion."--- William Ralph Inge
Criquet's Mod AI tweakes the AI not to turn fight to the deck all the time, but using their planes strenghts to their advantage according to skill, instead. The more mixed up the AI skills are the more Realistic the Mod AI looks.
gavagai's gunners tweak prevents the DFW and Breguet gunners to fire from unrealistic distances and from impossible angles, through the plane's fuselage.
IMO it's a must have Mod and most effective on Pat's RoF Campaign as well as the new official Career beta. To make use of it after installing you must turn to Mods On mode
Edited by elephant_ (06/16/1102:17 PM)
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_________________________ "It is useless for the sheep to pass resolutions in favor of vegetarianism, while the wolf remains of a different opinion."--- William Ralph Inge
Registered: 03/01/02
Posts: 211
Loc: Victoria BC, Can.
Thanks for this. I was familiar with and use the ai mod all the time for our coop sessions 3 nights a week but wasn't aware of gavagai's gunners tweak. I'll have to put it in for tonight being we're going up against some HP's.
Is this good to go or does anything have to be removed due to 2 seater gfx glitches?
Cheers OF_Fawlty
Edited by Fawlty (06/16/1104:07 PM)
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I've never used mods for RoF but these sound like they're necessary. Doesn't having mods on bar you from playing online? Also does it negatively impact when you sign on with the game. Does the career mode work with it flawlessly?
If you mean online multiplayer I don't know as I seldom play... Otherwise you normally login online Mods Onand works fine with the new Career beta. I've got medals and promotions with this mod on.
Edited by elephant_ (06/16/1111:40 PM)
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Also does it negatively impact when you sign on with the game?
No, BUT.....you should know that checking the Mods On box in the game menu adds some significant time to mission load times.
_________________________ "It is useless for the sheep to pass resolutions in favor of vegetarianism, while the wolf remains of a different opinion."--- William Ralph Inge
That's right... A mission normally loading in one-one and a half mimutes, Mods Off, It takes, on my machine, 6-7 minutes. I have heard that Jason is considering to implement the AI mods in game officially... The AI needs further looking now with Career mode, anyway... Fingers crossed then!
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The career is superb.. at last I feel as if I actualy belong to my squadron, I have a task, it gives me ambition, it sometimes allows me to be reckless, but other times absolutely fearful of being killed. Yes, it has flaws, what doesn't? but I've not enjoyed a game so much in an age!
Brigs, I have to say so am I!.. I'm an absolutely confirmed WWII aviation junkie, but when the game was offered up as a free download, I thought, why not? just see what it's about. I've always been a lurker ref RoF, and was very impressed with all the screenshots and from the video's I'd seen. Got to say it.. from the moment I played it, it absolutely hooked me, and I was kicking myself for not purchasing the game before! Having flown an open cockpit aircraft I was very impressed with a very similar impression with the game.. The career is simply great, plus I'm running Pat's one at the same time, (like the fact I can actualy do my own AAR's).. I've invested in a few of the planes and the field mods, leaving out the aircraft I know I won't fly, so the system 777 have implemented works for me..
Registered: 04/23/02
Posts: 3948
Loc: Texas, United States of Americ...
Originally Posted By: elephant_
I've told you many times...none whatsoever!
I don't know . . . been noticing since the mod is installed, the AI (i.e., my flight lead in an N.17) doesn't seem to want to engage anything . . . one mission we flew right by a DFW C.V taking off as if he wasn't there. Another (an N.11, this time) left me to fight an Albatross D.II by myself while he (my flight lead) continued on the mission. Maybe its that way anyway, but only noticed it with the mod.
Registered: 10/19/01
Posts: 2222
Loc: Lafayette, LA. USA
Originally Posted By: elephant_
Guys, for your convinience I've uploaded the latest,Criquet's ModAI with gavagai's two seater tweak incorporated, at Mediafire. Copy the data folder to your RoF main directory and merge folders. For those who are using JSGME, extract ModAI+AIgunner folder to your MODS folder and enable via JSGME.
PS: You can use as it is, nothing to delete or disable.
AIgunner mod revised with the latest version
OK, I have the "standard" game installed with the newest update. I don't know what JSGME is and I'm not sure what folders have to be "merged" and merged to what?
I extracted the file and have the ModAI+AIgunner folder--do I just take that folder and place it in the main ROF folder, the folder that contains ROF campaign, data, updates, etc? The sim is working perfectly right now and I want to make sure I don't do anything to screw it up!!!
OK, I have the "standard" game installed with the newest update. I don't know what JSGME is and I'm not sure what folders have to be "merged" and merged to what?
I haven't used this mod but have used JSGME before: JSGEM Web Site It's easy to esst up and use. Just go there and get the latest version and follow the easy directions to install. This allows you to go back and forth between using it and not having your original files get over written. You can do this manually of course but this makes it very easy. You can also just use the "Recovery" function if you don't like the mod and that will reset everything. Just make sure you have a copy of your input files that you've created (won't get deleted just have backups for safety's sake) and startup.cfg file and copy it back once the recovery is finished..
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Brigs, I have to say so am I!.. I'm an absolutely confirmed WWII aviation junkie, but when the game was offered up as a free download, I thought, why not? just see what it's about. I've always been a lurker ref RoF, and was very impressed with all the screenshots and from the video's I'd seen. Got to say it.. from the moment I played it, it absolutely hooked me, and I was kicking myself for not purchasing the game before! Having flown an open cockpit aircraft I was very impressed with a very similar impression with the game.. The career is simply great, plus I'm running Pat's one at the same time, (like the fact I can actualy do my own AAR's).. I've invested in a few of the planes and the field mods, leaving out the aircraft I know I won't fly, so the system 777 have implemented works for me..
I started following ROF as something to while away the time while waiting for CloD. Although a lifelong WW2 aviation junkie I knew very litle about WW1 and could recognise maybe a handful of planes at best. ROF has opened up a whole new world of reading and flightsimming, the flight modelling drew me in initially and now its hard to fly anything else without the physics feeling a bit flat. The only other sims that compare in feeling of flight terms are Condor (Gliding sim) and the DCS series, and the comparison with the DCS series FM is quite understandable
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I don't know . . . been noticing since the mod is installed, the AI (i.e., my flight lead in an N.17) doesn't seem to want to engage anything . . . one mission we flew right by a DFW C.V taking off as if he wasn't there. Another (an N.11, this time) left me to fight an Albatross D.II by myself while he (my flight lead) continued on the mission. Maybe its that way anyway, but only noticed it with the mod.
Problems with not all of your flight engaging seem to happen mods-off, too, in the new career mode. Press 7 for "search for enemy air" to make sure that all of your flight engages the enemy.
Registered: 10/19/01
Posts: 2222
Loc: Lafayette, LA. USA
Originally Posted By: Copterdrvr
Originally Posted By: elephant_
Guys, for your convinience I've uploaded the latest,Criquet's ModAI with gavagai's two seater tweak incorporated, at Mediafire. Copy the data folder to your RoF main directory and merge folders. For those who are using JSGME, extract ModAI+AIgunner folder to your MODS folder and enable via JSGME.
PS: You can use as it is, nothing to delete or disable.
AIgunner mod revised with the latest version
OK, I have the "standard" game installed with the newest update. I don't know what JSGME is and I'm not sure what folders have to be "merged" and merged to what?
I extracted the file and have the ModAI+AIgunner folder--do I just take that folder and place it in the main ROF folder, the folder that contains ROF campaign, data, updates, etc? The sim is working perfectly right now and I want to make sure I don't do anything to screw it up!!!
Open the main RoF folder, open 'data', locate 'LuaScripts' and drop it in that folder.. Remember to check mods on before you start the game.. worked for me
Registered: 05/18/04
Posts: 783
Loc: Perth australia
Thanks for packaging these great mods, they along with the updated viewing distance have really made the game enjoyable for me.
Cheers Craig
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The problem with the World is stupidity. I'm not saying there should be a capital punishment for stupidity, but why don't we just take the safety labels off of everything and let the problem solve itself?
The actual mod folder with the files contained, are just dropped into your LuaScripts folder as is.. thats how it worked for me. If you don't like the mod you just remove it from LuaScripts and everything is back to normal.
Just check you have unzipped your mod files to another folder, then remove the files 'ai' and 'world objects' and put them in your LuaScripts folder. Or you could drop the 'data' folder into your main RoF folder and let it overwrite to the correct location.
Just check you have unzipped your mod files to another folder, then remove the files 'ai' and 'world objects' and put them in your LuaScripts folder. Or you could drop the 'data' folder into your main RoF folder and let it overwrite to the correct location.
This may be too much to hope, but: would over-writing the original files eliminate the additional load time associated with "mods on," or is RoF too smart for that?
Updated download with latest version of gavagai's gunnerMod, Also available a mod Combo originally put together by gavagai in Official RoF Forums. More details in original post, (1st page)...
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Originally Posted By: Paul Roberts
This may be too much to hope, but: would over-writing the original files eliminate the additional load time associated with "mods on," or is RoF too smart for that?
The files are "packed", but there is an unpacking utility available but no "repack" utility to reintroduce into the sim sans mod.
#3370135 - 08/18/1106:08 PMRe: Criquet's Mod AI+gavagai gunners mod-merged - Mediafire link
[Re: elephant]
Avimimus
Contributing Editor Two-speed Five-Blade Fan
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Registered: 11/19/01
Posts: 2980
Loc: Canada
Two questions:
I'm looking for the files for the Handley-Page's gunners - they're missing from the mod (it would also be great to have the default gunner AI values).
I'm also looking for the contact info for the authors. I figure I should at least let them know before releasing my own version. I have been tweaking the gunners to have higher dispersion values and made them slower to move (taking into account the difficulties in a flying airplane). These are nice tweaks as the equalize player and AI gunners somewhat. I also returned the Brisfits to two gun configurations (as that is what is modeled) and restored the ammo count. I'm quite satisfied with the results.
Registered: 10/04/03
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Getting this when I click on the link in the first post,
HTTP 404 - Object Not Found
Both links that is.
Paul
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Registered: 10/04/03
Posts: 1148
Loc: Tonyrefail South Wales
Strange that Elephant_ ,Trooper had problems and myself and we are both from the UK.
HTTP 404 - Object Not Found The requested URL was not found on this server. thttpd/2.25b 29dec2003
Paul
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Registered: 07/26/10
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Originally Posted By: elephant_
... A mod that reduces tracers from one every three bullets, to one every six bullets.
I'll see if I can pick this mod out of the bunch because I'm not liking it personally. If you're acting as a gunner this "1 out of 6" tracer really hobbles your ability to predict and adjust trajectory to make hits, unless you've got the skills/eye of the AI
Tracer load is, and was historically, a personal preference with 1 in 4 and 1 in 5 more common choices according to references. I do agree 1 in 3 is overdoing it...
Registered: 10/04/03
Posts: 1148
Loc: Tonyrefail South Wales
Got it thanks from the ROF forums.
Paul
Edited by Simbo 123 SQDN (09/04/1102:36 AM) Edit Reason: Can`t see straight on a sunday morning !
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Registered: 07/26/10
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Perhaps of interest to some, Avimimus has also posted an interesting mod (built on and incorporating others) on August 30 that goes a little further in tweaking AI rear gunner variables. LINK HERE
This is starting to get complicated choosing between the options, but the Avimimus mod does not have the reduced tracer...
Copy the data folder to your RoF main directory and merge folders.
What do you mean by "merge folders" ?
Thanks.
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Well, if you don't want to use JSGME and choose the other method to install... You should paste the data folder contained in the Mod of your preferance, to your RoF main directory. Because there is already a data folder there, Windows will ask you if you want to merge the two folders to one. You should choose Yes. (Not sure if the English Windows use the word merge as I have the Greek version installed...hope it's understandable now) Sorry if I was not clear enough, in the first place!
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Wow! Criquet's AI mod is fabulous! The fights are so much more challenging now and don't just immediately drop to the deck anymore. It really adds a nice vertical element to the combat which, in my opinion, does an outstanding job of adding a lot of challenge to which air combat tactics you are going to use to survive, let alone win.
I just lost like 8 out of 10 Quick Missions of me in various Allied scouts (pup, triplane, N17) against a trio of Albatros DIII Aces. That used to be a walk in the park. Not anymore. My hats off to Criquet. Between this and the other mods out there, as well as the beta Career mode, Rise of Flight is rounding out very nicely.
Here's a quick 2 minute video of me trying to fight off all 3 Alb DIIIs in my little pup. I made a valiant attempt at staying in the middle and turning into my attackers, but alas...
If you haven't tried the mods elephant listed at the OP of this thread, I highly recommend them all. Nothing is perfect, but it certainly ups the realism and difficulty.
Hellshade
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Sorry guys, I haven't revised the download since September, so RE.8 is not included in my file... and probably is not compatible with v.1.023! I'll do it ASAP... Meanwhile, you can find the most recent gavagai's Mod Compilation file here:
I'm new to to JSGME. I have it installed with mods, but not sure how to change once new versions come out. I guess just swap the old folders out and it's as simple as that?
Registered: 11/29/08
Posts: 156
Loc: Plaquemine, La, US
Hey guys!! I'm sorry if this has been asked before... I've skimmed through the post here, but may have missed it... I'm having a problem with the mod.
I downloaded it just fine, unzipped it, and "merged" the Data folder from the mod with the Data folder in my root RoF directory. That was simple. I then went back into the game and started a quick mission (I had the game in Mods On mode since before i downloaded this one). I selected my plane, enemy's plane, etc., and clicked Begin Mission. The game went to its usual slideshow of aircraft, the loading bar gets to about 75-80%, and all of a sudden it says that RoF.exe has stopped working. I can only play Mods Off now. Any ideas? I'd really love to get this mod working. I haven't shot down a single two-seater in my career (I'm too terrified to engage them... for good reason), and I've got something like 55-60 victories in ~6 weeks of combat. I'd REALLY love to see this new AI mod, plus the gunner mod as well :-P Thanks, guys. Keep up the good work, and happy hunting!!
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Registered: 07/26/10
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Sounds like a mods install problem. From your description it doesn't sound like you installed to the JSGME 'Mods' folder. If you didn't, go back into the "Data folder in my root RoF directory" and delete the folders/files you installed and see if that solves the game problem.
If RoF now works with mods, redownload the mod (if required) and read up on JSGME.
Registered: 11/29/08
Posts: 156
Loc: Plaquemine, La, US
Thanks, Bandy. I'll give that a shot in just a bit. It may be that I don't have JSGME for RoF (I used to have it for IL2 and Silent Hunter). Is it required for this mod? Sorry if I missed a post saying it was.
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Registered: 11/29/08
Posts: 156
Loc: Plaquemine, La, US
Ok, so I answered my own question with the first post. JSGME isn't required. But, I did do as instructions in further posts said; I took the Data folder from the mod and overwrote the Data folder in my main RoF directory. I tried looking for folders to delete, but I'm not sure which one's I should. Any ideas? Thanks!
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"A thousand flights mean a thousand landings. Somehow you always have to come down, one way or another. And then one one day it will be for the last time."
1. Delete the folder called "AI" in Rise of Flight\data\luascripts 2. Delete the "JSGMEMODS" folder in Rise of Flight 3. Copy in the new JSGMEMODS folder 4. Enable the mods you want
That way you shouldn't run into any of the ctd problems caused by an unnecessary file in the AI folder.
Registered: 11/29/08
Posts: 156
Loc: Plaquemine, La, US
Thanks, guys. That did it. The new mod is in (with JSGME installed), and the game runs fine. Now I just have to test it later and watch my bee-hind get flamed by the new AI and even the re-tuned gunners Thanks again and happy hunting!!
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"A thousand flights mean a thousand landings. Somehow you always have to come down, one way or another. And then one one day it will be for the last time."
Since my original merged, Criquet's AI + gavagai's gunners AI became obsolete, I've replaced it with the latest gavagai's Mods Compilation for JSGME. (Changed the thread title as well) Download link at the now modified first post.
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Registered: 07/26/10
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Thank you for keeping the post up to date, I nearly re-installed an old copy.
Noticed you have a mod for decreased AAA effectiveness.
I've mentioned this before in other threads, and others have also agreed, that some of us (for whatever reason) find exactly the opposite, that AAA is NOT effective at all. I suspect this happens on low to mid-range systems, where the processing thread for AAA is perhaps of less priority (compared to AI aircraft and other physics) and so simply does not generate a realistic flak experience. Just a guess, other opinions welcome...
Now that the AAA file is isolated, hope you don't mind if I try to find a better balance for RoF on my system and increase AAA activity.
I have included the latest AI Gunner Mod by Avimimus, in the Download. You may now enable eithe gavagai's original AI Gunner Mod or the Avimimus' alternative. What does the latter do:
Quote:
Features in the new 'october' version 1.023b
Basic overview:
- Increased dispersion makes gunners less effective at long range and against ground targets (however, it makes radiator kills more likely)
- Slower turret rotations speeds recreate some of the difficulties of turning the gun, aiming and firing (three separate tasks) from a moving plane and makes close range shooting more of a challenge. This feature also makes different types of enemy gunners more diverse opponents.
- Gunner AI has been radically reworked to be less predictable and more frantic. The overall effect is more human and more frightening.
Gun mechanics:
- Rotation speeds for the gunner rings were reduced further. The pintle mount of the Parabellum is still relatively nimble. However, the the gunner rings are almost as slow, and the Scarff ring has difficulty tracking targets at close range (especially when weighed down by a second Lewis gun).
- The gun axis are more likely to move independently (eg. the pintle's yaw moves first, then the ring moves).
- Gun jam frequencies were increased slightly for the twin Lewis guns (to better match the R.E.8), overall gun jams were reduced slightly.
- All guns have reduced dispersion (although still higher than the original settings), especially the lewis - although dispersion is still higher than in the original.
- An updated set of sector limits has been incorporated (courtesy of Gavagai - with a few further tweaks by me)
- Precision of gun rotation was reduced slightly
Gunner aiming:
- Ace Gunners will open fire at slightly longer ranges (but will still be more likely than Veterans to conserve ammo)
- Gunners have slightly more trouble judging their target's velocity and distance (tending to overshoot or undershoot at longer ranges)
- Gunners make minor corrections to their aim during a burst ('walking' their tracers over the target)
- Gunners correct their aimpoint almost twice as often (will switch to higher priority targets)
- Gunners will conserve ammunition slightly more effectively
- There is more variation between gunner skill levels
Gunner posture issues:
- The gunners' aim will be thrown off slightly more by manoeuvering
- The gunners will now be slightly more likely to try and fire while the aircraft is manoeuvering (gunner waits until slightly higher G forces before pulling themselves into the fuselage)
- Gunners were made almost twice as slow to respond to surprise attacks (mainly relevant during diving passes)
- Gunners take slightly longer to change stances (tweaked for each position/aircraft)
- The O/400 dorsal gunner shifts position more rapidly (but still less rapidly than the original. A variation is available which modifies the animations and firing arcs to allow the Handley-Page O/400's dorsal gunner to fire backwards (This seems to have been possible in reality, given the mounting, although bracing would get increasingly difficult. The main problem with these settings is that the gunner's 3d model either has to cease lining up with the gun animation or tends to bisect the fuselage. This limitation to the animation system may have motivated the programming of the current limitations to the firing arcs)
Other changes:
- Three ammunition drums were transfered from the ventral to the dorsal position on the HP 0/400 (as the positions were connected in flight).
- Gunner hitpoints were reduced (although this effect may not appear in-game)
- Support has been added for the R.E.8
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Registered: 11/29/08
Posts: 156
Loc: Plaquemine, La, US
Question... When the mod is updated, do I have to delete my old JSGME out of my RoF directory, or just copy and paste the new mods into my MODS folder? I've noticed that the updated downloads are JSGME .zip files instead of the mod .zips. Just wondering in case I'm doing too much work for nothing.
Love these mods, btw. I just had a fight in the Albatros d.II against a flight of Nieuports. They were far above us, but instead of giving up their altitude advantage, they stayed up high till we had climbed up to them. Then, once we were up there, they used the Nieuport's better altitude performance to their advantage (We were up at around 8,000 feet), and we had a tough time turning with them. Shot them all down, though. I'm loving it.
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"A thousand flights mean a thousand landings. Somehow you always have to come down, one way or another. And then one one day it will be for the last time."
No need to delete JSGME. You have to run JSGME, disable and delete the old Mods first. Then drop the new mods into your MODS folder, (whatever it's named), and enable the ones you want.
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Registered: 11/29/08
Posts: 156
Loc: Plaquemine, La, US
Thanks, elephant! That's what I was looking for. Happy hunting!!
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I get this warning when installing the Avimimius_Gunner Mod
"Folder "data\LuaScripts\worldobjects" has already been added by the "AI gunner mod" mod. "breguet14_t.txt" has already been altered by the "AI gunner mod" mod. "bristolf2bf2_t.txt" has already been altered by the "AI gunner mod" mod. "bristolf2bf3_t.txt" has already been altered by the "AI gunner mod" mod. "dfwc5_t.txt" has already been altered by the "AI gunner mod" mod. "gothag5_t1.txt" has already been altered by the "AI gunner mod" mod. "gothag5_t2.txt" has already been altered by the "AI gunner mod" mod. "hp400_t1.txt" has already been altered by the "AI gunner mod" mod. "re8_t.txt" has already been altered by the "AI gunner mod" mod. "turretcontrollerai.txt" has already been altered by the "AI gunner mod" mod. "
#3511861 - 02/05/1207:36 AMRe: Criquet's Mod AI - Mediafire link
[Re: elephant]
Avimimus
Contributing Editor Two-speed Five-Blade Fan
Senior Member
Registered: 11/19/01
Posts: 2980
Loc: Canada
Hello,
To clarify: - Gavagai's gunner mod keeps gunners from shooting trhough the fuselauge - The Avimimus gunner mod, incorporates Gavagai's work *and* increases gunner dispersion, decreases the rotation rate of the gunner positions and heavily reworks the AI settings.
I'd recommend trying out my newest gunner mod - if only because it needs more testing. In particular, I'm curious about whether there are any ways to exploit the AI.
P.S. The AI changes can be reversed through deleting 'turretcontrollerai.txt' The AAA mod requires significant reworking (it hasn't been touched since September).