redneck wrote in Tue Nov 01, 2011 7:30 pm:Very very nice. Just one problem. My AI MiG-21s are now extremely agile. Like The Phantom II is no match for them. Even the F-15E failed. Finally, I managed to take all 5 of them down by flying the F-16 with the FBW disabled so I could pull extreme moves like the Pugachev's Cobra and such. I never imagined my flight hand would get steady enough to handle that thing continuously without the FBW. Before, it just seemed uncontrollable, but now, I guess my skills improved. But enough bragging I need to figure out what I'm doing wrong. Sure it was more exciting and all, but the way they performed is probably more fitting for the Typhoon, or at least an extremely skilled F-16 pilot flying with the FBW turned off, than the MiG-21, and I'm sure you would know that's a HUGE difference. Perhaps you can give me a hint as to what I'm doing wrong. I think my numbers in the Bombable-include file may be bad, but I don't know which ones.
It is probably the Max & Min degrees in the evasions & attacks sections.
But see the code example below--all of the factors listed there can effect how wild & extreme the aircraft's maneuvers are. This example is from the F-15E so they might work better for a fast jet type aircraft. (Though I haven't extensively tested the F-15E so I can't vouch for their absolute integrity.)
If it is climbing/diving too quickly cut down all the numbers involving climbing/diving (including the dive/climbPower and dodgeAlt--these indirectly affect the climb & dive rates).
But most likely it is turning too quickly and if so the culprits are the rollMin_deg and rollMax_deg (note that you need to set them in BOTH evasions & attacks sections). The AI system develops the turn rate from some combination of the current roll degrees and the current velocity. At the high end of the scale (ie, 80-90 degrees for most AC & speeds) it becomes VERY sensitive. So a rollMax_deg of 83 may give a perfectly acceptable, if hard, turn, while RollMax_deg=85 makes the AC spin on a freaking dime. My suggestion would be, reduce your rollMax_deg by maybe 2-3 degrees and see what happens. If turns are still too crazy, reduce by another 2-3 degrees, etc. Often just 1 degree change or rollMax_degturns it from impossibly fast turns to reasonably fast.
(Also, just a suggestion, but generally keep rollMax_deg & rollMin_deg quite close together, look 85 & 80, 82 &78, 80 & 74--a very close range like that. If the range is too wide you might get perfectly acceptable turns 95% of the time and then once in a while a real crazy one--makes it hard to test and makes the pilot skill level quite unpredictable.)
Also, in the Bombable menu try reducing the pilot skill level. This works basically by reducing the RollMax and the climb/dive rates proportionally for each lower degree of skill. So "Very Skilled" uses the exact settings you put in your bombableinclude file and each lower level scales those numbers back by a proportion. So if your pilots are unreasonably fast in turns & dives at "Very Skilled" but OK at "Above Average" that means your turn settings and/or dive/climb settings are set just a notch too high.
I try to make "Very Skilled" just at the edge of what's possible to follow in a similar AC with blackout & redout turned on.
FYI I figure out rollMax_deg by getting the AC and scenario going in FG, get behind and AI AC that is up to speed, then turn off Bombable in the menu, then open the property tree browser to ai/models/[my AC]/orientation. There you can see the current roll rate and set any roll rate you like. (You have to keep clicking "set" to keep it at that roll rate or else the AI system convenient keeps returning it to 0, though.) So I try, 70 degrees, 75, 80, 85, 90, etc and see what is realistic and what is too fast, then set rollMax_deg accordingly. Sometimes I set the UFO as the main AC because it is much easier to follow & observe the AI AC in the ufo.
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From evasions:
dodgeMax_deg : 88,
dodgeMin_deg : 83,
rollRateMax_degpersec : 300,
dodgeROverLPreference_percent : 50,
dodgeAltMin_m : -8000,
dodgeAltMax_m : 8000,
dodgeVertSpeedClimb_mps : 1500,
dodgeVertSpeedDive_mps : 1500,
From attacks:
climbPower : 8000,
divePower : 10000,
rollMin_deg : 82,
rollMax_deg : 87,
rollRateMax_degpersec : 120,