Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => ModWorx => Topic started by: Checkyersix on December 06, 2010, 09:39:12 AM

Title: AI ground attack upgrade v 1.03 [4.09]
Post by: Checkyersix on December 06, 2010, 09:39:12 AM
Hey all,

This mod is a long time coming, I think.

The hopeless way that AI ground attacks in this game has always been a pet peeve of mine, so I decided to do something about it:

Download (v 1.03) http://www.mediafire.com/?bzbtdevzs7py7sb

Mirror: http://www.filefront.com/17752058/+000_New_Gattack_Profile.rar

=========================================================

Update V 1.03:

- Fixed problems with AI not dropping bombs in last patch.

Update V 1.02:

- Fixed memory error problems that people were having on landing.

Update V 1.01:

- Fixed issue with mixed Bomber / Stormoviks not releasing ordnance properly.


=========================================================

Just unzip to the MODS folder.

This mod is compatible with Frog's formation mod and Cert's AI mod, just make sure it loads above both of them.

This mod requires Fireball's Catapult mod to work. If you don't have the catapult mod installed you may encounter memory errors when taking off from carriers or test runways.

What does it do?

This mod affects "Stormovik" and "Fighter" AI types, though there will be some crossover with Dive Bombers, Bombers, etc (as in the A-20 or the D3A1).

1) During strafing, AI will now fire from farther away and pull up sooner, reducing "controlled flight into terrain". They will stay closer to the ground and make tighter turns when circling back for another pass, hopefully eliminating those sweeps off to who-knows-where, and reducing the overall time of the attack and increasing the actual frequency of passes. They will also attack at lower speed, making jets and other fast-movers more viable ground attackers (especially with reduced fuel).

2) During "glide attacks" the AI will drop one set of bombs per pass (one "trigger press"), then swing around for another pass until all its bombs are expended. It will then switch to strafing runs if any targets remain. If not, it will carry its bombs back to base as normal, or to the next ground attack waypoint. This more closely simulates actual ground attack procedure, its more efficient, and it gives the AI a higher chance to kill multiple targets. Dive bombing or level bombing runs will still release all ordnance on the target.

I've tested this mod with single-engines, twins, and jets, and overall the performance is much better. It's much more fun to attack an airfield with the AI when they use similar tactics, instead of being the only one with any bombs left, making strafing runs while your buddies circle back from ten klicks away ;)

I expect there will still be some ground impacts and other issues, as the AI is anything but foolproof.

=========================================

Thanks To:

Beo for testing.
Cert for his AI mod.
Fireball for his catapult mod.

=========================================

Happy ground pounding,

CY6.

NOTE: If you have ideas for this mod or you'd like to make changes to it, please contact me beforehand.
Title: Re: AI ground attack upgrade v 1.0
Post by: boogabooga on December 06, 2010, 09:56:13 AM
:)

If this works as advertised, then you sir, are a gentleman and a scholar.


I have one request/idea, though. Would there be any way to implement a "one pass, haul ass" mode? i.e. drop EVERYTHING on the first pass, then get the hell out of Dodge without making any more passes at that waypoint. That would come in very handy in "high threat" areas, I think.   
Title: Re: AI ground attack upgrade v 1.0
Post by: US_GRANT on December 06, 2010, 11:39:02 AM
:)

If this works as advertised, then you sir, are a gentleman and a scholar.


I have one request/idea, though. Would there be any way to implement a "one pass, haul ass" mode? i.e. drop EVERYTHING on the first pass, then get the hell out of Dodge without making any more passes at that waypoint. That would come in very handy in "high threat" areas, I think.   

This is an interesting idea and was often used in those high threat areas. Seems though, what is needed for something like that would be to set it up in briefing. Giving the option for, "Attack until target is destroyed or all ordinance is expended", or "make one pass expending all ordinance and head for home." Not sure if something like that is even possible with the game right now. Would be nice though.
Title: Re: AI ground attack upgrade v 1.0
Post by: Checkyersix on December 06, 2010, 11:49:53 AM
Actually it is possible, but there's a price to pay. I modified a few jets and some others with "no gun" loadouts, so that once they drop their bombs they go home. Of course with this mod they would circle back if they have more than one set of bombs on the racks...

I suppose you'd need a new kind of ground attack waypoint for that, otherwise, which I don't think I'm equipped to do right now...
Title: Re: AI ground attack upgrade v 1.0
Post by: Checkyersix on December 11, 2010, 03:02:59 PM
- for the il2 machines with AO-10 is too low: we have ailerons and tail damage from own bombs explosions.

- I couldn't replicate the Il-2 problem, sorry. A couple of my Il-2's received damage from AO-10's when dropping on bridges, but nothing serious.

- problematic is the sequence of bomb dropping, I suppose that first used the heaviest weapons because of the maneuverability and overload after the first pass. (for FW190 with 4xSC-50 + 1xAB250 dropping sequence is 2xSC-50 , 2xSC-20 and 1xAB250 - two passes with heavy AB250 bomb)

- The bomb sequence is the same as it would be for the player. It might make more sense to drop the heavier ones first, but some planes aren't set up that way...

- I suppose that the combination of SC + AB bombs (used for Me-110 and Fw190A,F and G)was aimed at strengthening the forces of surface attack / "soft targets" in a single salvo. For this reason, it makes no sense to "divide" this attack on two approaches

- I don't think I agree. While salvoing different types of bombs together might make sense under certain circumstances, I think ground attack pilots would generally want accuracy. When it comes to hitting pin-point targets it makes sense to save bombs in case of a miss. I don't know how the Germans used their bombs specifically, but the general rule of conserving ammo is true for most ground attack doctrines.

- Get gunners to fire on ground targets when conducting attacks below a certain level.

I've been working on this, but it's a whole other kettle of fish. The turrets are set up to attack aircraft only, it seems, and ground targets use different info...

- Have subsequent passes conducted from the same compass heading as the first. This would allow for some degree of planning to avoid flak, etc.

It's not a bad idea, but it's not historical. In real life ground attack pilots never attack from the same direction twice, because the AAA would be waiting for them. USAF doctrine is to split into pairs and attack from different directions. Any reasonably defended target would have all-around AAA defense anyway.
Title: Re: AI ground attack upgrade v 1.0
Post by: RAF74_Bimmer on December 11, 2010, 03:25:46 PM
I know that attacking from a single direction is not tactically sound for a variety of reasons, in real life at least. However, considering the limited control one has over AI wingmen in the game, it would seem to offer some measure of ability to coordinate an attack that is currently lacking, and to do so without inordinate complication. As it stands, AI wingmen seem to almost invariably make their second and third passes from the least advantageous random directions. The exception is moving columns, which seem to have a routine for aligning with the axis of travel. I wonder if this could extrapolated and be put to use somehow.
Title: Re: AI ground attack upgrade v 1.03
Post by: Mick on December 13, 2010, 03:50:31 PM

THX a lot for fixing it so fast Checkyersix, 'cause once you've tried your mod you can't live without it ...  :P
Title: Re: AI ground attack upgrade v 1.03
Post by: AMK on December 14, 2010, 12:56:41 AM
THX. Fly 3 mission,  since now all works fine.  GREAT JOB :)
Title: Re: AI ground attack upgrade v 1.03
Post by: dietz on December 14, 2010, 05:33:43 PM
I installed this immediately! Nice work! I had one question ;in some of my ground support/attack missions I cannot get some of my fellow squadron mates to deliver their ordanance- they fly home with it despite the fact other targets remain...does this mod effect this issue..?
Title: Re: AI ground attack upgrade v 1.03
Post by: Checkyersix on December 14, 2010, 09:18:51 PM
What's happening specifically? Do they not attack, or do they attack for a while and just stop?

There are basically two factors which control when the AI stops ground attacks:

1) After 120 seconds have elapsed.
2) After everything within 200m of the ground attack waypoint (or the target of a ground attack waypoint) is destroyed.

You could probably get them to be more thorough by just adding a couple of more ground attack waypoints near the first one.
Title: Re: AI ground attack upgrade v 1.03
Post by: dietz on December 14, 2010, 09:22:18 PM
1.) Not sure...good point! Probably...
2.) Other people's missions I'm flying
Title: Re: AI ground attack upgrade v 1.03
Post by: Mick on December 15, 2010, 04:31:47 AM
Checkyersix I am afraid I found another "bug"

Took me quite a while figuring out who was the "culprit" because the game crashed nearly right from starting a mission, but now I am sure:

This memory crash occurs whenever there are such  takeoff lines in a mission :

[gb0100_Way]
  TAKEOFF 299990.79 115766.18 0 0 400_Static 0 &0

[gb0101_Way]
  TAKEOFF 299990.79 115766.18 0 0 400_Static 0 &0

These are extracts from Klaus Afrika 41 (mission 5 for ex) campaign :

http://www.checksix-forums.com/showthread.php?t=164491

I just deleted the takeoff lines and everythings now works like a charm  ;)

THX again for the mod  ;)
Title: Re: AI ground attack upgrade v 1.03
Post by: Checkyersix on December 15, 2010, 06:20:22 AM
Sorry Mick but I can't replicate the error. Planes taking off from test airfields all work fine, including Klaus' mission. Are you using the latest version (1.03)? There was an issue with 1.02.

If you still have the error with 1.03, could you try removing it and running one of the problem missions to see if this is the mod that is causing the trouble?

Thanks,

CY6.
Title: Re: AI ground attack upgrade v 1.03
Post by: Mick on December 15, 2010, 07:27:35 AM
Yes I confirm the "bug" with  v1.03, the only ways to avoid the memory crash (at least for me) are :

1) remove the mod (but I want to keep it ...)

2) keep the mod but delete the "xxxx_Static" take off lines

Very curiously (but may be this is normal) if I delete the [Stationary] line of .mission 5 for ex, but keep the "xxxx_Static" take off lines and your mod, then the Brit AC find themselves dispersed among the palm trees and crash against them on take off ... but then I don't have the memory crash ...!!

Don't you worry Checkyersix, especially since it looks like I am the only one to get that "bug" ...  ;)
Title: Re: AI ground attack upgrade v 1.03
Post by: Checkyersix on December 15, 2010, 12:25:01 PM
It's strange because this mod doesn't change anything to do with takeoffs or landings. I can only assume that there's a conflict between this one and another one you have installed. Are you running CERT's AI mod as well, or Frog's formation mod? Maybe Zuti's MDS?

And yes, removing the waypoint target would make the planes disperse where-ever the takeoff waypoint is actually set. I wonder, have you tried taking off from carriers? This is starting to seem like something to do with the carrier catapult mod (the AI treat invisible airstrips like carriers).

If you don't have Fireball's carrier mod, maybe try installing that one (make sure the ground attack mod loads above it).
Title: Re: AI ground attack upgrade v 1.03
Post by: Mick on December 15, 2010, 12:38:02 PM
The only mod I run among those you quoted is CERT's AI one ...

I never take off, or worse, land on carriers, this is far too tricky, nauseous and dangerous ...!!   ;D

But well as long as I  am the only one to have this "bug", don't you please waste your time trying to fix it ...!  ;)

I have the fix, delete the "_Static" take off lines whenever I see one, done !!  ;D

THX again for sharing CY6  :P
Title: Re: AI ground attack upgrade v 1.03
Post by: Pressler on December 15, 2010, 03:16:20 PM
Hello,
my game also freezes few seconds after mission start. No ZUTI-MDS, no Formation-Mod and Certificate's AI-Mod disabled.
Title: Re: AI ground attack upgrade v 1.03
Post by: <Gunny> on December 15, 2010, 03:20:12 PM
I have a plain install of 4.09m plus the SaS MODACT 2.3 Beta and all works like a dream.
Title: Re: AI ground attack upgrade v 1.03
Post by: Mick on December 15, 2010, 03:46:36 PM
Hello,
my game also freezes few seconds after mission start. No ZUTI-MDS, no Formation-Mod and Certificate's AI-Mod disabled.

Welcome to the club mate, now I don't feel lonely anymore ... :P

You have exactly what I got, a game  freeze a few seconds after mission start even before you take off ... so I suspect some other AI squad taking off somewhere, try to check your .mis file to see if there is an AI squad taking off or getting ready to do so ... If this is the case just edit the mission by deleting the TAKEOFF line for this quad (and all other squads that are going to take off including yours) in the .mis file, and give it another try ... and report back please ... ;)
Title: Re: AI ground attack upgrade v 1.03
Post by: Checkyersix on December 15, 2010, 03:58:52 PM
Try it with Cert's AI mod and the catapult mod installed. I based this mod on the AI + Catapult mod, so it might require that one to run properly.

I might do a "vanilla" version for people who don't use the AI + catapult mod...
Title: Re: AI ground attack upgrade v 1.03
Post by: Pressler on December 16, 2010, 02:56:22 AM
Hello,
I activated the "AI_3_0_and_Carrier_Takeoff_5_3_3"-Mod and now it works. It doesn't work if only the AI-Mod is activated because, as Checkyersix have said, his mod is also based on the catapult mod.
Title: Re: AI ground attack upgrade v 1.03
Post by: Mick on December 16, 2010, 06:50:32 AM
THX for reporting back Pressler , after viewing a few screenies of the catapult mod I now better understand my memeory crash, since the AI AC are spawn the same way in the "xxx_Static" TAKEOFF .mis that made my game crash ...

So I guess there is a relationship between the way AC are spawn, the Catapult mod and CY6's mod ...

I believed we have now reached a point where the more mods are released and the more potential conflicts there are ... and I don't even use a pack ... ::)
Title: Re: AI ground attack upgrade v 1.03
Post by: Whiskey_Sierra_972 on December 17, 2010, 01:00:04 AM
The high number of mods developed need that users search for conflict between the new mods and the others already installed (an useful tool is the 'mods conflict revealer' that allow you to search doubled class files that can interfere....).

Anyway I feel that a little standardization of a basic common mods can be useful in the future but I believe that is better wait fo the Daidalos new patch release search for it!

All the best!

walter
Title: Re: AI ground attack upgrade v 1.03
Post by: Mick on December 17, 2010, 02:00:30 AM
THX for the tip Walter, but couldn't find that "mods conflict revealer" of yours (I of course made a search here) could you please point us to it ?  ;)
Title: Re: AI ground attack upgrade v 1.03
Post by: BravoFxTrt on December 17, 2010, 02:51:40 AM
http://www.sas1946.com/main/index.php/topic,1598.0.html    Class checker
Title: Re: AI ground attack upgrade v 1.03
Post by: Mick on December 17, 2010, 03:03:20 AM
THX a lot BravoFxTrt, no way I could find it with a different name (mods conflict revealer)  ;)
Title: Re: AI ground attack upgrade v 1.03
Post by: Whiskey_Sierra_972 on December 17, 2010, 03:29:50 AM
Seem like I saved it with a different name but it's strange....anyway my apologize for the crazy search you made!

Still friends?  ;)
Title: Re: AI ground attack upgrade v 1.03
Post by: Mick on December 17, 2010, 05:27:55 AM
... don't you worry Walter, and thanks for the heads up ..!!  ;)
Title: Re: AI ground attack upgrade v 1.03
Post by: fenbeiduo on January 04, 2011, 08:27:16 AM
must be a awesome mod
but with mediafire link I can not find downlod button
pls give me a filefront link?
Title: Re: AI ground attack upgrade v 1.03
Post by: londo16 on January 04, 2011, 06:25:42 PM
I have to say i love this mod  ;D
it makes flying ground attack missions with the ai a hell of alot funner
i was just wondering if u had any toughts of improving the ai of torpedo armed planes?
like them aquiring their own targets, instead of flying over a convoy with out dropping their fish
just a thought, cause this mod is still freaking awesome!!!!!!!
Title: Re: AI ground attack upgrade v 1.03
Post by: Checkyersix on January 04, 2011, 08:51:05 PM
Okay, FF link added.

I've looked into Torpedo attacks, they're a little tricky but maybe doable...
Title: Re: AI ground attack upgrade v 1.03
Post by: fenbeiduo on January 05, 2011, 10:31:36 PM
Thanks! CY6
Title: Re: AI ground attack upgrade v 1.03
Post by: US_GRANT on January 06, 2011, 08:32:49 AM
Well CY6, I have your mod installed and am using it in an offline campaign. Pretty good for the most part. My biggest problem though is that ground attack acft have a tendancy to fly close together in attack formation from pretty much the begining of the mission and I inevitably lose 3 or 4 of them in the turns when they crash into one another. Other than that, I rather enjoy having my flight sticking around and actually attacking ground targets in a "timely" manner and not flying off into the hinterlands.
Title: Re: AI ground attack upgrade v 1.03
Post by: Checkyersix on January 06, 2011, 08:41:14 AM
Hmmm, can't say I've seen that happen too often. What planes are you flying?
Title: Re: AI ground attack upgrade v 1.03
Post by: FANATIC MODDER on January 20, 2011, 03:22:56 AM
When you talk about the "Fireball's catapult mod" what mod are you exactly reffering to? Because I thought that you were talking about the Fireball's AAS mod with the folder name "02_CarrierTakeoffMod_5.3.3". This one is installed in my folder.

I had the cursed 60% crash and it will be very helpful to know what exactly caused it. Thanks a lot.
Title: Re: AI ground attack upgrade v 1.03
Post by: Checkyersix on January 20, 2011, 03:26:18 AM
Yes the Carrier Takeoff Mod is the one I mean.

60% crash is usually a buttons file problem, but if this is the mod causing it try to make sure that this one is loading on top of the CTO mod, Cert's AI mod, and also Frog's formation mod if you have that.
Title: Re: AI ground attack upgrade v 1.03
Post by: FANATIC MODDER on January 20, 2011, 04:06:11 AM
Thank you, the problem is caused by the AI mod. But the problem is that both mods (your's and AI mod) are one of the most essentials one should have. I move around the SAS forum to find where is the AI mod, but it seems that it dissapeared. I have another file called "Pilit class" in a flight AI related mod, but still, I cannot find where is downloaded too...this 4.09/4.10 story, caused a lot of mess...
Title: Re: AI ground attack upgrade v 1.03
Post by: FANATIC MODDER on January 20, 2011, 04:24:20 AM
UPDATE: I pasted this "pilit" class file into my AI Mod and it worked. I am very happy, indeed.
Title: Re: AI ground attack upgrade v 1.03
Post by: Bob_Drugstore_Arp on January 21, 2011, 07:22:10 PM
The great mod! Thank you CY6!
But I have a little problem. When Shooting Stars of an AI squadron are attacking ground targets with rockets they too close each to other and so the wingman kills (or damages at least) the leader (and the fourth kills the third) ... inadvertent friendly fire(((
But I still love this mod, thanks again!
(sorry for my bad English)
Title: Re: AI ground attack upgrade v 1.03
Post by: harpia on January 16, 2013, 08:47:43 AM
thank you Checkyersix!!!
I'm having this problem, my AI just wandering about the target.This band of suicidal drugged! :P
I'll install the mod so quit my job! :P ;)
Title: Re: AI ground attack upgrade v 1.03
Post by: exhausted on February 04, 2013, 08:49:57 PM
Just confirming whether or not this will work on 4.11.1?
Title: Re: AI ground attack upgrade v 1.03
Post by: SAS~Anto on February 05, 2013, 05:44:17 AM
No! Don't use it on 4.11.1m!!! This is designed for 4.09m ONLY!!

I don't know where people got it in their heads that 4.09m mods work perfectly fine in 4.11.1m consider the code bases are very different. From a code perspective, 4.101m mods are more likely to work in 4.11.1m. From a flight model perspective, the only reason 4.09m aircraft seem to work better is their flight models use the same encryption as 4.11.1m (which for some unknown reason was changed in 4.101m).

Anyway, this mod is incorporated into the SAS Engine Mod for 4.11.1m
Title: Re: AI ground attack upgrade v 1.03
Post by: Mick on February 05, 2013, 06:19:16 AM
(which for some unknown reason was changed in 4.101m).

...  :)  :D  ;D  8)  :P ...  ;)

Very good sense of humor Anto ...!!  ;)
Title: Re: AI ground attack upgrade v 1.03
Post by: II/JG51-Lutz on February 05, 2013, 10:38:59 AM
Most probably a typing error ("O" and "0").  ;)
Title: Re: AI ground attack upgrade v 1.03
Post by: exhausted on February 05, 2013, 04:39:53 PM
I didn't think 4.09 still brought this kind of attention so I wanted to ask. I've been here from the beginning of the mods and I know how to read labels, I just wanted to ask.

SAS EM is the way to go then.