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AI & MP Dogfighting now working! Bombable ships, aircraft...

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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby flug » Fri Jun 11, 2010 5:24 am

Ok, we are now up to version 3.0m, which is mainly a bugfix update, fixing (or at least, addressing) a lot of the bugs & issues you all have identified in discussion here.

Download here:

http://brenthugh.com/flightgear/bombable3m.zip


What's new in Bombable 3.0m:
--------------------------------------
Positive and negative G-force limits are now settable separately (most aircraft have different limits for positive vs negative G, so this adds some realism)

Bugfixes on damage & damage report

Every hit now registers via on-screen popup (vs previous behavior of only showing damage when it increased past multiples of 5%)

Bugfixes on g-force damage that caused extraneous very high g forces to cause random damage

Bugfixes in multiplayer communication, fixed problems when MP is disabled or doesn't exist

Bugfix on bombable multiplayer unload (runtime error "listenerids") and improvement to unload routines

Fixed Easy/Super Easy Mode malfunction (Super Easy Mode never engaged; new default mode is Easy Mode which should give same performance as previous default mode)

Tuned damage/vulnerabilities on ferries (San Fransisco Ferry Invasion scenario)
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby jack » Fri Jun 11, 2010 5:28 am

By time your finished with bombable, you're gonna run out of alphabetic letters! :lol:
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby Thorsten » Fri Jun 11, 2010 6:34 am

He can go and use the Chinese characters next - that should make room for another 50.000 versions or so...
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby jack » Fri Jun 11, 2010 6:42 am

Hahaha! :D that was a good one!
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby Vodoun da Vinci » Fri Jun 11, 2010 12:23 pm

Overall though, Flug, I think the Bombable Script is awesome and I thank you sincerely for all the time you have invested in something that I derive considerable pleasure from. I have a great time and find this addition to FGFS to be outstanding despite the fact that it might be a work in progress and not yet perfect. :D

Overall I find your contribution to be outstanding.

Thanks again for your hard work!

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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby Thorsten » Fri Jun 11, 2010 3:01 pm

Yes, in case my remark came across the wrong way - I quite like the package as such, and if I criticize details, that's because I care to help making it better.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby Thorsten » Fri Jun 11, 2010 4:58 pm

Okay, the 3m seems to be working fine as far as I can see - I got no unrealistic accelerations, no unexpected acceleration damage and I can shoot down things with the Zero. I can't sink the ferries with the Zero - but that's okay, I agree that this should be a target for bombs.

I just noticed one thing:

When engaging multiple targets, reports like

Code: Select all
(...)Bombable: Damage added: 0% - Total damage: 100% for A6M231
Bombable: Damage added: 0% - Total damage: 100% for A6M231
Bombable: Damage added: 0% - Total damage: 100% for A6M231
Bombable: Damage added: 0% - Total damage: 100% for A6M231
(...)


both on the console and on-screen inside the simulation obscure the damage reports for other aircraft. I gather that the messages mean to imply the first target is dead and still going down, but at this point I'd rather know how the second and third are doing...
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby jack » Wed Jun 16, 2010 6:42 am

Ok, I've been working on guns in a plane, and I've made it so that when you run out of ammo, the gun sound stops too. Is there any way that I could make it where when you press fire, and your ammo is out, that a click sound plays? I wanna be able to release this plane soon, so the sooner I get help the better. :D
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby flug » Wed Jun 16, 2010 10:33 pm

jackmermod wrote:Ok, I've been working on guns in a plane, and I've made it so that when you run out of ammo, the gun sound stops too. Is there any way that I could make it where when you press fire, and your ammo is out, that a click sound plays? I wanna be able to release this plane soon, so the sooner I get help the better. :D

Yes, it's fairly easy--look through all the aircraft files to see what triggers the gun sounds & just make a different trigger for when the weapons are empty.
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NEW Version, 3.0n, MANY improvements

Postby flug » Wed Jun 16, 2010 10:37 pm

OK, I don't like to brag on myself, but this new version is REALLY a blast to fly. The main improvements here are to AI dogfighting, where the AI fighter planes turn and fly into you as though attacking (no AI weapons yet--maybe in the future . . . ).

But altogether it makes a similar experience to something like MS Combat Flight Sim (not all the bells & whistles of course, but when you're engaged with a single other aircraft it's getting similar).

http://brenthugh.com/flightgear/bombable3n.zip

Check out especially new scenarios:

MarinCountyWWIIBombersWithCover.xml
(Fly out to attack a bomber squadron and AI fighter cover flies down to engage YOU)

MarinCountyCamelInvasion1-Simple.xml
(Twisting dogfight with three WWI-era opponents)

3.0n
------------------------
AI AIRCRAFT DODGE AND 'ATTACK' REALISTICALLY: AI dogfights just became 10X as realistic, as fighter planes will turn and attack, just as fighter planes did in WWI and WWII. Try the Marin County Camel Invasion, and Marin County Zero Invasion scenarios for a taste of how this works. (No weapons for AI aircraft yet--maybe in the future.)

NEW SCENARIO--B-17 BOMBERS WITH FIGHTER COVER: Fly out of Marin Ranch and attack a squadron of 6 B-17 Bombers. As you do so, the fighter squadrons descend and swarm you. They don't fire at you (yet! fodder for future versions!) but they turn aggressively towards you, evade your shots, etc., just as real fighters would.

DAMAGED AI AIRCRAFT CRASH MORE REALISTICALLY

GREATLY IMPROVED, MORE REALISTIC DAMAGE ANALYSIS: Damage assessment for guns is a lot more realistic, giving greater damage when you hit closer to the center of the object and allowing for the possibility that even small arms might strike a vital or explosive point, causing catastrophic damage. For instance, you can now damage the Nimitz or Eisenhower*--though it's still tough to sink.

MORE REALISTIC FIRE STARTING: One of the chief causes of combat aircraft damage is the fires that even small caliber weapons can cause--and fires are even more likely with heavier ammo that includes incendiary (high explosive) materials. Bombable now models that any hit may start a fire, and heavier rounds are more likely to start files. Fires progressively damage the aircraft and eventually bring it down. Beware that fires sometimes go out before completely disabling the aircraft--so monitor the enemy aircraft to make sure they do not recover and escape.

MORE REALISTIC AIRCRAFT SMOKE STARTING: Similar to fire starting, each damaging hit has the possibility to cause damage that causes the aircraft to emit a trail of smoke. The bigger/closer the hit, the more likely to cause this damage.

BOMBABLE PREFERENCES/SETTINGS SAVED AND RESTORED AT STARTUP

FIXED EXCESSIVE DAMAGE REPORT PROBLEM: Aircraft would continually report damage even after objects received 100% damage--now fixed.

NUMEROUS SMALL BUGFIXES

* Note: You can bomb the Nimitz/Eisenhower carriers if you have the bombable carriers add-on: viewtopic.php?f=2&t=7082
Last edited by flug on Thu Jun 17, 2010 12:46 am, edited 2 times in total.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby Vodoun da Vinci » Thu Jun 17, 2010 12:42 am

I'll fly it...My sincerest thanks for your continued efforts and hard work. I'm a die hard WWII Warbird freak and interactive evasion and counter ACM is a wonderful dream. :D

Thank You and please keep up the great and inspiring work, Flug. You are *The* Man!!

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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby Thorsten » Thu Jun 17, 2010 8:18 am

Yes, that's pretty good 8) The fighters are awfully hard to chase with realistic mode on. Aircraft now fall very nicely after they have been destroyed - that really was a big step!

BOMBABLE PREFERENCES/SETTINGS SAVED AND RESTORED AT STARTUP


That's actually not quite true - Multiplayer is always on, no matter how often I try to deactivate it before exiting. I wonder what the 'realistic' option does? It's a bit confusing with 'realistic' 'easy' and 'super easy' all to tick - it's not clear to me how they interact.

I had one weird experience - on my first test, my aircraft crashed in midair, and I have no clue with what - as far as I could determine, there was no other aircraft nearby, but of course a fighter on a dive might have hit me which was too far away again by the time I anayzed what happened. I'll monitor this and keep you posted.

But really - very good work!
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby jack » Thu Jun 17, 2010 8:25 am

By far the most realistic combat I have experienced! :D
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Re: NEW Version, 3.0n, MANY improvements

Postby hellcat » Thu Jun 17, 2010 6:42 pm

flug wrote:
* Note: You can bomb the Nimitz/Eisenhower carriers if you have the bombable carriers add-on: viewtopic.php?f=2&t=7082


The bombable carriers have been merged with the Dogfight Project package and are available here: http://www.flightgear.org/forums/viewtopic.php?f=4&t=6797

Anyways, great work on the bombable script.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby Vodoun da Vinci » Thu Jun 17, 2010 10:47 pm

I haven't given it a complete evaluation but testing this morning prompts me to give two thumbs up on the newest bombable version. :D

Very interactive and it is getting very scary real. Awesome stuff. Thanks again for the hard work, Flug!!

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