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#3208332 - 02/15/11 03:09 PM Rear Gunner and AI Mod Question.  
Joined: Sep 2006
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Pawgy Offline
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Pawgy  Offline
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Kent, Ohio USA
I have noticed that there have been quite a few posts reguarding the deadliness of the rear gunner in the DFw CV or any of the 2 seater scout planes. Even though I have now been able to shoot a few down I think they get me more than I get them. With a plane bouncing all over the sky and the way the guns were mounted, they are unrealistcly accurate.

In the AI Mode v6, I have been looking in the Data,luascripts, AI files for the lines you might adjust to reduce their deadlness to something more realistic. I was wondering if this was possible? I have them set on novice but i think this just effects the way they fly and does not impact the rear gunners accuracy.


Last edited by Pawgy; 02/15/11 03:12 PM.
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#3208418 - 02/15/11 04:59 PM Re: Rear Gunner and AI Mod Question. [Re: Pawgy]  
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Freycinet Offline
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To me the AI rear gunner of, for instance, the Gotha look way too precise in their shooting. They get me from way too far away. I agree that they should be dialled down.


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#3208463 - 02/15/11 05:44 PM Re: Rear Gunner and AI Mod Question. [Re: Pawgy]  
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Bandy Offline
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Then again, there are the AI gunners who are shooting their own airplanes apart. I've seen it a few times, they just keep blasting away... Not sure if this is a stock RoF or AI mod issue, but some sophisticated way of restricting the arc and pitch of fire needs to be devised, if not just implemented correctly.


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#3208536 - 02/15/11 06:51 PM Re: Rear Gunner and AI Mod Question. [Re: Bandy]  
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It really is a mixed bag that seems to go to extremes at times. I made a little movie with the Gotha and the included scenario mission and the other bomber that made it across the front lines (the 3rd one was blown out of the sky by flak) never had one of their gunners fire a shot at the 3 Spads that were tearing it up. They just sat there enjoying the scenery, which was nice on one hand in that they all focused on him and allowed me to get away and land at home! biggrin I have never used the AI mod so the behavior of the gunners shooting their own planes apart is inherent in the stock game.


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#3208555 - 02/15/11 07:07 PM Re: Rear Gunner and AI Mod Question. [Re: Pawgy]  
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Mogster Offline
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I'm quite happy with the 2 seaters being dangerous, somethings got to replace the fear of dying and prevent us getting 10 kills per mission.

This isn't WW2, we're approaching these aircaft with closing speeds of maybe 20mph, presenting a nice target. The gunners seem to have plenty of ammo so there's no reason to hold off on the trigger. Just look at the back seater ace list for WW1, its quite lengthy.


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#3208569 - 02/15/11 07:28 PM Re: Rear Gunner and AI Mod Question. [Re: Pawgy]  
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Avimimus Offline
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I personally am under the impression that ballistics could be improved slightly (eg. the dispersion dynamics seem to be a single value - rather than a mixture of aerodynamic forces, vibration of the gun mounting, barrel wear etc.) It would also be neat if the guns were harder (ie. slower) for the player to move against the airstream or g-forces (than with them).

However, I'm a pretty happy camper.

#3208651 - 02/15/11 09:23 PM Re: Rear Gunner and AI Mod Question. [Re: Mogster]  
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Bandy Offline
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Originally Posted By: Mogster
I'm quite happy with the 2 seaters being dangerous...

Oh, don't get me wrong, I want that as well. Its just that as mentioned they sometimes just sit there, or chew up their own wings. What's up with that!?!


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