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Old problem...

dasuto247

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Long running issue that I shelved before my hiatus is with the Wolfi Helldiver. For some reason won't release on initial run against ships, makes a dry run then comes around again, sometimes multiple dry runs, it looks silly and exposes them to AA fire, leading to many losses.Kind of ruins the mission..Also getting a lot of air to air collisions when in formation of just six planes and moving into position, during dives etc.. I'm using Wolfi's Helldiver with DP by Captain Kurt included with his skin
 
I worked with Wofi on this during the beta stages about nine years ago. Don't remember all of the developmental issues, but i think i may recall something about AI performance and non-breaking parts due to dp structures.

In going through my archives, the attachment below contains some AI air files and a dp with box numbers for breaking parts. I'm mainly a fighter jock in virtual world and i haven't flown the Helldiver in missions with AI for some time, so i can't verify the performance of these items. As a fallback alternative, you might also try the VB Helldiver's air files, but not the AvH 1% version which is primarily tailored for player experience.
 

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I worked with Wofi on this during the beta stages about nine years ago. Don't remember all of the developmental issues, but i think i may recall something about AI performance and non-breaking parts due to dp structures.

In going through my archives, the attachment below contains some AI air files and a dp with box numbers for breaking parts. I'm mainly a fighter jock in virtual world and i haven't flown the Helldiver in missions with AI for some time, so i can't verify the performance of these items. As a fallback alternative, you might also try the VB Helldiver's air files, but not the AvH 1% version which is primarily tailored for player experience.

Thanks ill give it a try. Just need to get the AI to behave properly.Kills me how plane will be in perfect dive and wont drop a bomb.
 
I worked with Wofi on this during the beta stages about nine years ago. Don't remember all of the developmental issues, but i think i may recall something about AI performance and non-breaking parts due to dp structures.

In going through my archives, the attachment below contains some AI air files and a dp with box numbers for breaking parts. I'm mainly a fighter jock in virtual world and i haven't flown the Helldiver in missions with AI for some time, so i can't verify the performance of these items. As a fallback alternative, you might also try the VB Helldiver's air files, but not the AvH 1% version which is primarily tailored for player experience.


Great suggestions.I replaced the airfile and .cfg(with some adjustment) with those from from the AB Helldiver, they actually drop bombs now, 98% of them released on first pass.I need to fix the DP so can carry internal and external drop tanks for scouting and ASW since Helldiver's internal fuel was not much.
 
lol this sim drives me crazy.Now AI Heldlivers using the AB airfile , not in my flight will make proper dive bombing attacks but those assigned to player flight make dry runs lol. Any ideas? Ridiculous
 
Player wingmen are dumber than basic AI. The game wants YOU to do all the work.
 
If your flight and any other Helldiver AI are working with the same flight dynamics, then the performance issues in your flight have come down to (A) your initial approach to targets, i.e. vector, altitude, airspeed, etc., (B) the way you are assigning targets to each element in the flight (they work in pairs with each "attack" command you issue), or (C) a combination of both A and B.

The proper performance of the non-flight Helldiver AI is a clear indication that we can eliminate the air files. So, that only leaves something you're doing or not doing correctly in managing your flight.
 
If your flight and any other Helldiver AI are working with the same flight dynamics, then the performance issues in your flight have come down to (A) your initial approach to targets, i.e. vector, altitude, airspeed, etc., (B) the way you are assigning targets to each element in the flight (they work in pairs with each "attack" command you issue), or (C) a combination of both A and B.

The proper performance of the non-flight Helldiver AI is a clear indication that we can eliminate the air files. So, that only leaves something you're doing or not doing correctly in managing your flight.



Well I considered that since the AI Helldivers in other flights would now release their bombs on first run yet those in my flight make a clean run in and refuse to drop. I had five Helldivers in my flight, so four AI wingman.I selected Taiho CV using as target, hit A, one pair broke off, hit A again, others broke off to attack.We were ar 13000 feet 160 knots about 5 miles from the ship. AI planes not in my flight made their runs, dropped bombs scored hits.Those in my flight made runs, but did not drop their bombs.

It's confusing as have this issue with no other dive bomber. SBD's no problem, Val's no problem.
 
Hmmmm...Five miles out??? I think that might be a bit too far for the AI engine's wingman manager. What's you vector to the target when you command the attack? Are you approaching head on, abeam, or astern? And how does your flight's vector compare to the other AI?

Swing your flight around the target(s) to an approach from astern, give the commands 1-2 miles out at a lower altitude, around FL55 to FL60.
 
Two of probably best carrier mission builders had their last way point before attacking ships with dive bombers set to 10000 feet for the player flight. the other way points before that ranged up to 15 to 20000 ft. They understood that AI dive bombers in the player flight attacked best at 6000 to 10000 ft.

Even AI Squadrons if set to higher alt. will drop down to a better alt. before attacking,you just don't always notice.

Bearcat is right about attacking from the rear and getting closer.

The category should also be set to 3,you get a steeper dive by the AI and if the squadron is attacked by enemy fighters they will rejoin better. Pen32Win did a write up about this many years ago after extensive testing. The post was lost in the 2005 SOH crash.

My suggestion is to do test missions with various planes to learn their behavior. I would say the person who comes in the forum the most and understands the AI is Bearcat,so I would would take note of what he says.
 
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