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The SAS Factory - Tech Help, Ancient Mods etc. => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => Dark Blue World Discussion & Support => Topic started by: soldaten on June 29, 2011, 09:05:24 AM

Title: DBW AI Mod Discussion & Bugs
Post by: soldaten on June 29, 2011, 09:05:24 AM
Saw the same inability of the AI to make my plane take off from an airfield. It was a A6m22 zero
on the New Guinea map.

Also. when attacking fighter planes while they are midway in transit to their targets (or back to home base)
they do not react at all to any human attacks. Ordinarily in DBW 1.0 they would start maneuvering to avoid being shot down as soon as a player got with .49 of their tails.  Now in DBW 1.1, they take no evasive action at all, allowing a human to close to point blank range and shoot them down with ease.

The Zero A6m2 21 is a lot more stable as a gunnery platform in 1.1.
Previously , it would shake and jutter quite a bit when firing,
making it difficult to keep the crosshairs on target. Now, it
is a lot smoother. Not sure if that is intended or not.

Anyway, thanks for making DBW available and improving it.  Having lots of fun with it :)
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~vampire_pilot on June 29, 2011, 09:15:46 AM
it is part of the beta AI Mods AFAIK
it was the same when you used the 4.09 CERT AI on DBWv1.0. actually also the autopilot could not move throttle at all, also not in flight then. It stuck where you left it for the AI to take over.

also the fact, that once a AI plane is on it's last leg prior to touch down (I.e. passed the last waypoint) and will not react anymore neither to your radio call or attacks is long experineced AI problem.

Some mission builders forget that and don't put one last waypoint close to home base. such flights home are easy prey once you let them spend their amo on you, doing circles and them allways shooting short with minute long bursts;)
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Chewaca on June 29, 2011, 12:50:35 PM
The planes don´t open her wings, neither AI or human controlled. And yes i have the toggle wing folds key mapped in the keyboard and in the joystick
(http://i19.photobucket.com/albums/b200/Txikitin/2906201117-42-43.jpg)

Some dead crew men turning invisible
(http://i19.photobucket.com/albums/b200/Txikitin/2906201117-04-19.jpg)

And dead gunners firing after dead like El Cid Campeador
(http://i19.photobucket.com/albums/b200/Txikitin/2906201117-28-44.jpg)

I just installed the v.2 hotfix and the planes take off but the wing folds bug continue.
Sorry Cirx for put in the bug in the other thread

This problem only appears in the F-4f-3. I tried the same mission changing the plane for F-4f-4 and Corsair and the wings deploys in Autopilot or Manual mode
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Ribs on June 29, 2011, 10:17:35 PM
Just noticed that the Cat MOD is not working on the CVL's , Belleau Wood and Princeton.

Ribs
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~CirX on June 30, 2011, 12:54:44 AM
Hi guys

The AI mod seems to still have quite a few issues. Clever guys are working on it, but in the meantime I dont want to frustrate you all with it. Hotfix 3 is out. It seperates the AI mod from the DBW base classes, and thus you will be able to disable it completely if you want or need to.

To install it, it is very important that you first delete your entire XTD folder, and also the 0_DBW1.1_HOTFIXES foled if you had downloaded that.

It also includes a new buttons that fixes the F4F3 wingfold issue. Instructions and details in the hotfixes thread.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Boelcke on June 30, 2011, 01:29:08 PM
I can´t load the Palau map, i´ve always got an load.ini error message.

The japanese zeros can´t start from a carrier, they all are splashing into the sea. The US planes can start from carriers. When i tried it with autopilot, i discovered that the autopilot now doesn´t start at all with your own plane, on carriers and on airfields. For all planes and nations.

I have tested zeros now from carriers in single msions , careers, qmb, never had a problem yet. So , let us know when you figure that one out, or give more details.

Th autopilot bug is a bummer. I am posting a very brutal hotfix for it in a few minutes.
Hope there will be time to do a more propet update for it later the week.

Palau map fix will also be in the hotfix.


i have tested a little bit more about the zeros, it appears when choosing the stock dgen "Imperial japanese Navy Fighter" and only with the A6M5-52 on the Marianas subcampaign/map (clean DBW). Every single plane of my flight crashes into the sea when starting.

I tested the same with UP 3 (clean) and they all started well.

EDIT: I didn´t test the new hotfix, sorry, but had a car accident today and i´m not yet in the condition to do more today.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~CirX on June 30, 2011, 02:06:32 PM
I hope your OK man! Is there much damage to the car? Good luck with whatever follows mate.

About the zero's, I am pretty sure it would be caused by the AI mod. In the hotfiix, it is seperated, and can be disabled.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Chewaca on July 02, 2011, 08:40:59 AM
Hotfix 3.1 installed. The F4f3 wing issue resolved, but the dauntless that i must to protect, crashed one after one at take off from the carrier. Sorry Cirx  for give you another headache.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on July 04, 2011, 07:04:51 AM
I've encountered a problem with Spitfires. After takeoff, they climb up to angels 20 and very shortly after that, their engines start to sound sick. Then one-by-one, each pilot reports he has been hit. Actually, his engine just stops. However, the Spitfire I am flying has no such engine problem. So far, I've seen this happen with the Spitfire models Mk. Ia, 1939 and Mk. Ib, 1940. Has anyone else had this problem?

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Zappatime on July 04, 2011, 10:26:30 AM
I have noticed when using QMBpro that if I switch autopilot on at the start of a scramble mission (on Channel_battles map) it will start the engine but is unable to take off, it appears the wheel brakes are set on and the AUtopilot will not take them off so it just sits there with the engine ticking over. AI planes behind are not affected - if I knock autopilot off, and take off, they will do take off ok.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on July 04, 2011, 07:38:40 PM
Redfox,

I wish it were that simple. However, I am using SAS Buttons Version 8.9 and I have placed that file in  ...\#DBW\STD\gui\game. So, my problem lies elsewhere. Set me know if there is something else I can try.

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on July 05, 2011, 12:22:36 AM
I thought the Spitfire engine failures was due to AI mismanaging engine temperature. So, I tried a stepwise ascent to cruise altitude. Climb to angels 10 and maintain for five minutes. Then climb to angels 20. Once again, shortly after reaching angels 20, the planes in my flight began losing power, one-by-one, until I was alone. I flew to the patrol area and back to base without any engine problems.

In this mission, I included a replacement flight that took off from my airbase 20 minutes after my flight's departure. They also used a stepwise ascent. They all made it to the patrol area. On the way back, near the airbase, all planes in the second flight suffered engine failure during their descent. Some planes ended up littering the streets of London.

So, whatever is killing the Spitfire engines does not affect the player's plane and affects AI planes in an inconsistent manner.

I've only tried the early model Spitfires. I assume later models will be affected by this bug the same way.

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~CirX on July 05, 2011, 01:10:36 AM
dont assume. check. Also test if this happens with or without the AI mod. (which should perhaps have been the first thing to mention)

if it is not to do with the ai mod, it would help if you posted the mission here, so if someone who wants to help, can check and know for sure where the bug enters.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on July 05, 2011, 07:38:27 AM
Wise advice: don't assume. check.

I replaced the Spitfire Mk1a planes with the following models which yielded the results noted:

1) Spitfire F XIVc, 1944 - Completed the mission
2) Spitfire F Va, 1941 - Made it to the patrol area and engaged in combat. However, all suffered non-combat related engine failure, nearly simultaneously, while descending for a landing.
3) Spitfire F Vb, 1942 - Completed the mission
4) Spitfire F IXc, 1943 - Completed the mission

Unless the AI Mod is a part of DBW Build 1.1, I am not currently using this mod.

I have the following JSGME mods activated:

1) Jiver67's Total Soundmod
2) FX_Small Collection
3) Forgotten Countries Full
4) MissionProCombo by PAL

Other mods in use:

1) 0_DBW1.1_HOTFIXES
2) Uuf_CC

Additional Maps in use:

1) ag_Hankow
2) ag_Viet_Minh
3) ELSAL
4) MidEastBIG
5) PS_South_VietNam

If someone can tell me how to post a copy of the mission to this site, I'll do that.

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~CirX on July 05, 2011, 08:57:08 AM
In the latest hotfix, the ai mod is seperated (it was part of 1.1 originally), because it caused a lot of trouble. Go get it and install it as instructed, and then you can disable it and see. I bet you that is what causes this.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on July 05, 2011, 11:29:31 AM
CirX,

I apologize for my misunderstanding. Yes, I did have the AI mod installed. Deactivating it does appear to have solve my problem with the Spitfires. Thank you very much for your help.

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Dixiecapt on July 08, 2011, 01:58:04 PM
CVL Carrier Catapults still wont work for F4U's.  :'(

I am trying to Re-tune my F4U USMC KTO Campaigns to DBW when I found this problem. I noticed it was mentioned before, but I wanted to bump the problem up the list. I use those CVL's a lot so I look forward to a fix. Thanks for your work.  ;D DC.

I have the most recent Hotfix 3.1.

Just noticed that the Cat MOD is not working on the CVL's , Belleau Wood and Princeton.

Ribs
Title: Re: DBW AI Mod Discussion & Bugs
Post by: redfox on July 14, 2011, 04:34:29 AM
High Speed with new AI - Build 1.3

Flying Bf109F-2, throttle up to 100% then reduce to 80%, select AI( AI MOD enabled thro' JSGME), speed increases to 490km/h, even tho waypoints are set to 300/350, let a/c do AI landing, approaches last turning point at 490km/h, drops landing gear at 450km/h, then aborts landing by pulling up.

Airstart with same aircraft, waypoints set to 300km/h, press AI immediately, speed reduces gradually until a/c belly lands.

Disengage AI MOD in JSGME and try again - normal behaviour.

Redfox
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Chewaca on July 15, 2011, 03:47:37 AM
Dauntless frozen in the air.
A flight of Dauntless flying by the IA, dive to attack a japan carrier and when they arrive to the altitude of dropping bombs get frozen in the air, the carrier continues her path and later the planes resumes her flight. Of course the bombs fall in the water.
The speed of the game was 1/2 for taking some nice screenshots, and when returned to normal time the planes continued her path.
I think that must be caused for the X16 mod, but until this night i could´n try again.
No other mods outside DBW 1.3 installed.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Mission_bug on July 15, 2011, 06:57:13 AM
I've also experienced the aircraft abort on landing when set for AI.  The aircraft make a normal approach but rise up and abort just before touchdown, the aircraft then carries on until it hits something. ???

Wishing you all the very best, Pete. ;D
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Ribs on July 19, 2011, 08:30:33 PM
CVL Carrier Catapults still wont work for F4U's.  :'(

I am trying to Re-tune my F4U USMC KTO Campaigns to DBW when I found this problem. I noticed it was mentioned before, but I wanted to bump the problem up the list. I use those CVL's a lot so I look forward to a fix. Thanks for your work.  ;D DC.

I have the most recent Hotfix 3.1.

Just noticed that the Cat MOD is not working on the CVL's , Belleau Wood and Princeton.

Ribs
Is it possible to have the CATMOD removed from the AI Mod and be a stand alone MOD?

Thanks ,
Ribs

Title: Re: DBW AI Mod Discussion & Bugs
Post by: soldaten on July 19, 2011, 09:42:08 PM

The activated AImod  (Dark Blue World 1.3), suffers from the throttle being FROZEN at whatever setting the player had it set to immediately just before engaging autopilot.

So, if you happen to have the throttle set very low at the moment you engage autopilot, your plane's fate is sealed....the AI autopilot controlling your plane never increases the throttle to a safe level. Conversely, if you have throttle power set too high upon engaging autopilot. then autopilot landings become impossible as the AI autopilot never lowers the throttle to achieve safe landing speed. If the throttle power setting is somewhere in between the two extremes, you may not notice anything amiss at all, but the throttle is still frozen.

Title: Re: DBW AI Mod Discussion & Bugs
Post by: Juri_JS on July 20, 2011, 11:29:44 AM
I think I have found another problem with the Carrier Take-Off Mod. When I activate fast time-acceleration (that makes the screen black, not the 2x, 4x, 8x acceleration) all AI carrier planes will crash during take off. Without fast time acceleration they take off without problems.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: tooslow on July 20, 2011, 11:57:46 AM
Soldaten,  ;D

THANK YOU!!  You answered why my plane has been crashing on autopilot.  I've been in the habit of putting my plane on autopilot from time to time (usually when I don't have any enemies near me) so I can switch between planes, using the chase view, to see what the others (on both sides) are doing.  Now I know why my plane sometimes crashes.   Also frequently when testing a mission I've created I will put my plane autopilot (and speed up time) to quickly complete the mission ... now I know why it won't land and just fly's over the airfield at a very low altitude.

Now I know the cure ... set your throttle high enough, but not too high before engaging autopilot and take over the landing a bit before touch down.

Thanks again ... TS
Title: Re: DBW AI Mod Discussion & Bugs
Post by: gprr on August 11, 2011, 04:35:46 AM
Hello Gents

After 1.5 build install + Fix, applying AI mod results in failed attempt to launch the game.

Please help
Thanks
GP
Title: Re: DBW AI Mod Discussion & Bugs
Post by: kennel on August 11, 2011, 06:16:59 AM
what fix are you talking about?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: gprr on August 11, 2011, 09:46:40 AM
what fix are you talking about?

Sorry, meant the mapex_06

Thanks
GP
Title: Re: DBW AI Mod Discussion & Bugs
Post by: LuseKofte on August 11, 2011, 10:43:01 AM
Dauntless frozen in the air.
A flight of Dauntless flying by the IA, dive to attack a japan carrier and when they arrive to the altitude of dropping bombs get frozen in the air, the carrier continues her path and later the planes resumes her flight. Of course the bombs fall in the water.
The speed of the game was 1/2 for taking some nice screenshots, and when returned to normal time the planes continued her path.
I think that must be caused for the X16 mod, but until this night i could´n try again.
No other mods outside DBW 1.3 installed.

Birdman raport this too with stukas in dive also using 1/2 speed
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Kazegami on August 11, 2011, 10:46:20 AM
Hello Gents

After 1.5 build install + Fix, applying AI mod results in failed attempt to launch the game.

Please help
Thanks
GP

What exactly is the error? Does it CTD while loading or not even start to load?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Birdman on August 11, 2011, 11:52:58 AM
Dauntless frozen in the air.
A flight of Dauntless flying by the IA, dive to attack a japan carrier and when they arrive to the altitude of dropping bombs get frozen in the air, the carrier continues her path and later the planes resumes her flight. Of course the bombs fall in the water.
The speed of the game was 1/2 for taking some nice screenshots, and when returned to normal time the planes continued her path.
I think that must be caused for the X16 mod, but until this night i could´n try again.
No other mods outside DBW 1.3 installed.

Birdman raport this too with stukas in dive also using 1/2 speed

Actually, bombs can't be dropped or rockets fired in any plane with 1/2 or 1/4 game speed. Player just can't drop bombs or fire rockets with slow game speed and AI planes freeze in air until normal or faster speed is selected. This bug is in AI mod, so to get rid of it either don't slow down the game when there is some bombing or rocket firing or disable AI mod.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: gprr on August 11, 2011, 12:53:33 PM
Hello Gents

After 1.5 build install + Fix, applying AI mod results in failed attempt to launch the game.

Please help
Thanks
GP

What exactly is the error? Does it CTD while loading or not even start to load?

Thanks for helping.
It was CTD but clean install solved it.

Cheers
GP
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Stratodog on August 18, 2011, 09:52:02 PM
Hi,

Using DBW with AI_Mod activated in the JSGME.

I remember that one of my favorite things about Certs AI mod was that RAF and USN formations (and many others) now used the "finger four" formation as a default instead of echelon.

I'm not seeing that happen.  Was it changed?  Typically the formation starts in echelon and moves to "finger four" but - not anymore.  I wonder why?

Edit: it seems to be aircraft related:  P-51B, P-47D-22, P-38J all go into "finger four"; F6F, F4U, Hurricane 1, and Spitfire 1 do not move into finger four (only tested these)
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Gumpy on August 18, 2011, 10:57:56 PM
I'm up to build 1.5 and still have the wing fold bug  (http://i697.photobucket.com/albums/vv340/Bingo1957/1808201121-52-08.jpg)   did I miss the fix?[Update]this problem only seems to happen in the opening track of the game I can fold and unfold wings in game so I guess its not that big a deal.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: slipper on August 19, 2011, 05:52:38 AM
Hi all,

I remember in an earlier version of Certificates AI mod, he enabled German fighters ( i think just Fw-190's and Me-109's) to carry out realistic frontal attacks on enemy bombers, is there any chance of implementing this please? I know RAF hurricanes sometimes practiced this manouvre against Luftwaffe Bombers in the B.O.B.

Attacks against Bombers in general could do with being revamped, nearly every time attacking planes climb slowly to a position above and directly behind an enemy bomber, before diving to attack from dead astern. This leaves them in the range of defensive fire for a very long time. Could they be made to attack from different angles and directions?

Also Luftwaffe jets do not seem to use their speed and get caught dogfighting with slower planes, they should however attack bombers from the rear, diving at speed before pullingup underneath the rear of the bomber, firing rockets/cannon and accelerate away to repeat.

WfrGr 21 armed luftwaffe planes should stand off beyond range of defensive fire to launch rockets

Is it possible for the vision of gunners at night to be more restricted and or dependent on weather?

I know in CY6's excellent C&C 2.0 mod has a setting for this, but it could do with being about 200 - 300 meters in my opinion.

just a few thoughts

regards slipper
Title: Re: DBW AI Mod Discussion & Bugs
Post by: kennel on August 19, 2011, 06:02:03 AM
Hi,

Using DBW with AI_Mod activated in the JSGME.

I remember that one of my favorite things about Certs AI mod was that RAF and USN formations (and many others) now used the "finger four" formation as a default instead of echelon.

I'm not seeing that happen.  Was it changed?  Typically the formation starts in echelon and moves to "finger four" but - not anymore.  I wonder why?

Edit: it seems to be aircraft related:  P-51B, P-47D-22, P-38J all go into "finger four"; F6F, F4U, Hurricane 1, and Spitfire 1 do not move into finger four (only tested these)

Is it possible that the structure of formations are related to the timeframe the plane types are actually used? I am identifying plane nationality on the formations they are using
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Stratodog on August 19, 2011, 08:05:22 AM
Hi,

Using DBW with AI_Mod activated in the JSGME.

I remember that one of my favorite things about Certs AI mod was that RAF and USN formations (and many others) now used the "finger four" formation as a default instead of echelon.

I'm not seeing that happen.  Was it changed?  Typically the formation starts in echelon and moves to "finger four" but - not anymore.  I wonder why?

Edit: it seems to be aircraft related:  P-51B, P-47D-22, P-38J all go into "finger four"; F6F, F4U, Hurricane 1, and Spitfire 1 do not move into finger four (only tested these)

Is it possible that the structure of formations are related to the timeframe the plane types are actually used? I am identifying plane nationality on the formations they are using

If that's the case then there is a problem since USN formations used a "Finger Four" like formation from the begining of their involvement in the war.   Also, if you take an early RAF formation and only include 3 per flight, they will form into a rough "vic" formation if they try to go into "finger four".
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on August 19, 2011, 11:01:58 AM
Guys, this mod is very much WIP and was only included as a taster. I need to fix quite a few more bugs on it. Here is a quick few answers to your questions:
- Majority of above have been fixed
- Bomb drop bug at 1/2 speed etc will be addressed this weekend
- As for formation, for whatever reason whenever we touch the Formations class in 4.101m, the game crashes. Nothing we can do to resolve this. May look at it again tomorrow
- AI Routines are currently taken from Cert's AI mod (latest version). I'll look at those bomber attack patterns again and see if something has changed
- Many of the AI routines are being revised by JG53_Valantine, an old friend of mine in the Il-2 community. Hopefully we will do some testing in the next week. Until then, we won't be taking requests with new routines, as we will get flooded with theme.

For now I'm going to close this thread and when a new version is ready for public testing, I will unlock it. Have a shortlist of things that need doing and once they are taken care of, I'm happy to see discussion continue. For now, we need to focus on this and we really can't take requests. Thanks for all your support and feedback.
Title: Re: IL2 1956 - The Jet Era, Version 1.1 (08/05/11)
Post by: NS~mati140 on August 26, 2011, 09:51:40 AM
If you are running DBW with the AI mod activated, then the carrier beacons will work.

Any chance to have them working without AI mod? I don't use it bc, well, It's still far away from perfect. With current version there are issues with some AI actions that are essential for me (e.g. ground attacks) but I would still like to use these beacons...

EDIT: Strange, with AI mod enebled game crashes o desktop after a while when YE beacon is selected.

Also any chance to have realistic navigation support for Jet Era aircraft?
Title: Re: Re: IL2 1956 - The Jet Era, Version 1.1 (08/05/11)
Post by: SAS~Anto on August 26, 2011, 10:36:04 AM
Realistic navigation already implemented for the Sabres. It isn't possible to get the carrier beacons working without the AI mod. Unfortunately you need to edit a core game classfile each time you want to have a new aircraft type using it.

Now as for issue with AI actions, please explain. We can't fix them if we don't know about them. I did close off the AI discussion thread, so I will reopen it. The only change to ground attacks was that CY6's ground attack mod was added, that's it. The version included in DBW 1.6 fixes the issue with AI freezing when bombs are dropped at 1/2 and 1/4 speed.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on August 26, 2011, 10:37:08 AM
Okay thread reopened. There is a new version of the AI mod in DBW 1.6. It fixes all the issues previously mentioned. Please report back if any new bugs have appeared.
Title: Re: Re: IL2 1956 - The Jet Era, Version 1.1 (08/05/11)
Post by: NS~mati140 on August 26, 2011, 12:37:57 PM
Realistic navigation already implemented for the Sabres. It isn't possible to get the carrier beacons working without the AI mod. Unfortunately you need to edit a core game classfile each time you want to have a new aircraft type using it.

Now as for issue with AI actions, please explain. We can't fix them if we don't know about them. I did close off the AI discussion thread, so I will reopen it. The only change to ground attacks was that CY6's ground attack mod was added, that's it. The version included in DBW 1.6 fixes the issue with AI freezing when bombs are dropped at 1/2 and 1/4 speed.

Roger, gonna give it a try once I DL it.

I'll give an example of strange AI actions now:

4 F-9F2 attack enemy field artilery, Flight Test map, flat terrain, Ai at average, no AAA, loadaut: 4x500 bombs. gattack waypoint: altitude 500, speed 500
First approach to target: NP, they droped one pair of bombs, at the target.
Second approach: Flight leader... made barell roll togeather with dropping bombs and crashed... others made it.
Third approach: Here starts the horror. 3 remaining planes came in for strafing. Numbers 2 and 3 approached the target from above, then dived at them. As a result they went at too big angle, started shooting too late and crashed when trying to pull up. I noticed that they approached at one target (they were close to each other) but in last second they switched to the other one - this may be a reason. The 4th one menaged to pull up (but it was close) and he destroyed the target.
Fourth approach: the remaining plane aproached the target, but suddenly it made a barell roll and crashed in the ground....

Same mission, but this time with Ju-87R-2 and 1xSC250 + 4xSC50 loadaut. Altitude 500, generally low level run with dive bombers, they should drop all bombs and gtho...
...but each of them drops ONE bomb and makes another approach...
While this is rather feature then bug for fighter-bombers/attack planes, especialy if we're using C&C v2 and aimpoint object, but it doesn't work with dive bombers. For a reason. For dive bombers making low level attacks it doesn't make sense, bc they should rather act like level bombers then. Gonna ask CY6 for adding dive bomber support to his object though.

Another issues:
Game crashes when YG beacon is selected and sound is about to be played.
Tail light is white again.
Jets soemtimes approach too fast and crash on touchdown when landing on carrier. This, however, isn't so bad idea. It would be nice if AI planes randomly crashed and made Control stop giving permissions to land for a while, when they had low skill (rookie, maybe average) and/or wheather was bad.
Title: Re: Re: IL2 1956 - The Jet Era, Version 1.1 (08/05/11)
Post by: SAS~Anto on August 26, 2011, 10:08:32 PM
Okay I'll try break this down as best I can.
4 F-9F2 attack enemy field artilery, Flight Test map, flat terrain, Ai at average, no AAA, loadaut: 4x500 bombs. gattack waypoint: altitude 500, speed 500
First approach to target: NP, they droped one pair of bombs, at the target.
Second approach: Flight leader... made barell roll togeather with dropping bombs and crashed... others made it.
Third approach: Here starts the horror. 3 remaining planes came in for strafing. Numbers 2 and 3 approached the target from above, then dived at them. As a result they went at too big angle, started shooting too late and crashed when trying to pull up. I noticed that they approached at one target (they were close to each other) but in last second they switched to the other one - this may be a reason. The 4th one menaged to pull up (but it was close) and he destroyed the target.
Fourth approach: the remaining plane aproached the target, but suddenly it made a barell roll and crashed in the ground....

Same mission, but this time with Ju-87R-2 and 1xSC250 + 4xSC50 loadaut. Altitude 500, generally low level run with dive bombers, they should drop all bombs and gtho...
...but each of them drops ONE bomb and makes another approach...
While this is rather feature then bug for fighter-bombers/attack planes, especialy if we're using C&C v2 and aimpoint object, but it doesn't work with dive bombers. For a reason. For dive bombers making low level attacks it doesn't make sense, bc they should rather act like level bombers then. Gonna ask CY6 for adding dive bomber support to his object though.


Jet aircraft have always had issues with ground attack. This existed before the Ground Attack mod. JG53_Valantine has done a fair amount of work on AI routines for WW2 aircraft and once he is done, I'm going to ask for his help with fine tuning the jet behaviour. This is a solvable problem ;)

For the Dive Bombers, well I'm not surprised they are doing that. The new ground attack code makes ground attack aircraft drop bombs one at a time, allowing to make multiple passes (As if they were operating in a cab-rank system). Dive bombers below a certain altitude automatically divert to this behaviour. Why should they act like level bombers? They don't have a level bomb site and have seen videos/pictures of Stukas attacking in shallow dives anyway.  So personally I see no problem with it.

The ONLY issue I have with the new pattern is the amount of bombs released. Especially for jets, you don't tend to make multiple passes but instead dump all your load and get the hell out of there. It is only for those close air support aircraft in cab rank systems where you would see multiple attack passes OR in situations where you have air superiority OR attacking a poorly defended target. So there is some fine tuning that can be done.

Quote
Another issues:
Game crashes when YG beacon is selected and sound is about to be played.

Haven't experienced this but I'll test this out

Quote
Tail light is white again.

Again? Wasn't it always white?

Quote
Jets soemtimes approach too fast and crash on touchdown when landing on carrier. This, however, isn't so bad idea. It would be nice if AI planes randomly crashed and made Control stop giving permissions to land for a while, when they had low skill (rookie, maybe average) and/or wheather was bad.

I've noticed this only on the rare occasion. It generally happens if the carrier changes heading whilst an aircraft is on final. To help with touchdown speed, most aircraft have some code that forces the AI to deploy airbrakes if they are outside the safe range for deploying full flaps (which then brings them into the safe speed zone to land).
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Far77 on August 26, 2011, 10:38:34 PM
Okay thread reopened. There is a new version of the AI mod in DBW 1.6. It fixes all the issues previously mentioned. Please report back if any new bugs have appeared.

Thank you Anto for improving the AI.
Some shortcomings of the current AI(DBW 1.6, AImod is turned on in Jsgme, QMB, aces). I tested a mix (jets+pistons(fighters)_against_pistons (fighters))

1)Mine (but piloted by AI) F-86K sometimes collides with the ground.
2)Jets still often go into manuevering dogfighting with pistons.

I guess how difficult is to program and tune AI.

So maybe to try to test some simple logic into jet-AI:
1) While fighting a jet try to maintain speed no less than ~600kph (exact number could be found out in testing) with one exception below.
2) While attacking enemy plane without defensive armament which RTBing and there are no more enemy plane "in sight" then a jet could slow down.









Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on August 27, 2011, 03:49:45 AM
1)Mine (but piloted by AI) F-86K sometimes collides with the ground.

We need some specifics. When does it collide with ground? What situation are you in. AI collide with the ground all the time.

2)Jets still often go into manuevering dogfighting with pistons.

We didn't touch that part of the code. Not sure how to approach this as there were circumstances during Korea and possible during the Malaysian-Indonesian conflicts where these situations occurred. Overall the jet AI code does need a major fix and it will get it, once Val's finished his tuning of the WW2 aircraft first. There are a lot of things we have in mind and are possible, but all in good time.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Far77 on August 27, 2011, 04:10:16 AM
1)Mine (but piloted by AI) F-86K sometimes collides with the ground.

We need some specifics. When does it collide with ground? What situation are you in. AI collide with the ground all the time.


While dogfightning with pistons a H~1-3km. I missed the exact moments as I watched other planes at the moments. But as it was "no-damage", so the reason could be neither shooting down nor
collision with another plane.
Title: Re: Re: IL2 1956 - The Jet Era, Version 1.1 (08/05/11)
Post by: NS~mati140 on August 27, 2011, 05:43:04 AM
Okay I'll try break this down as best I can.

Jet aircraft have always had issues with ground attack. This existed before the Ground Attack mod. JG53_Valantine has done a fair amount of work on AI routines for WW2 aircraft and once he is done, I'm going to ask for his help with fine tuning the jet behaviour. This is a solvable problem ;)

For the Dive Bombers, well I'm not surprised they are doing that. The new ground attack code makes ground attack aircraft drop bombs one at a time, allowing to make multiple passes (As if they were operating in a cab-rank system). Dive bombers below a certain altitude automatically divert to this behaviour. Why should they act like level bombers? They don't have a level bomb site and have seen videos/pictures of Stukas attacking in shallow dives anyway.  So personally I see no problem with it.

The ONLY issue I have with the new pattern is the amount of bombs released. Especially for jets, you don't tend to make multiple passes but instead dump all your load and get the hell out of there. It is only for those close air support aircraft in cab rank systems where you would see multiple attack passes OR in situations where you have air superiority OR attacking a poorly defended target. So there is some fine tuning that can be done.

Yea, but with it they go even more crazy. There were single crashes when Panthers attacked targets but never whole wings crashing.

Since CY6 released C&C 2.0 it isn't a problem for jets as you can use Aimpoint object instead of gattack waypoint to make them drop all at once (Hope that this new version will make it to DBW). However it doesn't work for dive bombers. And yes, there's no problem with the way they approach the target, but if Stuka drops ONE SC50 by pass it doesn't make sense at all. I simply mean that dive bombers should drop all bombs at once.

Haven't experienced this but I'll test this out

To prevent questions: No, it's not related to C&C v2, I checked.

Again? Wasn't it always white?

Oh dear, I mean GREEN, sorry for the mistake. Without AI mod it's white and flashing, with it it's green.

I've noticed this only on the rare occasion. It generally happens if the carrier changes heading whilst an aircraft is on final. To help with touchdown speed, most aircraft have some code that forces the AI to deploy airbrakes if they are outside the safe range for deploying full flaps (which then brings them into the safe speed zone to land).

Carrier was going straight, with speed of 30 kph, no wind, landing aircraft: 4xF-9F2

No matter how the misison went, one of the aircraft always crashed into carrier's deck when landing (and it was always #3 IIRC).

EDIT: OK, seems that swithcing carriers speed to the maximum of 56 kph fixed the problem. So it's rather a matter of careful mission building.

EDIT2: Game crashes whatever beacon I use. Without AI mod there's no problem.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on August 27, 2011, 11:49:18 PM
While dogfightning with pistons a H~1-3km. I missed the exact moments as I watched other planes at the moments. But as it was "no-damage", so the reason could be neither shooting down nor
collision with another plane.

So it was a once off occurence? Manoeuvre kills are fairly common in IL-2 as it is BUT a jet engaging a piston aircraft in a turning fight is likely to guarantee it ;)
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on August 27, 2011, 11:55:54 PM
Still seeing spits and Hurri's using flaps during dogfights.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Far77 on August 28, 2011, 01:11:17 AM
While dogfightning with pistons a H~1-3km. I missed the exact moments as I watched other planes at the moments. But as it was "no-damage", so the reason could be neither shooting down nor
collision with another plane.

So it was a once off occurence? Manoeuvre kills are fairly common in IL-2 as it is BUT a jet engaging a piston aircraft in a turning fight is likely to guarantee it ;)

Yes, but I can't recall this with AI-mod turn-off. Anyway it is just a minor remark which maybe (I hope) useful in working on the AI.

By the way I can say that I like AI dogfighting behaviour of CAC-Sabres. They are used to make high-speed boomzooming, and rarely go into manuevering with pistons-fighters. It is very nice to watch their boomzooming!... :) Thank you very much!


Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on August 28, 2011, 01:57:31 AM
Still seeing spits and Hurri's using flaps during dogfights.

Hasn't been looked at ;) And Hurricanes did have staged flaps, whilst the Spits did not.

----------------------------------

Far77: In fact, all the Sabre has the same AI behaviour defined.

----------------------------------

On a different note, a few things have been looked at:
- Nav light turning green fixed. Now white and flashing
- The AI mod DOES NOT break realistic navigation or beacons. I created a test map with all different beacon types in and I was able to switch between them without issue.
- Finally, before you report a so-called 'bug' regarding AI behaviour, please remember we still haven't got all the AI code in yet. PLUS it is likely it is a carry-over from the default game or Cert's original AI mod. Instead of saying it is a bug on our behalf (which pisses us off!), please take the time to fully investigate the scenario and provide a proper report on what's going on and in what scenarios. For example, manoeuvres kills are not bugs all the time. Say if EVERYTIME you fought at low level the enemy fighters crashed, then yes that is a bug. BUT if in a high G dive/turn, an enemy aircraft screws up, then it is not a bug. It is a fine line and we can't determine that unless you provide PLENTY of info.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Maico on August 28, 2011, 02:50:31 AM
  The Ai can now kill me easier.  This is a bug as I AM a super ACE!   8)
Ok, jokes aside, I was shocked by my first encounter with the new AI (UP 3.0) Its ability to stay at tree top level was making it hard for me.  But best of all was the B&Z pulled by the ai.  I was cought up in thier B&Z and made to look foolish.  Wow, I am having to recalibrate my df skills.  It is a real nice adition this new ai.  The head on passes make for epic encounters. 
  Thanks a bunch to the modders.  This has breathed so much new life into the game. 

A million thanks

Maico
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Juri_JS on August 28, 2011, 03:01:51 AM
At the moment I am using the AI-Mod version that came with DBW 1.6.
When I fly level bombing missions with the AI mod activated the AI bombers are often showing a strange behaviour. Over the target they drop only one pair of bombs and after the attack they can't find the next waypoint. I have seen this both in single missions and in DGen.
Here is a short test mission. For me it works ok without the AI-mod, but with it the problems mentioned above happen.

Code: [Select]
[MAIN]
  MAP Norway/load.ini
  TIME 12.0
  CloudType 1
  CloudHeight 700.0
  player 315PK00
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 7
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  315PK00
[315PK00]
  Planes 4
  Skill 1
  Class air.LANCASTER
  Fuel 100
  weapons 8x500
[315PK00_Way]
  NORMFLY 54246.33 48729.57 4000.00 454.00 &0
  NORMFLY 63163.23 56565.63 4000.00 454.00 &0
  GATTACK 75582.19 64882.33 4000.00 454.00 0_Static 0 &0
  NORMFLY 81240.64 64882.33 4000.00 454.00 &0
  NORMFLY 85812.67 59223.87 4000.00 454.00 &0
  NORMFLY 66771.62 33038.25 4000.00 454.00 &0
  NORMFLY 39106.49 22632.10 4000.00 454.00 &0
[NStationary]
  0_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75675.17 65248.43 360.00 0.0
  1_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75699.57 65122.24 360.00 0.0
  2_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75774.93 65170.43 360.00 0.0
  3_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75693.86 65218.67 360.00 0.0
  4_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75590.83 65138.44 360.00 0.0
  5_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75710.72 65154.45 360.00 0.0
  6_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75641.24 65182.07 360.00 0.0
  7_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75733.17 65200.30 360.00 0.0
[Buildings]
[Bridge]
[House]


And this problem I posted before still exists:
Quote
I think I have found another problem with the Carrier Take-Off Mod. When I activate fast time-acceleration (that makes the screen black, not the 2x, 4x, 8x acceleration) all AI carrier planes will crash during take off. Without fast time acceleration they take off without problems.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: verde13 on August 28, 2011, 03:35:37 AM
At the moment I am using the AI-Mod version that came with DBW 1.6.
When I fly level bombing missions with the AI mod activated the AI bombers are often showing a strange behaviour. Over the target they drop only one pair of bombs and after the attack they can't find the next waypoint. I have seen this both in single missions and in DGen.
Here is a short test mission. For me it works ok without the AI-mod, but with it the problems mentioned above happen.

I have the exact same problem with Montsy27's Battle of Malta campaign. SM-79s are dropping only one bomb on their bombing run.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: NS~mati140 on August 28, 2011, 09:22:00 AM
- The AI mod DOES NOT break realistic navigation or beacons. I created a test map with all different beacon types in and I was able to switch between them without issue.

That's strange. For me everytime I select beacon, however not at beacon select but when sound is about to be played game crashes. Crash occurs ONLY with Ai mod enebled, I checked for conflicts with other mods (mainly visual) but there weren't any. Folowing RotI#32 here's my log file:

Code: [Select]
[28.08.2011 14:59:51] ------------ BEGIN log session -------------
[14:59:51] OpenGL provider: Opengl32.dll
[14:59:51] OpenGL library:
[14:59:51]   Vendor: NVIDIA Corporation
[14:59:51]   Render: GeForce GT 240/PCI/SSE2
[14:59:51]   Version: 3.3.0
[14:59:51]   Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[14:59:51] Size: 1920x1080
[14:59:51] ColorBits: 32
[14:59:51] DepthBits: 24
[14:59:51] StencilBits: 8
[14:59:51] isDoubleBuffered: true
[14:59:52]
[14:59:52] *** Looking for Advanced CPU Instructions...
[14:59:52] [x] PentiumPro
[14:59:52] [x] Multimedia (MMX)
[14:59:52] [x] 3D (SSE2)
[14:59:52] [x] 3D (SSE2)
[14:59:52] [-] 3D (3DNow)
[14:59:52] ColourBits 32, ABits 0, ZBits 24
[14:59:52]
[14:59:52] *** Looking for Render API Extensions ...
[14:59:52] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[14:59:52] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[14:59:52] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[14:59:52] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[14:59:52] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[14:59:52] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[14:59:52] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[14:59:52] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[14:59:52] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[14:59:52] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[14:59:52] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[14:59:52] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[14:59:52] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[14:59:52]
[14:59:52] Maximum texture size : 8192
[14:59:52] Maximum simultaneous textures :4
[14:59:52] MaxAnisotropic (1.0 = none) : 16.000000
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[14:59:53] INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/MidAir.mat'
[14:59:53] WARNING: object '3DO/Effects/TEXTURES/MidAir.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
[14:59:53] WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
[14:59:53] WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:58] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
[14:59:58] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$MustangMkI'
[14:59:59] SectFile load failed: null
[14:59:59] java.io.FileNotFoundException
[14:59:59] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[14:59:59] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[14:59:59] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[14:59:59] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[14:59:59] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[14:59:59] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[14:59:59] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQuick.java:1339)
[14:59:59] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1477)
[14:59:59] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[14:59:59] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:700)
[14:59:59] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)
[14:59:59] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[14:59:59] at com.maddox.il2.game.Main.exec(Main.java:420)
[14:59:59] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:00:03] Initializing DirectSound playback device...
[15:00:03] Primary buffer created.
[15:00:03] Playback format is set : sampling rate = 22050, num channels = 2.
[15:00:03] Not enought hardware buffers (0), hardware disabled
[15:00:03] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[15:00:03] Default speaker config is : 1310724.
[15:00:03] Direct sound audio device initialized successfully :
[15:00:03] DX Version : 7
[15:00:03] Hardware    - disabled [buffers : 0]
[15:00:03] Extensions  - enabled :
[15:00:03]   EAX ver. 1 [ ]  - disabled
[15:00:03]   EAX ver. 2 [ ]  - disabled
[15:00:03]   EAX ver. 3 [ ]  - disabled
[15:00:03]   I3D ver. 2 [ ]  - disabled
[15:00:03]   ZoomFX     [ ]  - disabled
[15:00:03]   MacroFX    [ ]  - disabled
[15:00:03] SIMD render [X]
[15:00:03] num channels 32
[15:00:03] Cannot open audio file samples/infinite 1
[15:00:03]
[15:00:42] Loading mission Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneN00.mis...
[15:00:43] Loaded camouflage: PACIFIC
[15:00:43] Loading map.ini defined airfields:
[15:00:43] Detected Vertex Shaders 3.0.
[15:00:43] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[15:00:43] Vertex texture units: 32
[15:00:43]
[15:00:46] PBuffer: suitable formats: 6
[15:00:46]
[15:00:46] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[15:00:46] Depth = 24, stencil = 8
[15:00:46] PBuffer: suitable formats: 6
[15:00:46]
[15:00:46] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[15:00:46] Depth = 24, stencil = 8
[15:00:47] Loading vertex/fragment programs: *697887216*
[15:00:47] *** Loading: [vpFogFar2Tex2D]
[15:00:47] *** Loading: [vpFog2Tex2DBlend]
[15:00:47] *** Loading: [vpFogFar4Tex2D]
[15:00:47] *** Loading: [vpFogFar8Tex2D]
[15:00:47] *** Loading: [vpFogNoTex]
[15:00:47] *** Loading: [vpFog4Tex2D]
[15:00:47] *** Loading: [vpFog4Tex2D_UV2]
[15:00:47] *** Loading: [vp4Tex2D]
[15:00:47] *** Loading: [vp6Tex2D]
[15:00:47] *** Loading: [vpTexUVTex2D]
[15:00:47] *** Loading: [vpWaterGrid_NV]
[15:00:47] *** Loading: [vpWaterSunLight_NV]
[15:00:47] *** Loading: [vpWaterSunLight_ATI]
[15:00:47] *** Loading: [vpWaterSunLight_FP]
[15:00:47] *** Loading: [vpTreeSprite]
[15:00:47] *** Loading: [vpTreeTrunk]
[15:00:47] *** Loading: [vpVAObjectsN]
[15:00:47] *** Loading: [vpVAObjectsL0]
[15:00:47] *** Loading: [vpSprites]
[15:00:47] *** Loading: [vpSimpleGL]
[15:00:47] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastBump] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCaustic] -> NV3X Optimized!
[15:00:47] *** Loading: [fpSprites] -> NV3X Optimized!
[15:00:47] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[15:00:47] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[15:00:47] *** Loading: [fpSimpleGL]
[15:00:47] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[15:00:47] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[15:00:47] *** Loading: [fpRiverCoastAA]
[15:00:47] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[15:00:47] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[15:00:47] *** Loading: [vpWaterDM_CPU]
[15:00:47] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterLFogDM]
[15:00:47] *** Loading: [fpIceWater] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpFarBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlane] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[15:00:47] Load bridges
[15:00:47] Load static objects
[15:00:53] Mission: Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneN00.mis is Playing
[15:00:54] warning: no files : music/inflight
[15:00:58] java.lang.NoSuchFieldError: showMorseAsText
[15:00:58] at com.maddox.il2.objects.sounds.SndAircraft.showMorseAsText(SndAircraft.java:771)
[15:00:58] at com.maddox.il2.objects.sounds.SndAircraft.playMorseEffect(SndAircraft.java:782)
[15:00:58] at com.maddox.il2.obj

15:00:58 is the moment when morse code from carrier's YE is about to be played. Note that the last line is broken in half. Any idea what did I screw up in my install? Maybe my copy of AI mod is corrupt?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on August 28, 2011, 09:15:25 PM
  The Ai can now kill me easier.  This is a bug as I AM a super ACE!   8)
Ok, jokes aside, I was shocked by my first encounter with the new AI (UP 3.0) Its ability to stay at tree top level was making it hard for me.  But best of all was the B&Z pulled by the ai.  I was cought up in thier B&Z and made to look foolish.  Wow, I am having to recalibrate my df skills.  It is a real nice adition this new ai.  The head on passes make for epic encounters. 
  Thanks a bunch to the modders.  This has breathed so much new life into the game. 

A million thanks

Maico

There isn't any AI mod in UP3, haven't implemented it yet ;)

mati140: Thanks for clarifying. To be honest I did not stay on the beacon long enough to check for a morse code signal. Now we can track the bug down.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Maico on August 28, 2011, 10:18:40 PM
  The Ai can now kill me easier.  This is a bug as I AM a super ACE!   8)
Ok, jokes aside, I was shocked by my first encounter with the new AI (UP 3.0) Its ability to stay at tree top level was making it hard for me.  But best of all was the B&Z pulled by the ai.  I was cought up in thier B&Z and made to look foolish.  Wow, I am having to recalibrate my df skills.  It is a real nice adition this new ai.  The head on passes make for epic encounters. 
  Thanks a bunch to the modders.  This has breathed so much new life into the game. 

A million thanks

Maico

There isn't any AI mod in UP3, haven't implemented it yet ;)

mati140: Thanks for clarifying. To be honest I did not stay on the beacon long enough to check for a morse code signal. Now we can track the bug down.

Silly me, I am playing DBW but I dont have the beta AI mod enabled.  So, then that is not UP3.0 Ai mod?  I can tell you this, its a new ai and it puts up quite a fight.  It is either that, or I am getting old.  That is a distinct possibility.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on September 03, 2011, 12:39:54 AM
- The AI mod DOES NOT break realistic navigation or beacons. I created a test map with all different beacon types in and I was able to switch between them without issue.

That's strange. For me everytime I select beacon, however not at beacon select but when sound is about to be played game crashes. Crash occurs ONLY with Ai mod enebled, I checked for conflicts with other mods (mainly visual) but there weren't any. Folowing RotI#32 here's my log file:

Code: [Select]
[28.08.2011 14:59:51] ------------ BEGIN log session -------------
[14:59:51] OpenGL provider: Opengl32.dll
[14:59:51] OpenGL library:
[14:59:51]   Vendor: NVIDIA Corporation
[14:59:51]   Render: GeForce GT 240/PCI/SSE2
[14:59:51]   Version: 3.3.0
[14:59:51]   Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[14:59:51] Size: 1920x1080
[14:59:51] ColorBits: 32
[14:59:51] DepthBits: 24
[14:59:51] StencilBits: 8
[14:59:51] isDoubleBuffered: true
[14:59:52]
[14:59:52] *** Looking for Advanced CPU Instructions...
[14:59:52] [x] PentiumPro
[14:59:52] [x] Multimedia (MMX)
[14:59:52] [x] 3D (SSE2)
[14:59:52] [x] 3D (SSE2)
[14:59:52] [-] 3D (3DNow)
[14:59:52] ColourBits 32, ABits 0, ZBits 24
[14:59:52]
[14:59:52] *** Looking for Render API Extensions ...
[14:59:52] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[14:59:52] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[14:59:52] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[14:59:52] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[14:59:52] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[14:59:52] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[14:59:52] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[14:59:52] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[14:59:52] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[14:59:52] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[14:59:52] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[14:59:52] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[14:59:52] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[14:59:52]
[14:59:52] Maximum texture size : 8192
[14:59:52] Maximum simultaneous textures :4
[14:59:52] MaxAnisotropic (1.0 = none) : 16.000000
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[14:59:53] INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/MidAir.mat'
[14:59:53] WARNING: object '3DO/Effects/TEXTURES/MidAir.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
[14:59:53] WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
[14:59:53] WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:58] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
[14:59:58] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$MustangMkI'
[14:59:59] SectFile load failed: null
[14:59:59] java.io.FileNotFoundException
[14:59:59] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[14:59:59] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[14:59:59] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[14:59:59] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[14:59:59] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[14:59:59] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[14:59:59] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQuick.java:1339)
[14:59:59] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1477)
[14:59:59] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[14:59:59] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:700)
[14:59:59] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)
[14:59:59] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[14:59:59] at com.maddox.il2.game.Main.exec(Main.java:420)
[14:59:59] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:00:03] Initializing DirectSound playback device...
[15:00:03] Primary buffer created.
[15:00:03] Playback format is set : sampling rate = 22050, num channels = 2.
[15:00:03] Not enought hardware buffers (0), hardware disabled
[15:00:03] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[15:00:03] Default speaker config is : 1310724.
[15:00:03] Direct sound audio device initialized successfully :
[15:00:03] DX Version : 7
[15:00:03] Hardware    - disabled [buffers : 0]
[15:00:03] Extensions  - enabled :
[15:00:03]   EAX ver. 1 [ ]  - disabled
[15:00:03]   EAX ver. 2 [ ]  - disabled
[15:00:03]   EAX ver. 3 [ ]  - disabled
[15:00:03]   I3D ver. 2 [ ]  - disabled
[15:00:03]   ZoomFX     [ ]  - disabled
[15:00:03]   MacroFX    [ ]  - disabled
[15:00:03] SIMD render [X]
[15:00:03] num channels 32
[15:00:03] Cannot open audio file samples/infinite 1
[15:00:03]
[15:00:42] Loading mission Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneN00.mis...
[15:00:43] Loaded camouflage: PACIFIC
[15:00:43] Loading map.ini defined airfields:
[15:00:43] Detected Vertex Shaders 3.0.
[15:00:43] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[15:00:43] Vertex texture units: 32
[15:00:43]
[15:00:46] PBuffer: suitable formats: 6
[15:00:46]
[15:00:46] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[15:00:46] Depth = 24, stencil = 8
[15:00:46] PBuffer: suitable formats: 6
[15:00:46]
[15:00:46] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[15:00:46] Depth = 24, stencil = 8
[15:00:47] Loading vertex/fragment programs: *697887216*
[15:00:47] *** Loading: [vpFogFar2Tex2D]
[15:00:47] *** Loading: [vpFog2Tex2DBlend]
[15:00:47] *** Loading: [vpFogFar4Tex2D]
[15:00:47] *** Loading: [vpFogFar8Tex2D]
[15:00:47] *** Loading: [vpFogNoTex]
[15:00:47] *** Loading: [vpFog4Tex2D]
[15:00:47] *** Loading: [vpFog4Tex2D_UV2]
[15:00:47] *** Loading: [vp4Tex2D]
[15:00:47] *** Loading: [vp6Tex2D]
[15:00:47] *** Loading: [vpTexUVTex2D]
[15:00:47] *** Loading: [vpWaterGrid_NV]
[15:00:47] *** Loading: [vpWaterSunLight_NV]
[15:00:47] *** Loading: [vpWaterSunLight_ATI]
[15:00:47] *** Loading: [vpWaterSunLight_FP]
[15:00:47] *** Loading: [vpTreeSprite]
[15:00:47] *** Loading: [vpTreeTrunk]
[15:00:47] *** Loading: [vpVAObjectsN]
[15:00:47] *** Loading: [vpVAObjectsL0]
[15:00:47] *** Loading: [vpSprites]
[15:00:47] *** Loading: [vpSimpleGL]
[15:00:47] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastBump] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCaustic] -> NV3X Optimized!
[15:00:47] *** Loading: [fpSprites] -> NV3X Optimized!
[15:00:47] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[15:00:47] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[15:00:47] *** Loading: [fpSimpleGL]
[15:00:47] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[15:00:47] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[15:00:47] *** Loading: [fpRiverCoastAA]
[15:00:47] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[15:00:47] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[15:00:47] *** Loading: [vpWaterDM_CPU]
[15:00:47] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterLFogDM]
[15:00:47] *** Loading: [fpIceWater] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpFarBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlane] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[15:00:47] Load bridges
[15:00:47] Load static objects
[15:00:53] Mission: Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneN00.mis is Playing
[15:00:54] warning: no files : music/inflight
[15:00:58] java.lang.NoSuchFieldError: showMorseAsText
[15:00:58] at com.maddox.il2.objects.sounds.SndAircraft.showMorseAsText(SndAircraft.java:771)
[15:00:58] at com.maddox.il2.objects.sounds.SndAircraft.playMorseEffect(SndAircraft.java:782)
[15:00:58] at com.maddox.il2.obj

15:00:58 is the moment when morse code from carrier's YE is about to be played. Note that the last line is broken in half. Any idea what did I screw up in my install? Maybe my copy of AI mod is corrupt?

Quick question, how the hell are you getting morse code to appear as text on screen? It definitely doesn't happen in my version of the game. I don't have any issue with morse code working in my game BUT I bet you that the mod you are using for Text morse code is the cause of your crash.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on September 03, 2011, 01:08:25 AM
At the moment I am using the AI-Mod version that came with DBW 1.6.
When I fly level bombing missions with the AI mod activated the AI bombers are often showing a strange behaviour. Over the target they drop only one pair of bombs and after the attack they can't find the next waypoint. I have seen this both in single missions and in DGen.
Here is a short test mission. For me it works ok without the AI-mod, but with it the problems mentioned above happen.

Code: [Select]
[MAIN]
  MAP Norway/load.ini
  TIME 12.0
  CloudType 1
  CloudHeight 700.0
  player 315PK00
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 7
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  315PK00
[315PK00]
  Planes 4
  Skill 1
  Class air.LANCASTER
  Fuel 100
  weapons 8x500
[315PK00_Way]
  NORMFLY 54246.33 48729.57 4000.00 454.00 &0
  NORMFLY 63163.23 56565.63 4000.00 454.00 &0
  GATTACK 75582.19 64882.33 4000.00 454.00 0_Static 0 &0
  NORMFLY 81240.64 64882.33 4000.00 454.00 &0
  NORMFLY 85812.67 59223.87 4000.00 454.00 &0
  NORMFLY 66771.62 33038.25 4000.00 454.00 &0
  NORMFLY 39106.49 22632.10 4000.00 454.00 &0
[NStationary]
  0_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75675.17 65248.43 360.00 0.0
  1_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75699.57 65122.24 360.00 0.0
  2_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75774.93 65170.43 360.00 0.0
  3_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75693.86 65218.67 360.00 0.0
  4_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75590.83 65138.44 360.00 0.0
  5_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75710.72 65154.45 360.00 0.0
  6_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75641.24 65182.07 360.00 0.0
  7_Static vehicles.stationary.Stationary$OpelBlitz6700A 2 75733.17 65200.30 360.00 0.0
[Buildings]
[Bridge]
[House]


And this problem I posted before still exists:
Quote
I think I have found another problem with the Carrier Take-Off Mod. When I activate fast time-acceleration (that makes the screen black, not the 2x, 4x, 8x acceleration) all AI carrier planes will crash during take off. Without fast time acceleration they take off without problems.


I've investigated this and it seems that level bombers are no longer acting that way. Instead they seem to act like ground attack aircraft and enter a dive when spotting a ground target. Will test some more and try to find a solution.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on September 03, 2011, 01:54:37 AM
Okay confirmed, there is NO bug with bombers. It is all depedent on what type of waypoints you set.

For level bombers:
a) Select a 'Ground Attack' waypoint above the target you want bombed. Bombers will now use their bomb sight and release all bombs level and in formation. DO NOT SPECIFY AN EXACT TARGET OTHERWISE THIS WILL NOT WORK!!
b) If you do specify an exact target, the bombers will act like ground attack aircraft and release bombs in single pairs and make multiple passes until all bombs are gone. Not appropriate for B-17s etc.

For dive bombers.
a) Their behaviour is altitude dependant. If you select a Ground Attack waypoint, they will dive. If you set a target, they will dive. IF you set the way point below 1500m, then they will use a shallow dive and release bombs one at a time on multiple passes until all targets are destroyed. They will also resort to strafing.

For fighter bombers.
a) They will always use shallow dives and drop bombs one at a time. If out of bombs and targets remain, they will strafe
b) All jets share this behaviour

The issues, as I see it, is that when some aircraft enter a ground attack routine, they aren't acting appropriately. Indeed it is rediculous that Stukas would drop single SC-70s in multiple passes when in real life they were likely to drop all. Jet aircraft would enter at higher speed in shallower attacks and would tend to drop all ordinance and get the hell out of there. The behaviour is also target dependent. You could spend all day strafing troops and unarmoured vehicles BUT you wouldn't do the same to well-defended airbase.

So what we need is a check that excludes certain aircraft from the new ground attack routine and maybe something that can work out what sort of targets are around (i.e. if there is heavy flak, aircraft will dump all bombs and get out, but otherwise will take their time).
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Juri_JS on September 03, 2011, 07:19:25 AM
So what we need is a check that excludes certain aircraft from the new ground attack routine and maybe something that can work out what sort of targets are around (i.e. if there is heavy flak, aircraft will dump all bombs and get out, but otherwise will take their time).

I think you should exclude all pure level bombers from the new ground attack routine, in my opinion the stock AI behaviour worked fine for level bombers and no changes are needed.
The problem are aircraft that can be used both as level and fighter bombers, like the B-25J. For those aircraft it would be a good idea to make the behaviour altitude dependent, for example: above 1000 m = level bombing behaviour; under 1000 m =  fighter-bomber behaviour.

To make the behaviour target dependent is not a practical solution for level and dive bombers, but it could be a good idea for fighter-bombers. After they dropped their bombs, it would be realistic for fighter-bombers to concentrate their first strafing attacks on flak before attacking other targets.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: NS~mati140 on September 03, 2011, 08:02:48 AM
- The AI mod DOES NOT break realistic navigation or beacons. I created a test map with all different beacon types in and I was able to switch between them without issue.

That's strange. For me everytime I select beacon, however not at beacon select but when sound is about to be played game crashes. Crash occurs ONLY with Ai mod enebled, I checked for conflicts with other mods (mainly visual) but there weren't any. Folowing RotI#32 here's my log file:

Code: [Select]
[28.08.2011 14:59:51] ------------ BEGIN log session -------------
[14:59:51] OpenGL provider: Opengl32.dll
[14:59:51] OpenGL library:
[14:59:51]   Vendor: NVIDIA Corporation
[14:59:51]   Render: GeForce GT 240/PCI/SSE2
[14:59:51]   Version: 3.3.0
[14:59:51]   Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[14:59:51] Size: 1920x1080
[14:59:51] ColorBits: 32
[14:59:51] DepthBits: 24
[14:59:51] StencilBits: 8
[14:59:51] isDoubleBuffered: true
[14:59:52]
[14:59:52] *** Looking for Advanced CPU Instructions...
[14:59:52] [x] PentiumPro
[14:59:52] [x] Multimedia (MMX)
[14:59:52] [x] 3D (SSE2)
[14:59:52] [x] 3D (SSE2)
[14:59:52] [-] 3D (3DNow)
[14:59:52] ColourBits 32, ABits 0, ZBits 24
[14:59:52]
[14:59:52] *** Looking for Render API Extensions ...
[14:59:52] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[14:59:52] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[14:59:52] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[14:59:52] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[14:59:52] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[14:59:52] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[14:59:52] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[14:59:52] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[14:59:52] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[14:59:52] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[14:59:52] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[14:59:52] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[14:59:52] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[14:59:52]
[14:59:52] Maximum texture size : 8192
[14:59:52] Maximum simultaneous textures :4
[14:59:52] MaxAnisotropic (1.0 = none) : 16.000000
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[14:59:52] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[14:59:53] INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/MidAir.mat'
[14:59:53] WARNING: object '3DO/Effects/TEXTURES/MidAir.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
[14:59:53] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
[14:59:53] WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
[14:59:53] WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
[14:59:53] INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
[14:59:53] WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
[14:59:58] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
[14:59:58] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$MustangMkI'
[14:59:59] SectFile load failed: null
[14:59:59] java.io.FileNotFoundException
[14:59:59] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[14:59:59] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[14:59:59] at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
[14:59:59] at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
[14:59:59] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[14:59:59] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[14:59:59] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQuick.java:1339)
[14:59:59] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1477)
[14:59:59] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[14:59:59] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:700)
[14:59:59] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)
[14:59:59] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[14:59:59] at com.maddox.il2.game.Main.exec(Main.java:420)
[14:59:59] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:00:03] Initializing DirectSound playback device...
[15:00:03] Primary buffer created.
[15:00:03] Playback format is set : sampling rate = 22050, num channels = 2.
[15:00:03] Not enought hardware buffers (0), hardware disabled
[15:00:03] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[15:00:03] Default speaker config is : 1310724.
[15:00:03] Direct sound audio device initialized successfully :
[15:00:03] DX Version : 7
[15:00:03] Hardware    - disabled [buffers : 0]
[15:00:03] Extensions  - enabled :
[15:00:03]   EAX ver. 1 [ ]  - disabled
[15:00:03]   EAX ver. 2 [ ]  - disabled
[15:00:03]   EAX ver. 3 [ ]  - disabled
[15:00:03]   I3D ver. 2 [ ]  - disabled
[15:00:03]   ZoomFX     [ ]  - disabled
[15:00:03]   MacroFX    [ ]  - disabled
[15:00:03] SIMD render [X]
[15:00:03] num channels 32
[15:00:03] Cannot open audio file samples/infinite 1
[15:00:03]
[15:00:42] Loading mission Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneN00.mis...
[15:00:43] Loaded camouflage: PACIFIC
[15:00:43] Loading map.ini defined airfields:
[15:00:43] Detected Vertex Shaders 3.0.
[15:00:43] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[15:00:43] Vertex texture units: 32
[15:00:43]
[15:00:46] PBuffer: suitable formats: 6
[15:00:46]
[15:00:46] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[15:00:46] Depth = 24, stencil = 8
[15:00:46] PBuffer: suitable formats: 6
[15:00:46]
[15:00:46] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[15:00:46] Depth = 24, stencil = 8
[15:00:47] Loading vertex/fragment programs: *697887216*
[15:00:47] *** Loading: [vpFogFar2Tex2D]
[15:00:47] *** Loading: [vpFog2Tex2DBlend]
[15:00:47] *** Loading: [vpFogFar4Tex2D]
[15:00:47] *** Loading: [vpFogFar8Tex2D]
[15:00:47] *** Loading: [vpFogNoTex]
[15:00:47] *** Loading: [vpFog4Tex2D]
[15:00:47] *** Loading: [vpFog4Tex2D_UV2]
[15:00:47] *** Loading: [vp4Tex2D]
[15:00:47] *** Loading: [vp6Tex2D]
[15:00:47] *** Loading: [vpTexUVTex2D]
[15:00:47] *** Loading: [vpWaterGrid_NV]
[15:00:47] *** Loading: [vpWaterSunLight_NV]
[15:00:47] *** Loading: [vpWaterSunLight_ATI]
[15:00:47] *** Loading: [vpWaterSunLight_FP]
[15:00:47] *** Loading: [vpTreeSprite]
[15:00:47] *** Loading: [vpTreeTrunk]
[15:00:47] *** Loading: [vpVAObjectsN]
[15:00:47] *** Loading: [vpVAObjectsL0]
[15:00:47] *** Loading: [vpSprites]
[15:00:47] *** Loading: [vpSimpleGL]
[15:00:47] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastBump] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[15:00:47] *** Loading: [fpCaustic] -> NV3X Optimized!
[15:00:47] *** Loading: [fpSprites] -> NV3X Optimized!
[15:00:47] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[15:00:47] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[15:00:47] *** Loading: [fpSimpleGL]
[15:00:47] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[15:00:47] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[15:00:47] *** Loading: [fpRiverCoastAA]
[15:00:47] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[15:00:47] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[15:00:47] *** Loading: [vpWaterDM_CPU]
[15:00:47] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[15:00:47] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[15:00:47] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[15:00:47] *** Loading: [fpWaterLFogDM]
[15:00:47] *** Loading: [fpIceWater] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpFarBlend] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlane] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[15:00:47] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[15:00:47] Load bridges
[15:00:47] Load static objects
[15:00:53] Mission: Quick/CoralSeaOnline/CoralSeaOnlineBlueNoneN00.mis is Playing
[15:00:54] warning: no files : music/inflight
[15:00:58] java.lang.NoSuchFieldError: showMorseAsText
[15:00:58] at com.maddox.il2.objects.sounds.SndAircraft.showMorseAsText(SndAircraft.java:771)
[15:00:58] at com.maddox.il2.objects.sounds.SndAircraft.playMorseEffect(SndAircraft.java:782)
[15:00:58] at com.maddox.il2.obj

15:00:58 is the moment when morse code from carrier's YE is about to be played. Note that the last line is broken in half. Any idea what did I screw up in my install? Maybe my copy of AI mod is corrupt?

Quick question, how the hell are you getting morse code to appear as text on screen? It definitely doesn't happen in my version of the game. I don't have any issue with morse code working in my game BUT I bet you that the mod you are using for Text morse code is the cause of your crash.

I have no boody idea :P. I don't have such mod. Morse code doesn't appear on the screen when playing without AI mod, and there are no such log entries without it. So if such mod is hidden somewhere, it's inside VTD AI MOD folder...
Could you upload the full, properly working AI mod for DBW somewhere? It is clear now that my copy is messed up but I have no idea what's wrong with it.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Stratodog on September 03, 2011, 10:22:41 AM
So what we need is a check that excludes certain aircraft from the new ground attack routine and maybe something that can work out what sort of targets are around (i.e. if there is heavy flak, aircraft will dump all bombs and get out, but otherwise will take their time).

Bravo! 
Another thing is that certain fighterbombers should dive much more steeply - almost divebomber steep - for instance; the F6F Hellcat and to a similar degree, the P-47 used much steeper diving approaches than the "almost level" glide bomb attacks that they use now.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: naki27 on September 03, 2011, 12:39:35 PM
What if different ground attack waypoints were created?  In addition to the general "GAttack" waypoint, there could also be "dive" (plane dives vertically on the target, regardless of type or altitude) "level" (plane drops bombs with bombsite) "JaBo" (planes make multiple passes with one bomb at a time) and a "hit and run" (planes come in shallow dives, drop all bombs, and fly away).  One or more specific target types could also be set (flak, tanks, etc.)
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on September 03, 2011, 09:58:09 PM
Current waypoints work fine and most mission builders are aware of the quirks of them. All we need is some fine tuning of the Ground Attack method in the AI routines.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: naki27 on September 04, 2011, 09:02:21 AM
Current waypoints work fine and most mission builders are aware of the quirks of them. All we need is some fine tuning of the Ground Attack method in the AI routines.
A wider variety of waypoints would give a mission builder more direct control over the mission.  Say you have a plane that can function as both a level bomber and a dive bomber, like the Ju-88.  With the codes below, there is no way to make them dive, since, when they are above 1500 meters, they will just level bomb.  If you had a specific "dive" waypoint, you could make sure they dive on the target.

These wouldn't necessarily have to be waypoints.  An "attack method" (or something like that) dropdown menu could be added to the waypoint screen in the FMB.

What about the ability to set different target types?  That can't be covered in any AI routine because it is mission specific.  Say you wanted to have a flight of bomb loaded P-47's attacking ships in a crowded harbor.  It will probably be swarming with ships, trucks, flak, and other ground targets, so the AI planes will attack everything in sight.  The only way to make them attack ships only is to (a.) fly as the flight lead and order them to attack ships, or (b.) set an individual ship as the target for the whole flight, in which case they will only attack that one ship, and when it's destroyed, simply fly home.  The problem could be solved If there was another dropdown menu in the waypoint section of the FMB, which would allow you to set ships in general as the flight's target.  That way, they would ignore all other ground units and attack multiple ships.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on September 04, 2011, 09:45:08 AM
Ah yes in cases of aircraft that could function as both dive bomber and level bomber, I understand. To be honest though, I have no idea how to program new waypoints types and do not wish to venture into FMB territory! It is probably something that someone with the coding calibre of Zuti could tackle but not me at the moment.

But okay, they are valid suggestions :)
Title: Re: DBW AI Mod Discussion & Bugs
Post by: naki27 on September 06, 2011, 01:59:49 PM
Thanks, Anto.  Maybe I should start a formal request, so someone who knows how can see it?

Coding is pretty much Greek to me too  :)
Title: Re: DBW AI Mod Discussion & Bugs
Post by: NS~mati140 on September 08, 2011, 09:04:06 AM
Can I ask again for uploading AI mod files for DBW somewhere? Someone?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on September 09, 2011, 11:33:41 AM
Why? They are included with DBW and as it stands, the ModAct and UP3 versions are not currently ready for public release.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: LuseKofte on September 09, 2011, 12:08:26 PM
This is a good idea, but for realism it need a adjusted FM too then. Divers in IL2 goes 90 degrees, and JU 88 could not get over 45 degrees in dive
Title: Re: DBW AI Mod Discussion & Bugs
Post by: NS~mati140 on September 09, 2011, 04:39:39 PM
Why? They are included with DBW and as it stands, the ModAct and UP3 versions are not currently ready for public release.

Yea, but my seem to be messed up, so I need a separated copy.

Is full AI MOD included in DBW 1.6 or do I have to install files from all builds in order for this to work. I'm going to delete my entire jgsme directory for AIMOD and install it again
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on September 09, 2011, 10:13:48 PM
Of course the full AI mod is included in DBW 1.6, wouldn't make much sense to only include part of it. It has been updated with each version BUT each release has been complete. If you are having issues with it, then it is either installation error or you have a conflicting mod installed.

LeOne: As it is though, the Ju-88 AI is modelled to act ONLY as a level bomber. Would need some further editing to get the dive behaviour right.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: NS~mati140 on September 10, 2011, 12:57:57 PM
OK, I reinstalled but with no result. The ability to show morse as text is from stock 4.101 and it's disabled by default. I had it disabled to, now I even added ShowMorseAsText=0 line to conf.ini but with no result. The bottom of log file looks almost exactly the same. Are you sure that this mod doesn't force-eneble this? Sorry for pissing you off but I need your help here, realy.

EDIT: Here's a list of mods I have in #DBW folder:
Code: [Select]
+0000_CY6_Command_and_Control
0000_CY6_Napalm
000_Little effects
000_ZZRealistic Jet Exhaust
00_#UP#_Smaller_Font
00_3d Jet Exhaust Smoke for 4.10
00_FX
00_PALMiniMapV2.4
B-26
Carrier Crew v5
crimearock
CY6_Mortars
HGuderian_Weaponsmoke[philip.ed-benitomuso-Eexhaton-Aed_repacked]_4101&UP3_Compatible
SAS_SmallFX_Collection

None of effect mods contains classfiles. I checked and I couldn't find any conflicts with others.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on September 11, 2011, 12:19:03 AM
The AI mod doesn't force enable anything. All I am sure of, is that there is no mention of ShowMorseAsText in the classfiles for this mod. I presume it was a feature added to 4.101m whilst it is possible most of the mod classes were based on 4.10m. Regardless, the AI mod does NOT touch the SndAircraft classfile which controls the morse code to text function and hence it is not responsible for your issues. To test, I've added the ShowMorseAsText line to the games section of my conf.ini. Loaded game with AI Mod enabled. Ran a test with all different beacon types added. All worked perfectly fine and the Morse Text showed up as per stock game.

I suggest you remove every mod you have there and then add them back one by one until you get this crash.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: NS~mati140 on September 11, 2011, 12:06:53 PM
OK, I removed all mods and still crashing... Could you give me an exact name of that classfile?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on September 11, 2011, 06:28:56 PM
mati410, not much I can do my end. If you are running DBW1.6 installed over UP3RC4 with AI mod enabled AND nothing else, it should work. I'm not at my PC but I'll grab the name of the classfile later BUT I can tell you now, it has all the necessary entries to work with the morse code.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: BT~Tarik on October 08, 2011, 04:29:54 AM
Well I hope someone can help me. I'm running DBW 1.6 over UP 3.0 RC4. I recently loaded up Poltava's campaigns Storm Over England and Triumph in the West. When I play SOE, it uses Cannon's Channel Beta map and quite a few of the airfield textures are not showing up. Instead its a cross hatch of black outlined squares. I have no idea why the textures don't showup. Second, when playing the TITW campaign, Ash's Battle of France map doe not show. I checked the forum and evidently DBW 1.6 has a bug correction for the BOF map but I'm not sure what it is. I've checked the all.ini file and the entries for the BOF map are correct. I'm not sure why this is not showing either. Any suggestions?

Why do you post it here ? Nothing to do with the AI Mod I guess. Better post in tech help.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Samurai999 on October 12, 2011, 05:43:54 AM
Whether I know there I write =). So in advance I apologize. After I have put a patch 1.6 (though it was possible and earlier so didn't notice simply) at me planes under control of the computer, have ceased to dump torpedoes! = (they are more exact than them dump, but they don't work. Why so?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: ben_wh on December 11, 2011, 06:43:54 PM
Hi,

Just writing to raise the issue of ground/anti-shipping attack AI.  Used "Coastal Command" and "Tse-Tse" Mossies (standard DBW 1.6) to attack shipping off Norway.  While they dropped their bombs OK initially, half of the flight crashed into the ships they're attacking when strafing with guns or attacking with rockets.

While the planes attacked in a relatively shallow dive, they just didn't pull up soon enough to clear the superstructure of the ships - this is worse for ships with tall masts.  so they either crashed into their target or have one of their wings clipped by the masts.

Hope this is addressed at some point in the AI update.

Again thanks for the great work on DBW.

Cheers,
Title: Re: DBW AI Mod Discussion & Bugs
Post by: redfox on February 03, 2012, 03:43:03 AM
Flying with a 4 ship formation of the new F-86D Sabre Dogs in DBW1.7 on a strike mission, although the AI controlled a/c report 'Firing Rockets', they don't lower the rocket trays and fire the rockets.....

Cheers - Redfox
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on February 26, 2012, 09:46:46 PM
I've a question or two and a report for the folks in the know.

Running a correctly patched 4.10.1 install, with UP3 RC4 installed on top of that, then the DBW 1.71 megapatch installed on top of that.  Game seems to be working just fine.

However, the AI behaves... quite oddly, as compared to the stock 4.10.1 and 4.11 versions of the game, or HSFX (don't play UP3 much so can't comment).  First, every.  Single.  AI fighter likes to Boom and Zoom me in 1v1 quick missions.  And I mean every single plane.  I could set myself up with an F6F-5 vs an A6Mx, and the zeke will try to energy fight me.  Same holds true with ANY other fighter I'll set myself up against in a 1v1.

Not only will the AI always, guaranteed try to energy fight me, but they'll SUCCEED.  Almost any given combination of my plane vs AI plane, they'll always, always be able to walk away from me.  I've done this numerous times, set up me vs ace AI each in identical Fw-190A8's.  I've no idea how, but the enemy fw can always walk away from me in the chase.  I've tried leaving the Kommandogerat on and letting the plane manage settings, no dice.  I've tried managing pitch myself, no dice.  I've tried aircraft from beginning of the war to end of the war, like an enemy BF109B vs me in a P-51 NA30.  Bf109 can still walk away from me.  Which leads me to the question; does the AI cheat?  I'm not a sloppy pilot at all, but I'm no ace either.

Last thing I've noticed is there does not appear to be any difference between the AI levels, they all act and fly the same.  Novice on up to Ace.  Is this a known issue?

Thanks guys.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whiskey_Sierra_972 on February 28, 2012, 06:40:21 AM
Noticed a little issue when skip bombing:

http://www.sas1946.com/main/index.php/topic,23327.msg242050.html#msg242050

Please reply here not there.....
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 02, 2012, 01:33:11 AM
Read here some interesting hints and discussion how to survive in a P-51 ..
http://www.sas1946.com/main/index.php/topic,21158.0.html (http://www.sas1946.com/main/index.php/topic,21158.0.html)

Thanks for the link mate.  I did see that thread earlier and read it.  Turned out I was already doing most of what the suggestions entailed.  I'm not a bad pilot, but I'm no ace.   ;) 

I threw the P-51 out as just a random example.  You can substitute pretty much any aircraft in there and the AI seems to be able to squeeze some extra acceleration out of it that I can't.  Fw190a8 me vs Fw190a8 ace AI, the ace AI can always pull away from me no matter what.

For what it's worth, my two cents is I think the 4.11 AI is a bit more realistic.  It'll try to turn with me if it's in a plane more suited to that then energy fighting.  If I give the AI a more powerful but less maneuverable plane it'll try to energy fight me.  It'd be great if the AI mods for future 4.11 or up compatible DBW versions are made as optional, so we could stick with the base if so desired.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on March 02, 2012, 11:20:12 PM
First of all, I realize that the DBW 1.71 AI Mod may be very much to the liking of some players. What I am going to say here is strictly about my own IL-2 gaming experience, although, I suspect others may feel the same. Before 1.71, the skill level of AI pilots was adjustable to a broad audience of players. Having installed DBW 1.71 and after flying a few missions, I've found that this is no longer true. Like myself, I believe that some players who previously enjoyed playing IL-2 will find playing DBW 1.71 nothing more than frustrating.

It is my hope that the DBW 1.71 AI Mod will soon be refined so as to restore playability to a wider field of players and that the routine collisions with the player's wingman will be coded out of the mod. I think the refined mod should be configured to keep the AI skill level as it currently is for those who wish to play at that level. However, I want to still be able to play the game in the range of AI skill as was available with DBW 1.6. And yeah, while others may disagree, I believe my request here is reasonable.

Cheers,

Riptide
   
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 02, 2012, 11:33:01 PM
But you didn't request anything.

"I wish it was more to my liking" Is pretty much the gist of it.
So what exactly do you think needs to be changed? Honestly I haven't had any issues with it at all. All works fine for me. Ace AI are harder, Rookie are easy kills.
I also haven't noticed the collisions you very briefly mentioned.
Got more details?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on March 03, 2012, 12:16:52 AM
CWMV,

If you have not had any problems with the DBW 1.71 AI Mod, then my hat is off to you. You are, in my humble opinion, an exceptional IL-2 pilot.

While DBW 1.71 does provide "Rookie" and "Average" AI skill level options, I have found these options to be much harder than they were in DBW 1.6. So, I am requesting that the Rookie and Average AI levels that we had DBW 1.6 be restored as they were in the current build of DBW.

As for the wingman collisions, all I can tell you is that since DBW 1.71, my wingman has collided with me about 50% of the time.

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 03, 2012, 12:25:44 AM
Thanks, but truth is I'm terrible. Ask Anto he's seen it in virtual person!
Thanks for the clarification, makes a lot of sense.

Is there any constant in the situations where you have collisions? Aircraft? Mission types?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on March 03, 2012, 01:37:15 AM
CWMV,

I suspect the truth is that you are modest pilot :).

I think all collisions have happened during dogfights on CAP's or sweeps and the aircraft in question has varied, e.g. P-38, Spitfire, FJ-3M. Once on a F4U-4B strike mission, my wingman went nuts shortly after a carrier takeoff, making a series of close passes at me and flying out of formation. In all cases, ordering AI to rejoin does nothing.

Also, I've noticed that as the wingman passes me, the image of his plane blurs a little as it appears to jerk slightly forward and back until it pulls further away.

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on March 03, 2012, 02:47:08 AM
The AI difficulty in DBW1.71 is identical to that in DBW1.6 with AI mod enabled. In fact, the AI routines/difficulty hasn't been touched since Cert's final AI mod release ;)
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on March 03, 2012, 04:10:11 AM
Anto,

Thanks for your comments. I suspect that you are in a better position to know what is going on inside the workings of DBW than I. All that I can say is that in 1.6 I didn't see any of the problems with AI that I've seen in 1.71. So, for me,  something changed with DBW AI in built 1.71 and not for the better.

Are you aware of any efforts to debug DBW AI? At this time, I would be happy if only users be given an option to revert back to stock AI?

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 03, 2012, 01:14:50 PM
Just so I'm not giving any wrong impressions either.  In short:

1.  I am just curious why the AI can always pull away from me.  They can't do this in the stock game, HSFX, or UP3.  If I have a plane of equal power and accel, I can stay with them.  Faster, I catch them.  Slower, they run away.  It doesn't work in DBW though, they can always get away unless I'm in a jet.

2.  I don't notice any difference when setting AI strength, would like to see this changed so there's a distinct variance.

3.  I don't really like it how EVERY single AI plane wants to energy fight me.  That's not realistic at all.  Japanese fighters in the pacific knew they had better turn rates and maneuverability, so they tried to force turning fights.  American fighters knew they had better energy fighting methods so they used those.  European theater was a mix and varied depending on the aircraft and timeframe.  In short, I'd like some variety depending on the aircraft.  Watching a japanese zero energy fight me (successfully) when I'm in an F6F is kinda ridiculous, as is the fact I can't catch the zero.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on March 03, 2012, 05:06:52 PM
Gerax,

I'll give a "break"/"rejoin" cycle a try. Thanks.

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: kpn.kardif on March 03, 2012, 11:17:33 PM
Riptide and Whacker,

Maybe something went fubar during DBW install?  I'm on DBW 1.71 as well, and don't really notice the issues you're describing.  The AI will make good use of it's energy, and will use energy tactics against you if it has an E advantage, but I don't see it creating energy out of nothing.  Try testing in qmb, on Okinawa map with F6F vs Zero.  You will start on his six about 1.5k behind him.  On all AI difficulty settings, he should break left and try and cut underneath you.  If you follow him, it should be pretty easy to get into a turn fight with him.  On rookie, his turns will be lazy and shooting him shouldn't be hard.  On ace, he'll fly to the fullest extent of his ride and will mess you up if you do it wrong.  Now try the same setup, but vs a BF-109.  Rather than breaking and coming underneath you, he should break the opposite direction and pull away from you in an attempt to create an energy advantage and set up a boom and zoom.  He will be successful too, since the 109 is the faster plane.  With equally matched planes, I see the AI doing things like pulling away only if he already has an energy advantage, which he will create if you're not watching carefully. 

Dunno if any of this helps, just my $0.02.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on March 03, 2012, 11:34:33 PM
kpn.kardif,

Thanks for your suggestions. I am trying a few things. If all else fails, I'll sound the retreat and go back to 1.6 until things get better :).

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 04, 2012, 03:20:49 AM
Riptide and Whacker,

Maybe something went fubar during DBW install?  I'm on DBW 1.71 as well, and don't really notice the issues you're describing.  The AI will make good use of it's energy, and will use energy tactics against you if it has an E advantage, but I don't see it creating energy out of nothing.  Try testing in qmb, on Okinawa map with F6F vs Zero.  You will start on his six about 1.5k behind him.  On all AI difficulty settings, he should break left and try and cut underneath you.  If you follow him, it should be pretty easy to get into a turn fight with him.  On rookie, his turns will be lazy and shooting him shouldn't be hard.  On ace, he'll fly to the fullest extent of his ride and will mess you up if you do it wrong.  Now try the same setup, but vs a BF-109.  Rather than breaking and coming underneath you, he should break the opposite direction and pull away from you in an attempt to create an energy advantage and set up a boom and zoom.  He will be successful too, since the 109 is the faster plane.  With equally matched planes, I see the AI doing things like pulling away only if he already has an energy advantage, which he will create if you're not watching carefully. 

Dunno if any of this helps, just my $0.02.

Let's try something then.  Set up some scenarios, say 5 or so.  Run them individually and record results and observations immediately after the mission is over.  Be fairly verbose and detailed but don't overdue it, enough to compare notes with some reasonable depth.

Record the EXACT QMB settings you use and repeat them here so I can duplicate them exactly as you did it.  Let's agree up front that they'll all be simple 1v1 quick missions, with no mission/targets or AAA turned on.  I'll need to know:  full map name, starting height, advantage, diff (height), exact aircraft models with full name and year, load out and fuel levels, and AI skill.

I'll re-run the tests just like you did and record results, then post them here so we can compare and discuss.  Sound good?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 04, 2012, 03:30:54 AM
Well I just did something similar, here's what I found.

Kuban/3000M/equal/equal/Spitfire MkIX Merlin 61 (me-red) vs Fw-190A-6 (Luftwaffe)/default loadouts/both 50% fuel.

At rookie settings the AI will start to make a head on run, then evade and try to run instead of taking the shot. I climb, reverse, drop onto his 6 and blow him to pieces.

At ace settings he takes a head on shot from about 100 meters and blows me away.
Second time-he takes a head on shot and misses as I evade (erratically). Turns into him BnZ'n me as I climb for altitude. Above 6000 meters Spitfire takes advantage, continue to climb until FW stalls attempting to follow in turn. Drop on his 6, FW evades but eventually takes hits from 20mm's, explodes.

Basic difference-Ace is aggressive and knows how to shoot!
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on March 04, 2012, 08:03:13 AM
I've found that when I install the angled deck carriers and 00_PAL-Carriers_Temp12, AI behavior is adversely affected. My wingman becomes as much a hazard to me as the enemy. In one mission today, my wingman ignored my order to rejoin. Later as dogfight was beginning, my wingman collided with me and sliced my Hawk 18 in half.

I set up a one-on-one dogfight with the subject mods installed and found that the enemy AI and their planes seemed to have acquired supernatural abilities. Except for a head on pass, there was no way I could get close to them, even when I flew an identical aircraft against a rookie pilot. On one such mission, a rookie pilot sliced my wing in half with his wing. My plane ended up sleeping with the fish and he flew his back to the carrier missing only one aileron. On another mission, I found that my FW-190 could not catch up with a A5M4 even though my airspeed was 260 knots.

After removing the angled deck carriers and 00_PAL-Carriers_Temp12,
I found that these problems go away. So, it seems to me that there is a conflict between DBW AI and the mods in question.

Cheers,

Riptide

Title: Re: DBW AI Mod Discussion & Bugs
Post by: kpn.kardif on March 05, 2012, 01:30:47 AM
An excellent idea, Whacker.  I ran CWMV's scenario, and came out with similar results.  Also, just to make sure we're using the same qmb, you're using the qmb pro that comes with DBW and enabled through jsgme, right?  Ok, here's some that I ran:

FIGHT 1: F6F-5, 1944 (me) vs KI-84 1a, 1944 (rookie ai), Pacific_Okinawa map, no advantage, 1000m altitude, 50% fuel, default loadouts

Most ridiculous dogfight in the history of aviation.  He's got the faster ride, so he pulls away to gain energy advantage and then back to b and z.  He get's to about .75k from me and breaks off, maybe didn't like his angle?  Hmmm... he dives to gain more energy and tries again, with the same result as the first one.  On and on this goes for close to 10 minutes before I changed tactics and tried creating more space between us and setting up a head on.  Another 5 minutes goes by of me trying to get some sort of shot on him, always with him breaking off before getting within guns range.  Finally got us up to about 4000m altitude before I got him to come close enough for a decent head on and knocked out his controls.  The stupidest thing? He never even bothered to shoot!  Didn't pull the trigger even once!  As long and frustrating as this fight was, I didn't want to try it again with better ai opponents.

FIGHT 2: F4U1-C, 1945 (me) vs KI-84 1a, 1944 (rookie ai), the rest same as fight 1

These two planes are more evenly matched in speed, so rather than running he cuts towards and underneath me.  I dive to the deck and then climb after him, took a shot as he started another dive and missed.  Altitude battle continued, up and down twice more before I got him at the apex of his climb and took his wing off.

FIGHT 3: F4U1-C, 1945 (me) vs A6M5-52, 1943 (rookie ai), the rest same as fight 1

Now things are flipped, I have the speed where he has the agility.  Similar to fight 2, he turns towards and cuts underneath me.  I dive away and extend, then climb for a good altitude advantage.  I turn back towards him and he tries to come up to where I am, is able to just get there before stall.  I turn into the dive with him, get behind him and blow is fuel tank.  Pretty quick fight. 

FIGHT 4: F4U1-C, 1945 (me) vs A6M5-52, 1943 (average ai), the rest same as fight 1

Same start as fight 3.  When he dives after stalling at the apex of his first climb, I get on his six, but he quickly pulls up and I shoot out underneath him.  I continue and extend, climb, and come back at him as he's climbing towards me.  Head on shot exploded him.

FIGHT 5: F4U1-C, 1945 (me) vs A6M5-52, 1943 (veteran ai), the rest same as fight 1

This one was longer than the others.  Same start as fight 3, only he's significantly more aggressive and cuts his turn much shorter and is already coming after me when I turn around after extending.  He takes a pot shot at me as I fly overhead and misses.  I continued to fly straight and level and watched him in my mirror, he was chasing but definitely wasn't as fast as me.  Got about 2.5k distance on him before turning and heading back towards him.  He had no problem coming right at me, I had to break right to avoid him shooting me head on.  Continued the dive and then zoom climb, he tried to climb with me but didn't have the energy and stalled out first.  Got on his six with lead pursuit, anticipating the turn he would make.  He turned right into my cannon rounds, which chopped off his wing. 

FIGHT 6: F4U1-C, 1945 (me) vs A6M5-52, 1943 (ace ai), the rest same as fight 1

Same start as fight 4, so I cut my extension short anticipating him coming at me quicker.  We ended up in a very wide scissor roll, which I knew I would lose if I stuck with it too long.  Shot at him on the second pass and missed, 3rd pass I dove and extended to build my speed back up.  Went into a zoom climb and didn't expect him to be able to follow.  Well, he did... and was on my six.  I dropped flaps and rolled left, he tried to stick with me and overshot.  I pulled back right, which would have put us into another scissor roll had I not taken his wing off on that first pass. 

This was a fun experiment, hopefully it will help you figure out what your issue might be.  Interesting that the carrier mod Riptide mentioned would have such an effect on AI... are you using that same mod, Whacker?  I'm not... so I guess the problem may stem from that or possibly another mod?  In any case, good luck in working it out. 
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 05, 2012, 02:19:28 AM
That was an OUTSTANDING write up, exactly what I had in mind.  Give me a few days here to recreate those tests and post results.  Going to reinstall a fresh version of DBW 1.71 just to be on the safe side.  I've installed a few mods here or there and lost track of them, as such my JGSME list isn't accurate so I'd like to ensure this is based on a stock install and I know exactly what's in it.

I will be running with a few things enabled, a few of them I need for the game to be playable for me.  The things I do know of off the top of my head aren't really related to flight mechanics.  Most all of it's user interface changes and some gfx goodies... namely the two good FOV mods, 6DOF normalmouse, Missionpro combo, the little effects mod, "light in il2 mod", and some nice textures.  Nothing that touches the flight models or physics in any way at all AFAIK.  I can make a short list if the powers that feel it's necessary.  I do not believe that there were any changes to the AI's behavior over the course of my current install and slowly adding those mods to it.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 06, 2012, 10:24:58 PM
Alright, here goes.

FIGHT 1: F6F-5, 1944 (me) vs KI-84 1a, 1944 (rookie ai), Pacific_Okinawa map, no advantage, 1000m altitude, 50% fuel, default loadouts

This is probably one of the longest and most humiliating fights I've ever flown in IL2.  Against a ROOKIE.  Seriously, it was about 20 minutes long.  What I remember was he went high to start, and proceeded to do textbook BnZ against me.  I mean it was perfect.  I couldn't climb with him or anything to save my life, the only mitigation is he didn't have that laser perfect aiming that ace AI has.  There were 2 points where the AI screwed up bad and I managed to pull up behind him less than .2 km, but the first time I was so close to stall I couldn't get a good shot off because the nose was all over the place.  The irony is the 2nd time I got behind him, it was perfect and I ran out of bullets almost instantly.  The rest of the ammo was wasted on snapshot passes.  Half the time I couldn't get the nose up to go after him.  I'd say about 90% of the flight was him BnZing me almost perfectly.  I hit him a few times, once I got a fuel tank, the last few rounds caused some engine smoke.  I dove and ran for my base after that, said hell with it and let the flak shoot him down (which they did).  Seriously, all this against a ROOKIE.  DBW programmers, this is NOT A ROOKIE.  I am nothing near an ace, but I've been flying flight sims for more than a decade and can more than hold my own against an average opponent.

FIGHT 2: F4U1-C, 1945 (me) vs KI-84 1a, 1944 (rookie ai), the rest same as fight 1

MUCH better.  On the pass, I shoot quick and miss.  He pulls hard to get into a long scissors with me, I drop combat flaps and pull to enter the fight and see where it goes.  He turns in and dives for the water, I can't get a bead.  At the end he dives for the water, I lag pursue and follow him down. At the bottom he pulls up and goes for another scissor in, doesn't get the angle he wants, and pulls up hard into a climb.  I continue the lag and follow through the dive, as I start to come out of it I see he' loosing airspeed quick, so I slam it into WEP and 100% pitch.  He starts to slide as airspeed decreases, I follow him through it and .30 out with a good lead pull the trigger.  A few solid hits, last one I see fuel streaming.  Must have caused some good damage because he does a semi-controlled spiral down down down, stalls at the last second and is in the drink.  Took maybe 2-3 min total.

FIGHT 3: F4U1-C, 1945 (me) vs A6M5-52, 1943 (rookie ai), the rest same as fight 1

This one was super quick.  The rookie AI will head straight for you (HE'S COMIN' RIGHT FOR US!!!) and then break left between 1 and .8 or so out.  I put a few rounds into him as he was heading past, went into flames and the pilot bailed.  The flames went out pretty fast though.

FIGHT 4: F4U1-C, 1945 (me) vs A6M5-52, 1943 (average ai), the rest same as fight 1

Land a few rounds off the first pass.  I think it did some decent damage, I noticed bullets on the wing and cowling.  He doesn't try to turn back to engage.  I turn to follow, .30 out he still hasn't moved so I shoot.  See some wing impact.  I think it killed or badly wounded him, because he did a spiral into the water and didn't show any indication of trying to pull out except at the very last second a stall before impacting the water.

FIGHT 5: F4U1-C, 1945 (me) vs A6M5-52, 1943 (veteran ai), the rest same as fight 1

LOL, first time I continued the head on, we both pulled the trigger at the same time.  He ends up hitting me and doing some damage, I nail him and put his engine on fire.  The kicker was we collided on the pass, he took off my right wing and I apparently chopped him in half.  I bailed, switched to view his plane and saw the front half lazily tumbling into the water, engine on fire and prop stopped turning. 

Second time, the game does what I was complaining about.  To start, I did what I call a "barrel slide", since I have no idea if it's got a real name.  About 1.5k out, take them down my left side, throw in some rudder to slide away, and pull into a high barrel roll with them as the center "turning point".  9 times out of 10 they won't shoot at all, or if they do most of the time it's only for a split second.  The faster you are going the better.  He shoots a second but misses.  The rest of the fight is hazy to me, BUT I tried to turn with him a bit to see what he'd doing, he used his turning rate to his advantage but didn't hit me.  I tried to dive and extend, when I looked in the mirror he was about 1.2 away.  Sure enough, he slowly started to catch me.  I got pissed and put it into that lazy climb the AI loves to do, sure enough he slowly caught up.  I tried holding it at recommend 44 MAP and about 2.5kish rpm for military power, he caught up faster.  I put it into 110% wep and 100% pitch and he caught up slower.  Rads were always closed and I was trimmed for speed, but he always caught up.  The rest of the fight was me being pissed and attempting to dive and extend when he got close, I could always get about 1.2 to 1.0 away, but he always, always caught up with me.  Each time I dove to extend he could lead and put a few rounds into me, but I never had any critical systems hit, fuel loss, control loss, or engine damage.  Third time I had to do it I said screw it and dropped combat flaps to try and turn with him a bit more, and then it got real interesting.  Not only did he follow and track me well (and put a few rounds into me), but he would be going so fast he actually passed me in the turns and I would try to turn and shoot because he overshot.  The last time he was turning with me perfectly, shot, and was going so fast at the top of the loop we did he actually dove and got .7 out.  I tried to dip and lag behind but stalled and hit the water.  So much for the Corsair having more energy potential.

FIGHT 6: F4U1-C, 1945 (me) vs A6M5-52, 1943 (ace ai), the rest same as fight 1

This one was going to be a joke, so I used it to experiment a bit.  I did my lil "barrel slide" through, but kept going straight after knowing he'd turn to follow.  So I kept trying to do what the AI does, that crappy shallow turning climb.  Yep, sure enough he started to catch up.  Started to get annoyed again, and I put it into level flight and went for 44 MAP and 2.4k rpm.  Lo and behold, he stopped catching up.  In fact, VERY VERY VERY slowly I pulled away from him.  Like .01k in 30 seconds.  Put it into a very shallow climb and readjusted, and he started to catch up again.  I did this for a bit to see what would happen, and the best I ever got was slowly pulling away at like .01k per 30-40 seconds.  How you guys can BnZ and extend away from the AI, I will never figure out.

Title: Re: DBW AI Mod Discussion & Bugs
Post by: Roger Smith on March 06, 2012, 10:33:18 PM
F-86K (me) vs 4 Bf-109-B's (Vet) short QMB mission
at first I went head on with him getting a few shots in one but was going too fast. I passed him and he turns maintaining speed and gets enough acceleration to catch up and get pin-point accurate shots into the tail. Engine fail, that's pretty much it.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on March 07, 2012, 09:48:46 AM
Just to clarify, there is no active effort to debug the AI code. There will be no active effort to debug the AI code. The plan is, hopefully, to make use of the 4.11m AI when we possibly switch over over 4.11m.

For most of these 'bugs' that are described, you will probably see them occasionally in default game. I can tell you now I've seen A-20s and Ju-87s dogfight in stock game. There is a degree of randomization in the code, but the great part about Cert's AI mod is that it randomises it even more than stock and removed many of the repetitions seen in stock game.

The issue overall with the AI code is that it is a blanket solution to a case-by-case problem. It will NOT cater properly to each individual aircraft and therefore anomalys will always exist within it.

As for conflict regarding carrier mods, I suggest using the latest AI Engines etc mod (v2.5) I have posted in ModWorx. It contains the carriers mods by BenitoMuso and Western0221.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: BT~Tarik on March 07, 2012, 01:45:43 PM
There will be no active effort to debug the AI code.

What about the way the AI flies jets ? Cause AFAIK there is nothing like this in the 4.11 AI changes, I guess the AI would fly them the same way it does in 4101...like only circling around at 10k meters at high speed instead of fighting.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on March 08, 2012, 07:48:48 AM
There will be no active effort to debug the AI code.

What about the way the AI flies jets ? Cause AFAIK there is nothing like this in the 4.11 AI changes, I guess the AI would fly them the same way it does in 4101...like only circling around at 10k meters at high speed instead of fighting.

I'm not an expert on AI coding and nor do I have the time to become one. We are simply moving to 4.11m AI because it is better than what we have. As for jets, well if someone is welcome to make the extensive changes to AI behaviour to better support them, they are welcome.

But flying high and fast, and not dogfighting is actually pretty typical of fast jet behaviour in real life! Why engage in a dogfight when you can launch a missile?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SkyHigh on March 08, 2012, 10:55:17 AM
"...not an expert on AI coding and nor do I have the time to become one. We are simply moving to 4.11m AI because it is better than what we have. As for jets, well if someone is welcome to make the extensive changes to AI behaviour to better support them, they are welcome."

Milantarik, given what Anto says, just keep a seperate DBW1.71 install for the jets, if you have the disc space.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Roger Smith on March 08, 2012, 12:46:31 PM
feels like that 4.101 just came out. I think we're moving too fast, soon all the modders will phase out and then we'll have to have dozens of installs just to use a certain plane in one patch and a map for another and Visual Effects in another etc etc etc etc just because the mods are older
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 08, 2012, 12:56:51 PM
Well in regard to AI that has already happened.
The guys like Cert and Dfrog aren't around any more, and others have simply stopped working on IL2 AI.
Cant stand still, have to keep moving.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: kpn.kardif on March 09, 2012, 01:56:00 AM
Whacker, you're fight with the rookie KI-84 stacks up pretty much exactly to what mine was.  Your corsair vs zero fights though... don't know what to tell you, man.  When I go into a dive, get up to 300mph or so and level out and keep steady as she goes, 52map and 2.7k rpm, rad setting at 4.  This setting will have me settle down about 280-290mph, at which a zero at any skill level can't catch me.  Could you maybe save a track and post it here?     
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 09, 2012, 08:54:24 PM
Whacker, you're fight with the rookie KI-84 stacks up pretty much exactly to what mine was.  Your corsair vs zero fights though... don't know what to tell you, man.  When I go into a dive, get up to 300mph or so and level out and keep steady as she goes, 52map and 2.7k rpm, rad setting at 4.  This setting will have me settle down about 280-290mph, at which a zero at any skill level can't catch me.  Could you maybe save a track and post it here?     

Blarg.  Long, long story short, I was flying the F4U based on some "bad data" I'd read elsewhere.  Trying to keep MAP about 44" and RPMs below 2500, turns out that was semi accurate but not for military power or war power.  I've got the original F4U-1 pilot manual now, I'll try her out with the new information.  Looks like cowl armor flap/radiator settings are unrestricted and can be fully opened at any speed, at least according to the book.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on March 09, 2012, 09:17:41 PM
feels like that 4.101 just came out. I think we're moving too fast, soon all the modders will phase out and then we'll have to have dozens of installs just to use a certain plane in one patch and a map for another and Visual Effects in another etc etc etc etc just because the mods are older

That's what already exists. We have been working really hard to make a consolidated pack to stop this drift, but unfortunately no one can agree on what they want on their install. The SAS AI Engines Hotkeys and Carrier mod is our main attempt at consolidation and it definitely brings DBW/ModAct close together but it is still difficult.

Maybe when we have a good 4.11m ModAct and DBW, we might get closer to that goal.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 09, 2012, 09:22:43 PM
OK, so I ran a real short test.

F4U-1C vs A6M5-52 ace, Okinawa, 1000m, all as prior.  Did my lil barrel slide to get past and leveled out about 1400 ft.  52" MAP was right at 99% throttle, 100 pitch was 2750rpmish, rad at 40%.  I ended up going about 240-250 KIAS, which is roughly 280-290MPH as you said.  I sloooowwwwly pulled away from the zero.  Maybe .01 km per sec.  Decided to put it in a shallow climb like the AI does, kept MAP and RPM at 52 and 2700, rad at 40.  When I hit about 5000 ft the MAP dropped to 50 so I shoved it to low blower and reset for 53" MAP, which turned out to be about 95-96% throttle, pitch remained the same and 2700 rpm on the dot.  The entire time I didn't touch the rad but temp kept creeping up to where the gauge was about 1/8 below full mark, dunno what that temp is (didn't zoom in to look)..  Also, the kicker is, my speed dropped to about 200 KIAS and wouldn't go any higher, and the zero started gaining on me rather steadily.  Kept it straight and level but still nada, wouldn't go above 200 KIAS.  Engine sounded normal and strong, the temps were high but no overheating message, so unless damage or power loss occurs without the OVERHEAT message I'm not sure what happened and why it wouldn't accelerate.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Roger Smith on March 09, 2012, 11:57:07 PM
The SAS AI Engines Hotkeys and Carrier mod is our main attempt at consolidation and it definitely brings DBW/ModAct close together but it is still difficult.
I just wish it was still an option that I can switch on and off, I would turn it off to have simple AI so I can have some cannon fodder fun and turn it on when I finally want a challenge
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 10, 2012, 12:09:45 AM
Ya, ok, but if they made every single thing in DBW optional you'd never get past the selector and I cant imagine the nightmare it would cause for support issues.
Fact is that most people prefer better AI. The popularity of Certs AI mod attests to that.
Why not play the stock game if your up for a turkey shoot.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Roger Smith on March 10, 2012, 12:12:45 AM
stock game don't got no, F-4 or Albatross
Title: Re: DBW AI Mod Discussion & Bugs
Post by: HundertzehnGustav on March 10, 2012, 05:51:41 AM
*sigh*
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on March 12, 2012, 04:49:11 AM
I just wish it was still an option that I can switch on and off, I would turn it off to have simple AI so I can have some cannon fodder fun and turn it on when I finally want a challenge

If that's the case, make them all Rookies and select their loadout to Empty. We already went down the path of making it an optional beta and to be honest, it caused chaos for us trying to support it!
Title: Re: DBW AI Mod Discussion & Bugs
Post by: kpn.kardif on March 18, 2012, 03:10:53 PM
I guess it is what it is.  Whacker, I ran your Corsair vs Zero test with the shallow climb and saw similar results.  I wanted to do it a week ago, but haven't had time thanks to work.  Anyways, I was about 1km away when it started, level flight pulled to about 1.9km away before I started the climb.  Tried my best to keep the climb needle on 2, didn't touch any of my throttle/pitch controls, noticed at about 8000 feet that he was slowly gaining on me.  By the time I got up to 10,000 feet he had made up about .25km, and then I started pulling away again at about 14,000.  So there is a zone in there where an AI Zero will be able to gain some on a Corsair.  Was this possible in real life?  Probably not.  However, in the course of a sim like this, if I'm in a 1v1 fight like that and I'm 2km in front of him, in all likelihood I'll turn around and go at him rather than trying to run away, unless I was hurt or out of ammo.  In which case, even if you were outrunning him, he'd follow you all the way back to your airfield if he had the fuel for it, and he'd take you on your landing approach. 
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on March 18, 2012, 10:40:20 PM
Regarding the "chased back to base" scenario, you could equip your home base with anti-aircraft guns and station a dome patrol circling over head for the expected duration of your mission.

As for the discussion on harder AI, I still don't understand why the harder AI can't be provided as a JSGME Mod or an option in the game selector that player change as often or as seldom as he or she wants to. I think one of the great things about IL-2 is its challenge level adjustability ... something for everyone. Obviously going back to the stock game is something no one wants to do.

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 18, 2012, 11:53:57 PM
Ya but that comes at a price.
How many other mods did the AI mod interfere with? Several of them had to have with and without AI mod options.
As the point of DBW has been compatibility and ease of use the only good choice was clearly to make the AI mod part of DBW. Otherwise every other mod would have a with and without option, people would run the wrong version, ask why it no work and confusion would insue.
Simplest and best answer-integrate the AI mod.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on March 19, 2012, 12:50:52 AM
CWMV,

Ok. Based on what you have said, I understand the following:

1) In previous builts of DBW, the AI JSGME Mods conflicted with other mods and it has been concluded that the JSGME approach provides no work-around to avoid such conflicts.

2) Henceforth, DBW AI will be harder at all skill levels, including rookie level.

3) So, in my opinion, a "one-size-fits-all" AI will be integrated into DBW because adding an option allowing the player to adjust to some degree the overall skill level in the player's install of the game is not technically possible (e.g. including an overall AI skill level adjustment option in the game selector).

I think I understand now. Thanks.

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 19, 2012, 12:54:47 AM
Dont get me wrong, Im not part of the team, just conveying what I saw.

"hey my mods dont work now!"

*Several pages of Conf.ini and classfile checking*

"Oh-deactivated AI mod and all is well. Okie-dokie."

Besides I really don't think the rookie AI is all that much harder in DBW. I mean all they ever do is run half the time.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SkyHigh on March 19, 2012, 03:31:52 AM
One can always revert to DBW 1.6 for the no-ai-mod option, but the issue is becoming obsolete with the moves to the superior (but harder! :) ) 4.11 ai.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: BT~Tarik on March 19, 2012, 05:08:56 AM
the superior (but harder! :) ) 4.11 ai.

which cannot be deactivated neither :)

For those who think the AI is hard :

I am sure it is still way easier to fight than a human pilot, just because it still is kinda predictable.

And I guess the goal is to get it as realistic as possible no ? After all this is a SIM not an arcade game.

And yes I am also sometimes frustrated because AI kills me often. But it is only one more reason to train my skills.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 19, 2012, 11:20:11 AM
I have absolutely zero objections whatsoever to a harder AI on the proper difficulty settings.  It makes the game much more enjoyable.

The problem is the AI needs to *scale* properly.  Rookies and average pilots don't do perfect, textbook BnZ.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Riptide_One on March 19, 2012, 09:52:26 PM
Granted, opinions will vary on the subject, but I think a simulation should provide the user with a wide range of control over the variables simulated. To me, it just seems there is currently a mindset to over compensate for the some players dissatisfaction with the stock AI and that the development of the game moving towards losing meaningful AI skill level scalability.

Yes, IL-2 is a simulation but it is also a game. I believe that IL-2's wide popularity is in part due to the scalability of its AI skill level. So, I think having IL-2 providing options for both challenge and just for fun is worth preserving.

I have not seen 4.11 and for the time being, I don't feel a compelling need to try it.

Cheers,

Riptide
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 19, 2012, 10:37:28 PM
I have absolutely zero objections whatsoever to a harder AI on the proper difficulty settings.  It makes the game much more enjoyable.

The problem is the AI needs to *scale* properly.  Rookies and average pilots don't do perfect, textbook BnZ.

And they don't here either.

I just ran two scenarios, one Spanish Civil war and one Barbarossa.
I flew an I-15 and then an I-153. Enemy were both 109's (B-2 and an E-7).

In both cases I won. It was pretty easy, just time consuming. In both cases I got the energy advantage on the 109 and cut him to shreds-which wouldn't happen in reality even against a rookie pilot. Remember that even rookie fighter pilots are highly trained killing machines and professionals in their craft.

Honestly though I'm not sure what you want from the rookie settings, to fly level, low and slow right into your gunsite?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 19, 2012, 11:16:35 PM
Remember that even rookie fighter pilots are highly trained killing machines and professionals in their craft.

I disagree completely, totally, 100% with this statement.

Rookies are NOT highly trained killing machines, they are one step above cannon fodder.  Witness the decline of both the Luftwaffe pilot quality and the Imperial Japanese pilot quality over the course of the war, as attrition took it's toll and men were given progressively less and less training before being shoved into combat.  The results were telling.  They were certainly not highly trained, or even very skilled killing machines by any means.

My take on the levels.

Rookies represent that lower quality of training.  They can fly, but not that well, and they don't have near as much hand's on time for their aircraft, and zero combat experience.  These are the guys that accelerated stall, maneuver too hard and poorly, don't well understand the concepts of energy fighting, much less how to actually do it.  Flying straight and level is clearly not going to happen, but they should be much easier to sneak up on from a blind spot.  In combat, they waste energy, don't fly "smart", are not be able to keep track of the aircraft health/status and fight well, and make some stupid mistakes.

Average pilots represent just that, the average pilot fresh out of training with a proper amount of time, education, and all around mock combat experience.  Haven't been tried in real combat yet, but they understand their rides and would be far less prone to idiot mistakes.  They both know to be situationally aware and check six, and should be harder to sneak up on.  Real life and death combat will be stressful but their training should be able to help them survive, to a point.  They don't know the tricks of the trade that aren't taught in school.

Veterans have seen combat and lived to tell about it.  They've flown against the different enemy planes and have seen the differences, and know which tactics to use in each encounter.  They know their aircraft very, very well, and can push them to the edge performance-wise.  They don't waste ammo on low prob shots, know when it's proper to energy fight vs turning fight.  They're damn hard to sneak up on and have high awareness.

Aces are the top dogs.  They have multiple kills.  They've flown planes home shot to pieces and held together with threads and a prayer.  They can make their rides dance in the air, pull off complex, risky moves and succeed.  They have eyes on the backs of their heads and seats of their pants.  They can force situations that are advantageous to them and their particular aircraft, and can shoot down lesser pilots with better planes.  They have almost perfect accuracy from various ranges.  Death incarnate, run like hell.


How well IL2 actually models these is up to debate, I think overall it's decent for an AI.  My point is and remains, things need to scale.  When I want to play around, I'll load up bombers with no weaponry.  Toy with stuff?  Rookies or average.  Normal playing?  Veterans.  Challenge?  Aces.  Humiliation?  Human opponents.  Right now, the game doesn't scale well.

There are SOME small differences between the skill levels when it comes to flight patterns in combat and they can be predictable, but it's not that obvious.  To me, the only real deciding factor is the AI's accuracy.  Rookies shoot like crap and rarely.  Averages shoot like crap but more often.  Veterans are a toss up when going head to head, they are accurate enough and you're as likely to get killed as they are.  Aces will shoot your butt out of the sky from +1 km away with their deluxe laser accurate guns.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 19, 2012, 11:54:53 PM
Well exempting certain extreme examples your flat wrong.

The Luftwaffe was getting gang banged on all sides, so they are a rare case. Look at the pilots form most other nations, they were well trained. Hell you have to be to get the thing in the air.
many civilians have this idea that warriors are just handed a rifle and told to go kill something. With few exceptions this is wrong. Most governments put much money into training them to be all they can be (guess who I was with eh? lol!).
This goes double for technical MOS's. Pilots have always been an elite class within the armed forces, and have been entitled to and had the best of everything that is availible-training included.
Now sure if were talking Soviet union 1940 or Luftwaffe 1943+ then there you are-an extreme example. Pilots thrown into aircraft with little training with hopes that they might run into an enemy something or other before they die.
But that case is far and away not the norm. Hell look at the same Luftwaffe, but in 1940. Their rookies were probably better than most others.

Now how about the other way round? You want a Luftwaffe rookie from '45 to be a flying retard right? Well should an RAF or USAAF pilot from the same era have the same skills? Most certainly not.
Anyone who climbs into a combat cockpit has had a good deal of trining, and with the exception of extreme examples as cited above and their like they are some of the best trained warriors on the battlefield, rookie or not.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: BT~Tarik on March 20, 2012, 12:05:56 AM
Must agree on the scles for AI levels, though I dont really experience that myself (flying mostly against Veterans).

Also CWMV talked about Barbarossa and SCW, where the Germans were definitely well trained (still). And there were some quite talented rookies. Experience was lacking, sure but a more or less talented rookie in a superior plane (the 109) should still be a little challenge to down. This is of course not the case in late war, where axis lost both the training and the better-planes advantage.

So if you want it really realistic, then make skills for each side in every part of the war,
like Axis 1941 - Axis 1945.
Allies 1941 - Allies 1945.

Or use 4.11. There are different sub skills in each skill, some rookies are better than others (randomly, would be cool if this was according to date and axis/allies; or is it already?).
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 20, 2012, 01:00:01 AM
Well ideally thats where 1.8 will get us!
Title: Re: DBW AI Mod Discussion & Bugs
Post by: BT~Tarik on March 20, 2012, 05:53:07 AM
Yep  :)
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Anto on March 24, 2012, 02:38:17 AM
Re-instating my position on this mod: We plan on moving to 4.11m at some stage and we aren't going to develop AI any further. Not worth the time, effort and stress.

So feel free to discuss AI all you want, but unless some is willing to re-write the entire AI code from scratch, don't expect it to change.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 24, 2012, 11:34:21 PM
Well exempting certain extreme examples your flat wrong.

The Luftwaffe was getting gang banged on all sides, so they are a rare case. Look at the pilots form most other nations, they were well trained. Hell you have to be to get the thing in the air.
many civilians have this idea that warriors are just handed a rifle and told to go kill something. With few exceptions this is wrong. Most governments put much money into training them to be all they can be (guess who I was with eh? lol!).
This goes double for technical MOS's. Pilots have always been an elite class within the armed forces, and have been entitled to and had the best of everything that is availible-training included.
Now sure if were talking Soviet union 1940 or Luftwaffe 1943+ then there you are-an extreme example. Pilots thrown into aircraft with little training with hopes that they might run into an enemy something or other before they die.
But that case is far and away not the norm. Hell look at the same Luftwaffe, but in 1940. Their rookies were probably better than most others.

Now how about the other way round? You want a Luftwaffe rookie from '45 to be a flying retard right? Well should an RAF or USAAF pilot from the same era have the same skills? Most certainly not.
Anyone who climbs into a combat cockpit has had a good deal of trining, and with the exception of extreme examples as cited above and their like they are some of the best trained warriors on the battlefield, rookie or not.

Sorry, what I've read is completely contrary to what you are saying, and I'll trust my books over you (unless you can demonstrate you're a published authority on this subject).

Skills varied wildly over the years, and every end of the spectrum was represented throughout the war.  The Luftwaffe indeed suffered later in the war, as did the Japanese air forces, these are facts.  An increasing number of pilots were pressed into service in the later years of the war who were not well trained at all, and not remotely a "highly trained killing machine" as you say, this is a fact.  Stories from the US naval pilots, allied fighter pilots in europe, and preserved training data and averages bear this out, and do not line up with your position.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 24, 2012, 11:38:56 PM
Must agree on the scles for AI levels, though I dont really experience that myself (flying mostly against Veterans).

Also CWMV talked about Barbarossa and SCW, where the Germans were definitely well trained (still). And there were some quite talented rookies. Experience was lacking, sure but a more or less talented rookie in a superior plane (the 109) should still be a little challenge to down. This is of course not the case in late war, where axis lost both the training and the better-planes advantage.

So if you want it really realistic, then make skills for each side in every part of the war,
like Axis 1941 - Axis 1945.
Allies 1941 - Allies 1945.

Or use 4.11. There are different sub skills in each skill, some rookies are better than others (randomly, would be cool if this was according to date and axis/allies; or is it already?).

I'm all for properly scaling AI levels, some variation within each level would be outstanding too and give more variety.

If I understand correctly, I'm NOT for hard-coding certain AI capabilities or aspects to various nations based on the years and pilot training/kill/survival rate averages.  The beauty of the game is it gives us an open framework to do whatever.  Want a historical campaign?  Great, make one and research the time period it's set in, and bias each side toward the proper skill levels in the proper ratios.  Alternate history?  Great, make it up however one wants.

In general, the skill levels should be a generic thing that we can use.  It's up to the campaign makers and dgen/dcg wizards to configure their templates and missions as they see fit to either line up with history (using the generic skill levels), or to make whatever alternate history they want.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 24, 2012, 11:41:19 PM
Since you seem to have trouble reading Ill just re-post what I already posted above:
"Now sure if were talking Soviet union 1940 or Luftwaffe 1943+ then there you are-an extreme example. Pilots thrown into aircraft with little training with hopes that they might run into an enemy something or other before they die.
But that case is far and away not the norm."

Perhaps you require a different language? I understand that English is a secondary language to many here.
Either that or you enjoy addressing things that have already been covered, and acknowledged, in hopes of avoiding furthering the conversation.
In which case bravo, objective achieved.

And as I asked above:

"Now how about the other way round? You want a Luftwaffe rookie from '45 to be a flying retard right? Well should an RAF or USAAF pilot from the same era have the same skills? Most certainly not.
Anyone who climbs into a combat cockpit has had a good deal of trining, and with the exception of extreme examples as cited above and their like they are some of the best trained warriors on the battlefield, rookie or not."


So?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Roger Smith on March 24, 2012, 11:55:46 PM
it's a skill level (Easy to Hard), not a how-long-you-trained-and-how-long-you-have-flown-ometer
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Whacker on March 25, 2012, 12:17:30 AM
Since you seem to have trouble reading Ill just re-post what I already posted above:
"Now sure if were talking Soviet union 1940 or Luftwaffe 1943+ then there you are-an extreme example. Pilots thrown into aircraft with little training with hopes that they might run into an enemy something or other before they die.
But that case is far and away not the norm."

Perhaps you require a different language? I understand that English is a secondary language to many here.
Either that or you enjoy addressing things that have already been covered, and acknowledged, in hopes of avoiding furthering the conversation.
In which case bravo, objective achieved.

And as I asked above:

"Now how about the other way round? You want a Luftwaffe rookie from '45 to be a flying retard right? Well should an RAF or USAAF pilot from the same era have the same skills? Most certainly not.
Anyone who climbs into a combat cockpit has had a good deal of trining, and with the exception of extreme examples as cited above and their like they are some of the best trained warriors on the battlefield, rookie or not."


So?

Nice.

Let ME put it a in a more simple way so perhaps YOU get it.

This is a game, a simulation.  It has four tiers simulating relative pilot skill levels.  We need it to simulate barely trained fools all the way up to aces.  Right now, it doesn't do that well.  Hence some of us are mentioning this so that the mod wizards can take this into account as they tweak the game.

All the drivel you spouted about the Luftwaffe, russian pilots, etc, has jack all to do with this.  It's a verified, historical fact that there were varied skill levels of pilots throughout the years.  We need the game to be able to recreate the "flying retards" up to the aces.  The nonsense you spouted about "highly trained killing machines" is irrelevant, there WERE historically a wide range of skills represented, and not in the ratios you implied either.

Pleasant evening or day to you, sir or madam.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: CWMV on March 25, 2012, 01:03:58 AM
Drivel...indeed. Correct, but drivel nonetheless.
My contention is that there is little to no place for barely trained fools in the sim as it stands in 4.10.1
Simply no point to it.
Your contention is that they existed. Well aren't you insightful.  ::) Doesn't mean its worth inclusion.
We don't need a game to simulate the r-tards, we all have it already.
If you want a turkey shoot play stock.


And let me put it to you since apparently the you haven't gleaned it from others here: This will not happen in 4.10.1 as it stands now.
"...we aren't going to develop AI any further. Not worth the time, effort and stress.
So feel free to discuss AI all you want, but unless some is willing to re-write the entire AI code from scratch, don't expect it to change."

If you don't like it, fix it or go to 4.11, which has apparently made the AI very flexible.
Alternatively you can wait for the DBW team to add it to DBW.
So run along now and play with Java. JG53 valentine was superbly talented at this sort of thing perhaps he would be willing to give you a few pointers.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: pdittrich on June 11, 2012, 06:33:54 AM
to give you a few pointers.
::) i think i see what you did there ...  :P
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Ace on December 15, 2012, 01:13:29 PM
Hello, I´m a newbie on DBW

Sorry for my  English, is not my first language.
sorry if this isn't´the right place for my doubt.


Need help understanding AI in DBW.
I recently installed DBW 1.71 over il2 1946, patched up to 4.10.1m, and I just try it out in QMB, oddly the AI doesn't  "obey" any of my orders,
I call my wingman to cover me, the rest of the flight and wingman to attack a foe, etc, the all responds positively, but dont do what is asked, the all simply acts on there own, go after foes automatic, no leader and wingman tactic, they all just attack singly, a, they help only when one of us  is attacked, this happens with both friendly and foe aircraft.

Is this a feature of DBW 1.711, our did I miss something,  did something wrong??

Besides DBW 1.71, I don't have any mod installed our  active in jgsm.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: agracier on April 28, 2013, 04:05:33 PM
Hello, I´m a newbie on DBW

Need help understanding AI in DBW.
I recently installed DBW 1.71 over il2 1946, patched up to 4.10.1m, and I just try it out in QMB, oddly the AI doesn't  "obey" any of my orders,
I call my wingman to cover me, the rest of the flight and wingman to attack a foe, etc, the all responds positively, but dont do what is asked, the all simply acts on there own, go after foes automatic, no leader and wingman tactic, they all just attack singly, a, they help only when one of us  is attacked, this happens with both friendly and foe aircraft.

Is this a feature of DBW 1.711, our did I miss something,  did something wrong??

Besides DBW 1.71, I don't have any mod installed our  active in jgsm.

I've got DBW 1.71 and even though I am quite certain it has one form of the AI mod installed as default, I also have a separate AI Mod installed anyway. I have the following folder in my #DBW folder : AI_MOD_v3_0

which contains:

EEBBE344D2C2A05A
readme.txt
5E38276C86FE9E26
106BE08E745DD716
DA920CD60E028A40

I don't have any of the problems with my wingmen as you describe. So maybe you might wish to try this out.

Mind you, even with the AI Mod, wingmen and other planes will not always do what you command or set them up to do. For instance, I like low flying missions - 200-500m - and some planes, no matter how low you set up their waypoints, they end up climbing to 1000-2000m anyway ... clear cases of insubordination ... ha ha. But at least planes hardly ever fly straight on into mountainsides anymore like they used to.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: rhinofilms on May 08, 2013, 07:06:45 PM
I have 1.71 as well and I could swear I read about an AI fix that addressed the problem with AI aircraft having much better speed, acceleration and climb rates.  When I play offline I still experience AI enemies with much better performance and it's quite frustrating.

Is there a separate AI fix out there?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: BravoFxTrt on May 08, 2013, 07:37:20 PM
Its the IL-2 AI Plague. Nobody knows how to fix it thus far.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: agracier on May 09, 2013, 01:33:46 AM
I have 1.71 as well and I could swear I read about an AI fix that addressed the problem with AI aircraft having much better speed, acceleration and climb rates.  When I play offline I still experience AI enemies with much better performance and it's quite frustrating.

Is there a separate AI fix out there?

I wish there was ... no matter which plane I fly, my wingmen are always faster and have an exaggeratedly better performance than I do ... maybe it is Artificial Intelligence's way of letting us know that us humans days as the predominant lifeform on Earth are numbered ... so start getting used to being number two .... ha ha
Title: Re: DBW AI Mod Discussion & Bugs
Post by: rollnloop on May 09, 2013, 02:30:21 AM
There WAS a fix, that limited AI engines to 95 (or was it 97)% of player's engine, but it became obsolete quite long ago; It was compatible with 4.09 i think, but not later, and not with other AI improvements. Probably 2 to 3 years old.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: agracier on May 09, 2013, 02:31:36 AM
There WAS a fix, that limited AI engines to 95 (or was it 97)% of player's engine, but it became obsolete quite long ago; It was compatible with 4.09 i think, but not later, and not with other AI improvements. Probably 2 to 3 years old.

Time for an update then ... this would be really useful ...
Title: Re: DBW AI Mod Discussion & Bugs
Post by: sphantom on May 09, 2013, 06:46:37 AM
I checked my 409 install it is there then got a wild idea copied it and put it in my 410.1 and all well it needs to update to 410.1
Title: Re: DBW AI Mod Discussion & Bugs
Post by: rhinofilms on May 09, 2013, 10:20:16 PM
OK what?  What specific files did you copy where?

Seems like it would be such an easy fix and would make the game so much more playable offline...
Title: Re: DBW AI Mod Discussion & Bugs
Post by: slipper on May 11, 2013, 02:56:12 AM
sphantom

do you mean you copied the file from your 4.09 game into your 4.101 game and it worked ok? Could you upload it anyway please?

regards

slipper
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~Boomer on May 11, 2013, 05:33:14 AM
The Map controls have all been broken somehow with DBW 1.71 Build
and useful settings,and a lot of editing done to map load.ini's for the Big SAS F'n default skin Mod and more have been broken do to whatever it is that causes it

or...the way DBW 1.71 was built there may be something now over riding the mapcontrols SFS File
either way bugs that were all fixed for DBW 1.6,have now all crept back into the game somehow since DBW 1.71

Thought I would post the issue before forgetting it  :D


Title: Re: DBW AI Mod Discussion & Bugs
Post by: Vati on June 19, 2013, 03:05:45 PM
Hi guys,  DBW AI mod isn't in my jsgmemods folder after installing DBW 1.71 TFM 20. Should it be automatically there? I didn't find the site, where I can download the DBW AI mod. Can somebody tell me the link for the download please? Does this mod significantly improve the behaviour of AI planes during the fight?
Or does it better the SAS Engine Mod v2.6RC? In my installation the SAS Mod causes some conflicts with the Tiger_33 Ultimate Sound Mod V3 and the PAL-CockpitSounds Mod, therefore I didn't install it. Thank you very much for help and explanation to a newbie.
Georg
Title: Re: DBW AI Mod Discussion & Bugs
Post by: pandacat on December 25, 2013, 09:42:46 AM
I really like DBW's AI mod.  Is there any way to move it to my stock install and HSFX install? 
Title: Re: DBW AI Mod Discussion & Bugs
Post by: rruff on January 19, 2014, 12:21:30 PM
I really like DBW's AI mod.  Is there any way to move it to my stock install and HSFX install?

I don't know, but you might check here: http://www.sas1946.com/main/index.php?topic=36.0

I think the AI in 4.11 and 4.12 is quite a bit better though.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: dietz on January 31, 2014, 09:42:22 AM
Ever since downloading all of the TFM and all its parts I have had one small problem but one in which I have found no work around : the steam catapult does not seem to be generating the same power as before especially when trying to launch fully loaded jets ( read F-9-Fs.) Every single one of them goes for a swim.I've  had to give up on all the Navy Korean carrier missions.Like I said not the end of the world but slightly frustrating.Does any one have a suggestion or a cure?Can you go back years & find & install the original ship catapult patch? Perhaps there is some sort of tinkering that coulddo the trick? ;)
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Growlanser on August 22, 2015, 05:33:32 AM
Hi guys,  DBW AI mod isn't in my jsgmemods folder after installing DBW 1.71 TFM 20. Should it be automatically there? I didn't find the site, where I can download the DBW AI mod. Can somebody tell me the link for the download please? Does this mod significantly improve the behaviour of AI planes during the fight?

I just created an account to ask if there was a way to fix the AI and found this thread and your post. I remember that DBW came with an AI mod long ago but that apparently isn't the case anymore. Is the mod still available to download somewhere? I started playing the Crimean 41 campaign as the Germans and the I-16s can easily keep up with the 109Fs even at very high altitudes. My squadron of Aces is also losing a pilot almost every day to inferior planes and AI that is supposed to be in rookie difficulty. And many more dumb stuff like planes not engaging planes in front of them or them being followed by 6 planes and not trying to fight back...... The other day I was shot down so I decided to watch the AI fight each other and there was this lone 109 being followed by 5 I-16s just flying in circles for like 1 hour, he didn't tried any manoeuvre and could barely outrun them at like 30k ft and to make matters worse there were three other 109s that were escorting him (escort recon plane mission) that returned to base leaving the plane they were suppose to protect alone. Another issue is that fighter bomber/attacker AI sometimes drop the bombs and starts to dogfight instead of trying to complete the bomb run first even if they are right in front of their objective, I-153s are notorious for doing this almost 99% of the time and I've also seen 109s doing the same.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Knochenlutscher on August 22, 2015, 11:02:52 AM
Go for DBW 1.1, inside JSGME you'll find it.
Rename to achieve it to load before everything else.
That's it...
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Growlanser on August 22, 2015, 08:23:44 PM
Go for DBW 1.1, inside JSGME you'll find it.
Rename to achieve it to load before everything else.
That's it...

I got this one instead http://www.sas1946.com/main/index.php/topic,23327.0.html

Just have to add it to the #DBW folder and it should work without doing anything else correct?
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Knochenlutscher on August 23, 2015, 08:17:29 AM
Yes, just add SAS Engine Mod, since only XTD includes portions of it, name it whatever will
be good, but preferredly atop everything to load first in folder hierarchy.

DBW 1.71 or SAS Engine Mod, then you miss some files

3BCE8CDA6F785EC4
357E2FEE0A7A27A4
D8F0937C5601DAE4

Cause is DBW 1.71 included all but these 3 Classfiles in XTD folder.

I can not see AI difference between default 1.71/XTD and Engine Mod activated, instead
when putting the 1.1 AI Mod before everything else AI is due to some changes in behaviour.
Dunno, see yourself, try yourself...

Title: Re: DBW AI Mod Discussion & Bugs
Post by: Growlanser on August 25, 2015, 01:09:42 PM
Yes, just add SAS Engine Mod, since only XTD includes portions of it, name it whatever will
be good, but preferredly atop everything to load first in folder hierarchy.

DBW 1.71 or SAS Engine Mod, then you miss some files

3BCE8CDA6F785EC4
357E2FEE0A7A27A4
D8F0937C5601DAE4

Cause is DBW 1.71 included all but these 3 Classfiles in XTD folder.

I can not see AI difference between default 1.71/XTD and Engine Mod activated, instead
when putting the 1.1 AI Mod before everything else AI is due to some changes in behaviour.
Dunno, see yourself, try yourself...

You are right, there is no difference, I installed the AI mod and I noticed the difference immediately, but isn't that AI mod an old version that had many problems? Is it possible to get a newer version somewhere? I did notice that in one test mission two of my teammates collided with the enemy.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Knochenlutscher on August 25, 2015, 06:42:31 PM
Can't tell, collisions are still a pace, that's 4.101m trouble.
You could go try these 3 Classfiles only, this way you
keep XTD latest DBW 1.71 AI Mod version version and see it is better.
If not do not use any DBW AI Mod, except SAS Engine or built in XTD.

The latest version already resides in your !SAS_Engine_Mod_4101m_v26 folder, that is to my knowledge the latest official version.
DBW 1.71 uses XTD folder, that version is one year older

Haven't done extense testing lately, but will try myself...
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Growlanser on August 26, 2015, 02:29:44 PM
Ok, thanks for the help. I'm going to do some test flights during the weekend to see if I'll stick with the DBW 1.1 AI mod. I will use both, the AI mod and the SAS Engine mod and see how the game runs. I'm experiencing an issue that after a few minutes on a mission bullets start to freeze like in slow motion on the air and the flak becomes invisible, this was happening before the AI mod so is not related to that but for some reason when I add the SAS Engine mod to the game that fixes the issue, it doesn't happen. I think it might be related to the tiger sounds mod but I'm not sure.
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Knochenlutscher on August 29, 2015, 03:15:06 AM
I'm running DBW without Tigers Sound Mod.
My Install is in DBW 1.71 with the following hierarchical folder structure:

1. DBW AI Mod 1.1 (3 Classfiles)
2.SAS Engine Mod
...
3.XTD

SAS Engine/CTO Mod is essential for DBW to cure out most major 4.101m discrepancies/shortcomings,
I wouldn't go without...
Do like you said, test it to the bone to see if it improvers things for ya, if not, swap...
Cheers
Tobias
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Kraut1 on November 23, 2016, 01:26:29 PM
LYBIA_N-E map problem

Hi All,
I am using dbw for a very Long time, everything works very well exept of 1 Problem:
I can't use JV69_LYBIA_N-E map.
Does anybody know a trick to repair this map without total new install of dbw? (I have spent many hours for tuning of dbw).
Thanks and best regards

see end of log:

/infinite 1

Loaded camouflage: DESERT
Loading map.ini defined airfields:
Map file: line <4225.09 242488.31 6441.59 241355.84 1.95> is valid!
Map file: line <17410.95 220985.66 18493.92 220216.8 1.95> is valid!
Map file: line <50701.56 208218.95 52700.25 205677.9 1.95> is valid!
Map file: line <44684.87 193724.31 45780.14 192356.67 1.95> is valid!
Map file: line <71978.9 176401.1 72863.2 175093.27 1.95> is valid!
Map file: line <25771.57 146349.73 27204.36 145994.06 1.95> is valid!
Map file: line <49407.45 32338.67 49997.12 31215.84 1.95> is valid!
Map file: line <130836.22 168131.97 131912.39 167576.53 1.95> is valid!
Map file: line <129061.93 163481.72 130289.97 162176.55 1.95> is valid!
Map file: line <126318.01 162029.44 127450.97 160973.7 1.95> is valid!
Map file: line <125020.41 141143.75 126120.72 139888.6 1.95> is valid!
Map file: line <133647.6 107694.48 134488.3 106459.17 1.95> is valid!
Map file: line <148371.64 138381.954 149056.8 137121.98 1.95> is valid!
Map file: line <177885.89 148471.19 178822.8 147138.52 1.95> is valid!
Map file: line <195642.2 88956.74 196697.19 88659.48 1.95> is valid!
Map file: line <232981.53 131674.12 234505.98 131096.45 1.95> is valid!
Map file: line <228971.4 114271.95 229808.47 111907.3 1.95> is valid!
Map file: line <214700.45 62301.51 215434.83 61365.5 1.95> is valid!
Map file: line <214590.1 48331.23 215695.98 47136.2 1.95> is valid!
Map file: line <239796.05 11073.91 240751.9 9990.0 1.95> is valid!
Map file: line <249933.86 40242.29 251110.31 39285.68 1.95> is valid!
Map file: line <300659.0 5044.53 301951.953 3952.65 1.95> is valid!
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

INTERNAL ERROR: Can't open file 'MAPS/_Tex/water/MTOWater.tga'
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/water/MTOWater.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: '
WARNING: TLandscape::LoadMap('JV69_LYBIA_N-E/JV69_M_load.ini') - errors in loading
World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'JV69_LYBIA_N-E/JV69_M_load.ini' loading error
[23.11.2016 19:56:27] -------------- END log session -------------
Title: Re: DBW AI Mod Discussion & Bugs
Post by: SAS~vampire_pilot on November 24, 2016, 09:19:07 AM
Kraut, look at this

http://www.sas1946.com/main/index.php/topic,33039.msg354956.html#msg354956
Title: Re: DBW AI Mod Discussion & Bugs
Post by: Kraut1 on November 24, 2016, 01:43:55 PM
Kraut, look at this

http://www.sas1946.com/main/index.php/topic,33039.msg354956.html#msg354956

It works perfect now, many thanks for your help!