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What is the problem with CFS2 AI aircraft?

bobhegf

Charter Member
I am just trying to find out why everyone thinks the AI aircraft in CFS2 are not very good.Alot of the problems can be corrected I think.We have never discused this in depth and it would be nice to find out why you think the CFS2 AI aren`t very good.I have found them to be very true to real life in the way the Aces team approched the ACM problem.I do agree they could have done more but that is also life.:typing:
 
I am just trying to find out why everyone thinks the AI aircraft in CFS2 are not very good.Alot of the problems can be corrected I think.We have never discused this in depth and it would be nice to find out why you think the CFS2 AI aren`t very good.I have found them to be very true to real life in the way the Aces team approched the ACM problem.I do agree they could have done more but that is also life.:typing:

I like all stock models of cfs2,some IA, need replace by Overall guy24 because need VC!. about the bombers IA are exelente!
 
I think they do the job well enuf. Using the commands in the right timing and sequence I can get my wingmen to do what I want. Sometimes they are a bit slow, but usually get the job done. After all, the sim is centered around the player. I Campaigns, I use the AI Promoter utility which allows me then to see the ability of my pilots and then I can set up my sections with some balance... usually a rookie winged up with a vet or ace.
 
The IA can use the WEP?because I use the WEP in advance aircraft and the IA never can race me.
 
Keeping the flight models simple for AI aircraft is a big help. Advanced features like flaps and odd centers of gravity entries will confuse them. Given that, I usually keep the stock MS flight model my AI aircraft and then note that in the title line of the aircraft.cfg file so that I can place them properly in the missions.

Some well made flight models by Bismarck and others will function well in both the player aircraft and the AI aircraft.

Another quick fix for AI bombers is to open up your mission (.mis) files and update the family type of the AI bombers. The mission builder has a quirk in that it will usually make the AI bombers a fighter (family 1) and not a bomber (family 2). This is easy to fix as in the example below:

[unit_type.1]
type_id=3804
unit_family=1 <<< Fighter family-Wrong!
name=B25D_MITCHELL

Edit it to look like this:

[unit_type.1]
type_id=3804
unit_family=2 <<< Number 2 for a level bomber
name=B25D_MITCHELL

This modification will keep the AI bombers from evading you and your wingmen as if they were fighters.
 
The big problem I am having with the AI is the fact I am still able to turn inside the Zero even in an F2A-3.I am also still trying to get the AI to attack the bombers insted of the fighters as well as to brakeoff from a fight and head home.
 
The big problem I am having with the AI is the fact I am still able to turn inside the Zero even in an F2A-3.I am also still trying to get the AI to attack the bombers insted of the fighters as well as to brakeoff from a fight and head home.

You can have them break off and head home in this fashion: If yoy want them to break off when another group takes % of losses or if they themselves take x% losses, create a trigger, an event and alternate waypoints. So: Group N is at strength = 50%, the event takes that as true after the previous waypoinr is reached or the event area is entered. and initiates use of the alternate waypoints. They will still fight/take evasive action if you follow and attack them.
 
When making a mission, you can select three skill levels and three aggression levels for each AI flight. This might help in getting the Zeros to turn more aggressivly. I know that they can almost always turn inside me as well as out climb me when I'm in a Wildcat or P-40, but, given enough altitude, I can almost always out dive them.
 
When making the cactus missions and all the US planes returned to base in real life it was hard to dup this without making it easy for the player to get large number of kills even if the player was using the no fun rules.:typing:
 
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