#4144466 - 07/09/15 11:03 AM
Not really a MOD
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Joined: Jun 2014
Posts: 1,595
OldHat
Member
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Member
Joined: Jun 2014
Posts: 1,595
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Just a file edit to alter the AI's maximum vision to identify planes - enemy or friendly.
1. Backup your simulation.xml file in the WOFF directory.
2. Right click on simulation.xml and open it with notepad.
3. Find and Edit the following line to whatever number you like (I'm using 1750 - default value is 750): perfectRange_met="1750"
4. Close and save.
Encounters are actually more interesting now:
1. Support flight now engages enemy most of the time.
2. Planes have more time to react, so not all enemies join the fight. They now have more time to run away which I've seen happen from both my flight and enemy flight.
3. Mission outcomes are still realistic along with my previous MOD installed.
Happy flying!
EDIT: Forgot to mention that the value is in meters. I'm also trying out 3000.
Last edited by OldHat; 07/09/15 11:49 AM. Reason: Added more info
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#4144556 - 07/09/15 02:55 PM
Re: Not really a MOD
[Re: OldHat]
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Joined: Mar 2003
Posts: 8,138
Polovski
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Hotshot
Joined: Mar 2003
Posts: 8,138
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In that case it's back how more like we had it in the past We deliberately reduced it to allow more passing by. Increasing the AI perfect range means they will definitely see you sooner. So all flights will see you from further away now. So if the support flight "joins in" more so will other flights including of course enemy flights so you will have more deaths from that too. Yes some will run away sooner, but also those that are up for a fight will now see you sooner and more often and attack more often rather than passing by sometimes. Flights running away happens already. If you increase the "perfect vision" it also means you will not be able to sneak up on aircraft as much too - something that often happened in WW1 As per usual there's a 100 other situations that get affected. Swings and roundabouts.
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#4145343 - 07/11/15 10:47 AM
Re: Not really a MOD
[Re: OldHat]
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Joined: Mar 2003
Posts: 8,138
Polovski
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Hotshot
Joined: Mar 2003
Posts: 8,138
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Yeah I think that's the problem with testing, and you have to test in Campaign not QC.
There's a whole lot more going on than the vision, many factors from flights and individuals pilots make up the whole decision making, from damage, advantage of craft abilities, pilot abilities, morale, fatigue, mission objectives, height advantage, speed, over the lines or not, cloud below in front etc and so on I won't bore you more. You will see what you saw with current vision settings, and also with our old vision settings (which we will likely revert to improve on other things we wish to work better).
The new vision was to make more dogfights break up earlier and so on but anyway more on that later.
Problem is you need to test like for a year to see all possibilities which is what we did (in fact nearly 2 years during development) to know it's not a placebo or other random event that is causing different things to happen.
Anyway I'll leave you guys to the modding and butt out. All the best.
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