12/7/2022 0 Comments 2v2 air combat maneuvers![]() This definitely does make a difference and getting bounced by an Ace is usually lethal and you often don't know what hit you. Using these values, you will see Novices spray and pray, and Aces tend to hold fire and shoot short bursts that kill things. So, following on from Halfoat I played around with the values testing things in AQMB and altered the AI text files to use these values below. The min is the range the AI stops firing, and the max is the max range they will start to fire at. low value: gunner will always be a sniper and has perfect lead to targetĪddCoef = 0.05f // default aiming error rate high value: speed difference causes high inaccuracy comment: setting this from 0.2 to 0.08 seemed to have quite an impact on accuracy coefficient of conversion of the speed difference of the object on which the turret and targets stand, in the aiming plane, to the error angles low value: gunner does not care about G forces at all High value: gunner is very inaccurate when plane is maneuvering. Comment: => this seems to be the effect on G forces, so how much the accuracy is affected by G-forces. overload conversion rate to aiming units - believe Overload is the G loading on the gunner #2V2 AIR COMBAT MANEUVERS PDF#So references to Skillx1.5 etc in the pdf means 1.5 or whatever times values above. Random number is a number between -1.0 and 1.0 ![]() Comments re constants below from Blindgunner thread See turretcontrollerai.txt for explanation of parameters. Note that attacking from dead astern with little G loading (attacker not jinking) with little relative velocity difference is as expected not a good idea if you look at the errors at range.Įrror = tan( random number * ( AddCoef + (ProjSpeedCoef * speed diff) ) * ( (currrent overload * OverloadCoef) + CoefLow/Med/Hi/Ace) ) * distance to target ![]() #2V2 AIR COMBAT MANEUVERS MOD#I used this info to make a custom version of the BlindGunners mod as it helped me tweak values. Assuming I haven't cocked things up it seems like generally the relative velocity differential between the gunner and attacking aircraft is the biggest factor in inducing error in the gunners aim. See pdf AI gunner info and IL2 gunner error spreadsheet. I did however do some investigation on their accuracy which might be useful to others. ![]() Not sure if the same premise holds for air gunners. ie Novice pilots tended to misjudge range and open fire too far away and break off too soon scared of collision, aces fire at close range and kill with short bursts efficiently. Halfoat's premise was that the original values are such that the Novices begin to fire only at close range and Aces begin to fire at long range (but very accurately) and this seemed backwards to what you read in biographies and general references. Specifically, I used what Halfoat did as a base and expanded it to cover all the fighter/heavy fighter aircraft to change the ranges the different skill levels engage at. #2V2 AIR COMBAT MANEUVERS MODS#Based on Halfoat's work here Fewer icons & slight AI gunnery change - Mods - IL-2 Sturmovik Forum () I've been mucking about with the AI aircraft text files. ![]()
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