#4443744 - 10/15/18 02:25 AM
Any way to get the AI to actually... fight back?
|
Joined: Jan 2006
Posts: 9,569
Mr_Blastman
Hotshot
|
Hotshot
Joined: Jan 2006
Posts: 9,569
Atlanta, GA
|
I was using Team Fusion mods up to 4.xxx, but never found the AI worth a darn, ever. Seems whenever I tried to engage the AI would often simply run away, and it got really boring. I love CLoD, and feel it gives the best feeling of flight I've ever experienced in any sim short of maybe Rise of Flight, and want to play but find the AI a session of chase the carrot.
Any ideas?
Last edited by Mr_Blastman; 10/15/18 02:25 AM.
|
|
#4443752 - 10/15/18 04:56 AM
Re: Any way to get the AI to actually... fight back?
[Re: Mr_Blastman]
|
Joined: Apr 2013
Posts: 2,079
Blade_Meister
Member
|
Member
Joined: Apr 2013
Posts: 2,079
Atlanta, GA, USA
|
Well, don't take this wrong, but that is the way it is supposed to be. I am assuming you are flying a Spit or Hurricane? The 109s are energy fighters pretty much and SOMETIMES CLOD does a pretty good job of using the aircraft how they should be used. Don't get me wrong, the AI have plenty of screwed up quirks that I am hoping TF re-designs, but as of late I have been flying the Huri and having fun 1 vs 1 against the Bf109e1(?) . In my experience I have to lure them in and get down low and try to entice them to make a turn or 2 and slow them down before they can climb away again. Snap shots are a must for me to get a few hits in and damage them and then pounce on them once they are hurt. If you just try to climb chase them it draws out the times between fights and does get boring. In my experience until you get some hits in you just can't chase them much. I am sure i have told you nothing new, but CLOD can be fun once you figure out how to entice the AI to turn a time or 2 for you. IMHO. S!Blade<><
Last edited by Blade_Meister; 10/15/18 04:57 AM.
|
|
#4443783 - 10/15/18 02:27 PM
Re: Any way to get the AI to actually... fight back?
[Re: Mr_Blastman]
|
Joined: Jan 2006
Posts: 9,569
Mr_Blastman
Hotshot
|
Hotshot
Joined: Jan 2006
Posts: 9,569
Atlanta, GA
|
Maybe I'm looking at the sim wrong, and you're right, the Germans would use whatever tactics were appropriate for their airframes and their mission--which was to drop bombs on Britain. Short of release, any other engagement was a nuisance and being over enemy territory, their only goal was to get in and out as fast as they could.
Still, sometimes I'd like a good old fashioned dogfight, and even in the skirmish mission they run away. I mostly fly spits, not hurricanes.
|
|
#4444202 - 10/18/18 02:06 AM
Re: Any way to get the AI to actually... fight back?
[Re: Mr_Blastman]
|
Joined: Mar 2001
Posts: 13,179
bisher
I'll be your Huckleberry
|
I'll be your Huckleberry
Veteran
Joined: Mar 2001
Posts: 13,179
Manitoba, Canada
|
If I recall correctly the AI skill settings have to be tweaked to get more aggressive behavior You piqued my curiosity Mr_Blastman so I created a simple mission just for fun I left all the ai skills at expert except for 'discipline' which I tweaked back to novice. I flew the lead of six 109s Me and the boys hunting Contact! 5 Wellingtons spotted, the boys pounce in an undisciplined display of discipline! A Wellington is knocked out of the sky on our first pass. I'm just observing. Impressive defensive firepower coming from the Wellingtons After several passes 3 Wellingtons remain This was my final pass as I"d lost part of my wingtip and aileron, and looking at my buddy, (background) as he leaks fluid, it was probably his last pass as well. The rest of our flight have been shot down. Two Wellingtons are still in the air I know it's not the same scenerio you described Mr_Blastman though I find 109 will engage if you harass them, otherwise they seem focused on their waypoint. I managed to get several 109s to chase me in this mission, though it took some work.
|
|
#4444616 - 10/20/18 07:27 PM
Re: Any way to get the AI to actually... fight back?
[Re: Mr_Blastman]
|
Joined: Mar 2001
Posts: 13,179
bisher
I'll be your Huckleberry
|
I'll be your Huckleberry
Veteran
Joined: Mar 2001
Posts: 13,179
Manitoba, Canada
|
Yes indeed I have Blitz installed I chased these guys for a while, after an initial furball, and suddenly the all rolled over and engaged in evasive maneuvers. I pursued one bandit for a 3 or 4 minutes, he kept climbing and then diving. Seemed like appropriate defense And yet here is an earlier mission, this 109 snuck up on my 6 but did not shoot. Maybe out of ammo, but I doubt it The pattern for ai seems to be engage upon initial contact, disengage, withdraw. Then you have to chase them down and get within a certain distance and they will engage, at least in defensive maneuvers. Low or no ammo may explain this but this does not seem to fit
|
|
#4444718 - 10/21/18 05:22 PM
Re: Any way to get the AI to actually... fight back?
[Re: bisher]
|
Joined: Nov 2001
Posts: 3,955
Sokol1
Senior Member
|
Senior Member
Joined: Nov 2001
Posts: 3,955
Internet
|
I left all the ai skills at expert except for 'discipline' which I tweaked back to novice.
The "Advanced Flight" skill set to maximum make CloD planes fly like "Tie Fighters" and roll like a i-16 or F-16, better tune this down a bit.
|
|
#4444720 - 10/21/18 05:29 PM
Re: Any way to get the AI to actually... fight back?
[Re: Mr_Blastman]
|
Joined: Nov 2001
Posts: 3,955
Sokol1
Senior Member
|
Senior Member
Joined: Nov 2001
Posts: 3,955
Internet
|
Whatever happened to the dynamic campaign generator Team Fusion used to have in subsequent versions that's no longer present in Blitz? "Team Fusion Dynamic Campaing Generator" present in 4.13 was just "TheEnlightenedFlorist Dynamic Campaign Generator". When releasing 4.50 Blitz - now a official version of game and no more "hacker MOD" TF fail in contact "TheEnlightenedFlorist" and get an formal authorization for include their code and due 1C legal restriction have the leave this out. But you can just install "TheEnlightenedFlorist Dynamic Campaign Generator" - available for download in ATAG forum, and have the same again. After install go to the folder an right click over the used DLL and "unblock" then.
|
|
#4444801 - 10/22/18 04:30 AM
Re: Any way to get the AI to actually... fight back?
[Re: Sokol1]
|
Joined: Mar 2001
Posts: 13,179
bisher
I'll be your Huckleberry
|
I'll be your Huckleberry
Veteran
Joined: Mar 2001
Posts: 13,179
Manitoba, Canada
|
I left all the ai skills at expert except for 'discipline' which I tweaked back to novice.
The "Advanced Flight" skill set to maximum make CloD planes fly like "Tie Fighters" and roll like a i-16 or F-16, better tune this down a bit. Yes! I thought there were two skills to set back but I could not recall what the second one was, thanks Sokol, I'll give that a go as well I was able to chase a Tie Fighter for several minutes, but rarely had a valid firing solution, he was using the vertical, jinking up and down, and difficult to track Tie Fighters inbound!
|
|
|
|