Anyway to make AI more formidable?

OldCrow

Charter Member
Just wondering if there's a way to make the AI more effective? Especially my own squadron or flight.

I'm running into scenerios where, say on a fighter sweep...my flight aproaches say, 2 enemy airplanes and we have altitude and speed and yet my guys, when told to attack, simply can't seem to do anything to the enemy, and many times, vice versa.

It's like a stalemate! I end up killing 4x the amount the rest of my flight does.

What do you brilliant people know about AI?
 
Well most of us think ai is too formidable when it comes to the enemy ai. As for your own flight if they don't attack the target you have padlocked then I can't help you other than plead with them to to it again.
 
Well most of us think ai is too formidable when it comes to the enemy ai. As for your own flight if they don't attack the target you have padlocked then I can't help you other than plead with them to to it again.
LOL...I did plead!!!

Actually, they are attacking each other, it just seems that neither friendly or enemy AI kill each other at times. I end up having to do all the killing...which isn't realistic obviously, and not to mention, hard on my ammo counter.

Is there some way to readjust or alter the AI files? Like improving vision and such?
 
2 things. 1. Make sure you have an air-to-air set up selected. Smoetimes even just "clean" as opposed to nothing at all. This way the AI knows it has ammo. 2. Go into your pilotconstants.xml file. Not sure where it lives anymore. Adjust your vision rings for blind, poor, normal, and excellent, out a ways so you can see things further away. I even like this for the player pilot. It gives you more time to employ tactics before a merge. This should help your sqadronmates too. It's a marix-like set so follow the model you see there. I think I have mine maxed out at 6000. No more is possible I'm afraid. To me it helps a lot.

Also, on ground attack, get into a peel-off tactical separation and make a complete circuit with each pass. The AI have an easier time following you, finding space to make there own run, and stay in line. It's a lot like AI landings. If you are too close they freak out. They can get kind of good. Also, you can edit their skill level in the unlimitedpilots.xml. They will build experience during campaign.
 
2 things. 1. Make sure you have an air-to-air set up selected. Smoetimes even just "clean" as opposed to nothing at all. This way the AI knows it has ammo. 2. Go into your pilotconstants.xml file. Not sure where it lives anymore. Adjust your vision rings for blind, poor, normal, and excellent, out a ways so you can see things further away. I even like this for the player pilot. It gives you more time to employ tactics before a merge. This should help your sqadronmates too. It's a marix-like set so follow the model you see there. I think I have mine maxed out at 6000. No more is possible I'm afraid. To me it helps a lot.

Also, on ground attack, get into a peel-off tactical separation and make a complete circuit with each pass. The AI have an easier time following you, finding space to make there own run, and stay in line. It's a lot like AI landings. If you are too close they freak out. They can get kind of good. Also, you can edit their skill level in the unlimitedpilots.xml. They will build experience during campaign.
Thanks a million. That's the kind of info I need. The vision is brutal. By time my flight realizes there's enemy and follow my attack commands, I'm alreadt passed them! I'll see if I can get all this to work!
 
Hey Squiffy...is this the section you meant?

<entry name="VisionRanges" type="int=string"
value="0=None,400=Close,1500=Normal,3000=Far,6000=Extreme" />
<entry name="VisionClasses" type="int=string"
value="0=Blind,1=Below Average,26=Average,51=Above Average,76=Superior" />
<entry name="VisionRangeMods_Class1" type="int" value="0,-100,-400,-800,-1500" />
<entry name="VisionRangeMods_Class2" type="int" value="0,0,0,0,0" />
<entry name="VisionRangeMods_Class3" type="int" value="0,525,875,1125,1000" />
<entry name="VisionRangeMods_Class4" type="int" value="0,1050,1750,2250,2000" />

I don't quite understand what to edit, or better yet, what to set them at. Can you show me an example?
 
Hi Oldcrow,

I copy all the tips of the others: I found them on the old threads too.
One tip from the old masters isn't mentioned here yet: sometimes it helpes to order to form formation again and then order them to attack a specific target. Especially when your flight keeps calling: I can't comply - I 'am busy (or something like that).

RemcoC
 
Here's how mine are set:

# <entry name="VisionRanges" type="int=string" #value="0=None,1000=Close,2000=Normal,4000=Far,6000=Extreme"/>
# <entry name="VisionClasses" type="int=string" value="0=Blind,1=Below #Average,26=Average,51=Above Average,76=Superior"/>
# <entry name="VisionRangeMods_Class1" type="int" #value="400,600,800,1000,800"/>
# <entry name="VisionRangeMods_Class2" type="int" #value="600,800,1000,2000,1000"/>
# <entry name="VisionRangeMods_Class3" type="int" #value="800,1000,2000,4000,2000"/>
# <entry name="VisionRangeMods_Class4" type="int" #value="1000,2000,4000,5999,4000"/>

Just ignore the pound signs #. Make a backup first, then change the values to this and save. Also, change your pilot vision value if you can. They should be in unlimitespilots.xml in the app data folder. Then also in pilotattributes.xml back in game folder. Boost the defaults.
 
Here's how mine are set:

# <entry name="VisionRanges" type="int=string" #value="0=None,1000=Close,2000=Normal,4000=Far,6000=Extreme"/>
# <entry name="VisionClasses" type="int=string" value="0=Blind,1=Below #Average,26=Average,51=Above Average,76=Superior"/>
# <entry name="VisionRangeMods_Class1" type="int" #value="400,600,800,1000,800"/>
# <entry name="VisionRangeMods_Class2" type="int" #value="600,800,1000,2000,1000"/>
# <entry name="VisionRangeMods_Class3" type="int" #value="800,1000,2000,4000,2000"/>
# <entry name="VisionRangeMods_Class4" type="int" #value="1000,2000,4000,5999,4000"/>

Just ignore the pound signs #. Make a backup first, then change the values to this and save. Also, change your pilot vision value if you can. They should be in unlimitespilots.xml in the app data folder. Then also in pilotattributes.xml back in game folder. Boost the defaults.
Hey Squiffy, thanks again. It really works. Do you know how to make it where the pilot names don't show up so soon? I'm getting the pilot name as far as a mile away! If I had my way, pilot names would just never appear, just the aircraft types.

I've tried to adjust it to make this work(no pilot names), but it just isn't working. Do you understand the formula they use?
 
in the country xml. I changed all of the "first names" to American, German, Brit, etc and the "last names" to aircraft.
so now they just show up as the nationality and not pilot names.
 
Hmmm, you might adjust the first few ring entries so the bogey designation lasts longer. See if that works. Maybe rename pilots to Bandit? Naw, then friendlies would be messed up. Try the rings and post back.
 
Hmmm, you might adjust the first few ring entries so the bogey designation lasts longer. See if that works. Try the rings and post back.
Hmmm, well I tried making them smaller #'s and it did strange things. Like QC dogfight didn't even funtion. The enemy stopped appearing...it was odd. Like they just never came.
 
THIS WORKED!:woot:
The key is to lower the 2nd number to "0" in the VisionRangeMods_Class#! Name tags are showing up ONLY within spitting distance. This might even be made better with a lower number. I'm using these settings below and they seem pretty good. I might try to improve things again and make them all better except the name tags.

<entry name="VisionRanges" type="int=string"
value="0=None,400=Close,1500=Normal,3000=Far,6000=Extreme" />
<entry name="VisionClasses" type="int=string"
value="0=Blind,1=Below Average,26=Average,51=Above Average,76=Superior" />
<entry name="VisionRangeMods_Class1" type="int" value="0,0,0,0,0" />
<entry name="VisionRangeMods_Class2" type="int" value="0,0,875,1125,1000" />
<entry name="VisionRangeMods_Class3" type="int" value="0,0,1750,2250,2000" />
<entry name="VisionRangeMods_Class4" type="int" value="0,0,3500,4500,4000" />
 
What about changing this in pilotconstants.xml file:

<entry name="AIWingmenExperienceCap" type="int" value="1"/>
<entry name="AIWingmenAccuracyCap" type="int" value="1"/>

to this:

<entry name="AIWingmenExperienceCap" type="int" value="3"/>
<entry name="AIWingmenAccuracyCap" type="int" value="3"/>

I did it and I don't see any difference. Anyone else do this? Did you notice anything different?
 
Hi Old Crow,
another way to improve AI which isn't mentioned yet is to increase the CPU speed, by overclocking a bit. This helps both enemy and friendly AI.

I imagine that your wingman AI behaviour is also influenced by their loadouts - ie. whether they think they are in search_destry mode, escort mode, or intercept mode.
 
I imagine that your wingman AI behaviour is also influenced by their loadouts - ie. whether they think they are in search_destry mode, escort mode, or intercept mode.
yes, there is something like this. If I remember well, AI don't look for ennemy aircrafts at the same range if they are into sweep or intercept mission.
 
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