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AI aircrafts

gosd

Charter Member
I would like to exchange on the usage of AI aicrafts. I know how to make them thanks to Nigel's tutorial, and I usually use them for making british or other non US or german aircrafts that I want to spawn randomly.
But are there other usages for AI aircrafts, like putting them in a game that requires many aircrafts ...?
 
AI

if they are made well they are usually used when you want to have more than 30 planes in the air. One use is for bomber streams and you would like to get 30 planes up. Most of the AI are pretty good except the b24, even the ai's will kill your framerates.

For instance you can get 30-40 Lancasters and Halifaxes up with a bunch of nightfighters
 
Yes,
AI aircraft are Great for large formations..
I always try to use them, It is difficult to build missions with massive numbers..
Only with AI birds can I achive this without stopping my computer cold..

The FPS drops badly when one tries to use Non AI for this..
 
Another AI use

In ETO, a lot of aircraft have an AI version. The "non-AI" version is set with spawn=n and can be used as a mission or campaign-required aircraft. The AI version will spawn randomly. The advantage of this system is that you can get rid of the "sniper" effect of gunstations, by reducing the tracking rate for trainable guns on the AI version of the aircraft.

This helps a lot as it can be disconcerting to be repeatedly "pinged" by super accurate bomber gunners at the extreme end of their range.
 
This helps a lot as it can be disconcerting to be repeatedly "pinged" by super accurate bomber gunners at the extreme end of their range.
I would like some pointers on how to make bomber's defensive guns less accurate. How is this done on these AI planes? My Ju-88s are ridiculously deadly.
 
first backup the xdp files
then change the ratelimit of the gunstations to a lower valeu
save the xdp file
delete the bdp file

from now on the guns move slower, so if you don't come in from straight behind the bombers, the defensive gunners can't move quick enough to track you

if you make an spawnable AI version and a not spawnable flyable version of the same plane you will have an aircraft that you can fly and defend normally while if you encounter it as an enemy you will have a chance to shoot it down without being peppered yourself
 
first backup the xdp files
then change the ratelimit of the gunstations to a lower valeu
save the xdp file
delete the bdp file

from now on the guns move slower, so if you don't come in from straight behind the bombers, the defensive gunners can't move quick enough to track you

if you make an spawnable AI version and a not spawnable flyable version of the same plane you will have an aircraft that you can fly and defend normally while if you encounter it as an enemy you will have a chance to shoot it down without being peppered yourself
Thank you, this worked! I did this long ago on an old install but forgot how to do it.
 
"Noise" of weapons

Hi Old Crow, glad it worked. The latest version of ETO also utilises another mod to affect accuracy - modifying some of the rounds in the Weapons folder. The maistros have increased the "noise" of some key rounds, such as flak rounds, in their xdp files.

It makes sense to do this especially for things like hand held defensive MGs in a bomber - they shouldn't be able to "snipe".

However no need to worry about this if you are already using ETO 1.4!!
cheers
D
 
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