ETO wing men are so slouchy!

alcanallen

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Some one please!flying missions in ETO 1.5 and other sims the wing men are not tuned to the action,they fly around aimlessly and get picked off repeatedly,is there any way of getting these pilots into the action,they are an embarrassment to their squadrons and should perform more proactively!
 
Some one please!flying missions in ETO 1.5 and other sims the wing men are not tuned to the action,they fly around aimlessly and get picked off repeatedly,is there any way of getting these pilots into the action,they are an embarrassment to their squadrons and should perform more proactively!
CFS3 friendly Ai sucks mate always did and always will do, unless somebody decides to improve it! The wing man radio comands are also very limited. I´m afraid there´s nothing we can do about it. A2A simulations released Firepower addon for CFS3 some years ago - in fact many - but nothing was done regarding AI. That´s a shame because their know how is tremendous just try BoB Wings of Victory II to see it - Ai´s ruthless courtesy of A2A team.
 
AI Performance

Some one please!flying missions in ETO 1.5 and other sims the wing men are not tuned to the action,they fly around aimlessly and get picked off repeatedly,is there any way of getting these pilots into the action,they are an embarrassment to their squadrons and should perform more proactively!

Hi alcanallen, I have done a detailed post in the Knowledgebase sticky on how to improve AI performance for campaign play. Obviously if it is single mission flying then you can increase the skill levels in the mission's xml file. For QC there are also skill settings.

But for campaigns, my post explains about pilotconstants and pilotattributes tweaks, as well as tweaks in the campaigns section of the uisel.xml.

However from the sounds of your description, you also need to manage your wingmen, they should not be flying around aimlessly; you need to be directing them to targets. You are after all the flight leader and as such in campaign missions you earn more experience/prestige than your wingmen, however if you direct your wingmen you whole squadron will gain more points from a campaign mission and you will be able to upgrade aircraft/move HQs/start offensives more quickly.

HTH :wavey:
 
I've never really looked into this erather important issue, but i'm not into campaigns; only historical missions. If I understand your knowledge base post correctly and having looked at the pilotconstants.xml, the latter seems to only apply to campaigns. Correct?
pilotattributes.xml is more general inc missions?
I'm not quite clear how the country.xml effects performance? (I was wondering if ioone could add pilots though if one kept to that format?)
IIRC Nigel was messing around with changing ai aircraft xdp files; at least with an experimental Bf110

I know WOFF has gone a long way on improving ai performance but I don't know if anyone has analyzed that successfully.
 
Wingmen skill levell

Firstly i do direct the flight,yesterday i came up behind a Fw 200 and ordered my no 2 to attack he acknowledged but wafted around aimlessly when another was given he replied that he was engaged and couldn`t comply,bummer!
And thanks for the response,most missions are at skill 3,how high can you go modding the xml file!
 
I've never really looked into this erather important issue, but i'm not into campaigns; only historical missions. If I understand your knowledge base post correctly and having looked at the pilotconstants.xml, the latter seems to only apply to campaigns. Correct?
pilotattributes.xml is more general inc missions?
I'm not quite clear how the country.xml effects performance? (I was wondering if ioone could add pilots though if one kept to that format?)
IIRC Nigel was messing around with changing ai aircraft xdp files; at least with an experimental Bf110

I know WOFF has gone a long way on improving ai performance but I don't know if anyone has analyzed that successfully.

Hi mongoose, yes the stuff in the knowledge base post is aimed at campaigns. However I would say that some of the tweaks should also influence AI pilots in single missions - it would be interesting to test.

For instance,

"One tweak I put in the pilotconstants file is:

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

The default values are 1 and 1. I think the “cap” stands for “capacity” but its not obvious."

I mention the country.xml in the sticky, but only insofar as the ranking system is defined in the country.xml file and some of the constants feed off or influence rank.

WOFF's AI performance is a cut above and I look forward to what they do in the WWII era. One odd parameter that is floating around in the exe is "aggression" and I've seen it in some dumps/error reporting. It is also in a uisel.xml file included in the Rising Sun install. I've done some experimenting but have not clearly shown whether adding it into the uisel.xml or the pilotattributes.xml makes any difference.
 
Firstly i do direct the flight,yesterday i came up behind a Fw 200 and ordered my no 2 to attack he acknowledged but wafted around aimlessly when another was given he replied that he was engaged and couldn`t comply,bummer!
And thanks for the response,most missions are at skill 3,how high can you go modding the xml file!

Yes, I was referring to campaign missions, not single missions. You may find some of the tweaks improve AI behaviour in single missions, too.
 
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