Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => ModWorx => Topic started by: SAS~Sani on July 18, 2010, 07:02:57 AM

Title: AI overheating and manual supercharger management v1.2 [4.09]
Post by: SAS~Sani on July 18, 2010, 07:02:57 AM
In theory,AI should not be immune to overheating and should not be able to constantly fly with 110% power.
What this mod does...engine temperatures and radiator management are turned on for AI...also,AI will now manage power settings to keep engine temperatures below critical levels.

AI will be unable to burn it's engine now,so there should not be any strange AI behavior.

Update
AI had problems with manual supercharger in planes...it would always fly in first supercharger gear and because of that had poor performance at higher altitudes.AI has now learned to switch gears and should be able to perform correctly at high altitudes in planes with manual supercharger :)

Just extract to MODS and overwrite old version (if you have it).

SASModAct users (http://storebror.it.cx/sas/archive/sas2/EnsignRo/0_HotAI.7z)

UP users (http://storebror.it.cx/sas/archive/sas2/EnsignRo/0_HotAI_UP.7z)

Do test and report of any bugs ;).Compatibility with Full Throttle mod will come later.

Title: Re: AI overheating v1.0
Post by: SAS~Bombsaway on July 18, 2010, 07:06:14 AM
COOL! Well,not cool for them. :) Thank you Sani.
Title: Re: AI overheating v1.0
Post by: hguderian on July 18, 2010, 07:13:21 AM
Thank You...downloaded immediately!
Cheers
Title: Re: AI overheating v1.0
Post by: Eexhaton on July 18, 2010, 07:20:42 AM
Downloaded, thanks!

I assume this won't conflict with the changes made by Certificate to the AI? (Cert AI mod)

:)
Title: Re: AI overheating v1.0
Post by: PA_Willy on July 18, 2010, 07:23:01 AM
Thank you Sir. Going to try it.
Title: Re: AI overheating v1.0
Post by: Slikk on July 18, 2010, 07:24:46 AM
I've been waiting for a mod like this for a long time. Thanks Sani. 8)

Slikk
Title: Re: AI overheating v1.0
Post by: Messer on July 18, 2010, 07:33:34 AM
Sani, thank you! I'm just speechless, can't express how much I've hoped for such a mod. Time for some payback, AI cheaters!...
Title: Re: AI overheating v1.0
Post by: PA_Willy on July 18, 2010, 07:59:16 AM
There is a conflict with Full Throttle FX (same Class file).

Regards.
Title: Re: AI overheating v1.0
Post by: SAS~Sani on July 18, 2010, 08:06:12 AM
Which mod exactly?
Title: Re: AI overheating v1.0
Post by: SAS~Anto on July 18, 2010, 08:12:31 AM
Thanks Sani :)
Title: Re: AI overheating v1.0
Post by: PA_Willy on July 18, 2010, 08:21:29 AM
Which mod exactly?

This one: http://www.sas1946.com/main/index.php/topic,6985.0/topicseen.html (http://www.sas1946.com/main/index.php/topic,6985.0/topicseen.html)
Title: Re: AI overheating v1.0
Post by: NS~mati140 on July 18, 2010, 09:03:53 AM
I don't know if you took it but this mod actually tones down AI controlled MiG-15s a bit! (finally :P )
Title: Re: AI overheating v1.0
Post by: OberstDanjeje on July 18, 2010, 09:38:05 AM
Coool mod, thanks!!
Title: Re: AI overheating v1.0
Post by: squiffy on July 18, 2010, 09:43:25 AM
Neat.  I'll try this out.
Title: Re: AI overheating v1.0
Post by: Checkyersix on July 18, 2010, 09:57:24 AM
Cool, or hot rather. Thanks!
Title: Re: AI overheating v1.0
Post by: SAS~Skipper on July 18, 2010, 11:09:47 AM
Aha! Let the robots know how to control the engine!
Title: Re: AI overheating v1.0
Post by: zack on July 18, 2010, 11:09:52 AM
There is a conflict with Full Throttle FX (same Class file).
Regards.

For me works ok - no conflict at all.  :)
Thank You Sani!
Title: Re: AI overheating v1.0
Post by: PA_Willy on July 18, 2010, 11:27:49 AM
For me works ok - no conflict at all.  :)
Thank You Sani!

Use JSGME. Program will tell you that both mods are in conflict. You cannot detect the conflict using MODS folder simply. JSGME notice you when a mod is going to overwrite other one.
Title: Re: AI overheating v1.0
Post by: zack on July 18, 2010, 12:33:48 PM
Use JSGME. Program will tell you that both mods are in conflict. You cannot detect the conflict using MODS folder simply. JSGME notice you when a mod is going to overwrite other one.
Sorry Willy, but both mods works ok for me.
Cheers!
Title: Re: AI overheating v1.0
Post by: Berserker on July 18, 2010, 01:39:49 PM
Many thanks  :)
Title: Re: AI overheating v1.0
Post by: PA_Willy on July 18, 2010, 02:02:26 PM
Sorry Willy, but both mods works ok for me.
Cheers!

Impossible. They content the same file!

AF5F8A326C3FA53C file is in both mods. According to which you enable in first plce, in MODS or with JSGME, you will enjoy one or another of them. Only one. It's the same file mate!

Pls, look at into the folder before talk.
Title: Re: AI overheating v1.0
Post by: Knochenlutscher on July 19, 2010, 05:20:19 AM
Yeah, always felt these Chuck Norris's need some shakin. Seems they lost their black belts.
Hey,Hey, the big payback
Need to testify further, especially against P-51, the most Über-Chuck Norris plane in IL-2 I ever met in combat.
Many thanks for sharing
Title: Re: AI overheating v1.0
Post by: RGA on July 19, 2010, 08:07:51 AM
Thank you very much.

Just try it yesterday, still didn't notice any difference in the speed of AI (that doesn't mean that it didn't work. It's just not obvious, like you say), but I did realise that AI seems to stop doing exotic (and highly unrealistic) maneuvers when I got on his six. And AI seems to burn sooner, too :D
 
Title: Re: AI overheating v1.0
Post by: F22-Raptor-2006 on July 19, 2010, 08:19:03 AM
Impossible. They content the same file!

AF5F8A326C3FA53C file is in both mods. According to which you enable in first plce, in MODS or with JSGME, you will enjoy one or another of them. Only one. It's the same file mate!

Pls, look at into the folder before talk.

not impossible just depends on the mod...
Title: Re: AI overheating v1.0
Post by: Neil Lowe on July 20, 2010, 04:39:00 AM
Thanx Sani, I love AI mods.

Got my first Mig kill tonight ;)

Cheers, Neil :)
Title: Re: AI overheating v1.0
Post by: Snowleopard on July 20, 2010, 05:49:03 AM
Oh that's great to have one. I often struggle to try keep up my squadron as they fly so fast or climb fast than me.  Same for enemy pilots.  It may be in top choice add MOD list.
Title: Re: AI overheating v1.0
Post by: Messer on July 20, 2010, 12:04:51 PM
Yeah, always felt these Chuck Norris's need some shakin. Seems they lost their black belts.
Hey,Hey, the big payback
Need to testify further, especially against P-51, the most Über-Chuck Norris plane in IL-2 I ever met in combat.
Many thanks for sharing

I know what I you mean - AI P-51, spiral climbing at nonstop WEP 110% - game over, you lost the battle!

Sani, any idea how the mod affect cruising? In some campaigns/mission the AI cruises at 100% throttle, would it still be able to fight (of course, with the intended limitations)?

Patch 4.10... I've promised myself not to mod until it comes out... please, soon...  :(
Title: Re: AI overheating v1.0
Post by: Pursuivant on July 20, 2010, 12:21:51 PM
Patch 4.10... I've promised myself not to mod until it comes out... please, soon...

Do the world a favor, don't hold back. Mod something that's obviously not going to conflict with 4.10.
Title: Re: AI overheating v1.0
Post by: AJ94CAP on July 22, 2010, 08:15:18 AM
If you fly with "Enignie Overheat" off, will the AI still get overheated or will they also turn it off?
Title: Re: AI overheating v1.0
Post by: George Formby of the AVG on July 22, 2010, 09:36:02 AM
Impossible. They content the same file!

AF5F8A326C3FA53C file is in both mods. According to which you enable in first plce, in MODS or with JSGME, you will enjoy one or another of them. Only one. It's the same file mate!

Pls, look at into the folder before talk.
Hate to tell ya this Willy, both of the mods are working in my game, I see what you are trying to say, but for some reason both the mods are wrking for me, maybe its because one loads before the other, or the order they load, they both work
Title: Re: AI overheating v1.0
Post by: Germy66 on July 22, 2010, 10:05:01 AM
is there a AI limited Ammo Mod in the works?

sometimes its like the AI have unlimited Ammo?

Thanks for the mod  :-\
Title: Re: AI overheating v1.0
Post by: RGA on July 22, 2010, 10:19:56 AM
AI has limited ammo, I'm sure about it. But sometimes, they're so accurate that with the same tiny amount of bullets, they can shoot me down 10 times for each one I shoot down :P
But curiously, after spending out all of their bullets, they leave the battlefield peacefully, in CRUISING speed as if I'm nowhere nearby. Even a out-of-ammo P-51 is now easy to catch.
Title: Re: AI overheating v1.0
Post by: PA_Willy on July 22, 2010, 10:25:14 AM
AF5F8A326C3FA53C file is present in these two mods: Overheating AI mod v1.0 and Full Throttle.
But the file having the same name, is different.
If the game is first loaded Overheating AI v1.0, enjoy this mod, if not enjoy Full Throttle.

Thanks Ton414. I have been telling this  here although several ppl continue thinking they are enjoying both mods together.

I would like to know how can they be sure that new AI overheating mod is working... IMHO if they see FX Full Throttle exhaust mod working, they aren't enjoying the new AI mod, although they don't know it.
Title: Re: AI overheating v1.0
Post by: SAS~Sani on July 22, 2010, 11:33:15 AM
I'll make some compatibility and other imrpovements as soon as I can (busy with RL issues now).
Title: Re: AI overheating v1.0
Post by: PA_Willy on July 22, 2010, 11:38:57 AM
I'll make some compatibility and other imrpovements as soon as I can (busy with RL issues now).

Thank you Sir!
Title: Re: AI overheating v1.0
Post by: George Formby of the AVG on July 22, 2010, 03:14:29 PM
Thanks Ton414. I have been telling this  here although several ppl continue thinking they are enjoying both mods together.

I would like to know how can they be sure that new AI overheating mod is working... IMHO if they see FX Full Throttle exhaust mod working, they aren't enjoying the new AI mod, although they don't know it.
I was smart enough to try with and without the new mod, with the throttle mod off, BOTH are working for me!!
Title: Re: AI overheating v1.0
Post by: PA_Willy on July 22, 2010, 03:17:53 PM
I was smart enough to try with and without the new mod, with the throttle mod off, BOTH are working for me!!

Of course mate. Mod's author has stated he is going to make a compatible version (well, you don't need it, isn't it?). That's all I care.
Title: Re: AI overheating v1.0
Post by: George Formby of the AVG on July 22, 2010, 03:39:46 PM
Then all is well in the land of mods............
Title: Re: AI overheating v1.0
Post by: Jimdandy on July 23, 2010, 03:24:46 AM
Thank You Sani, very cool mod indeed.
Title: Re: AI overheating v1.0
Post by: Checkyersix on August 11, 2010, 04:25:18 PM
Found a slight bug with this one - when taking off from Kimpo on my NK 1:1 map the 4th plane (F-86) struggles to catch up, eventually falling so far behind that he jettisons his DT's to gain speed. I've tried lowering the altitude and speed of the flight, but it doesn't seem to matter. When I deactivated this mod the planes formed up normally.

CY6.

EDIT: Seems like #4 is always getting left behind...every time the flight hits a new waypoint he drops 3-4 km behind and has to catch up...

EDIT EDIT: Maybe it's just my install, but I've found that with this mod, the enemy AI is downright sedate. I just flew a QMB with 4 spit I's against 4 E-3s. Usually this would end with at least 2 dead spits and maybe 1-2 dead 109's, but in this case it seemed like both sides got tired of combat after a few passes and just headed for home. The same thing happened with F-86's vs. MiG-15's. I shot down a MiG (at 3000m - which I've never seen...) and they just seemed to give up and fly home...

I really like the idea of this mod, but it seems like the AI is being a little too cautious...
Title: Re: AI overheating v1.0
Post by: LuseKofte on August 11, 2010, 05:51:41 PM

EDIT EDIT: Maybe it's just my install, but I've found that with this mod, the enemy AI is downright sedate. I just flew a QMB with 4 spit I's against 4 E-3s. Usually this would end with at least 2 dead spits and maybe 1-2 dead 109's, but in this case it seemed like both sides got tired of combat after a few passes and just headed for home. The same thing happened with F-86's vs. MiG-15's. I shot down a MiG (at 3000m - which I've never seen...) and they just seemed to give up and fly home...

I really like the idea of this mod, but it seems like the AI is being a little too cautious...

This explain a great deal never thougt this MOD was the reason but I have noticed the same behavior myself THX CY6
Title: Re: AI overheating v1.0
Post by: US_GRANT on August 12, 2010, 07:58:29 AM
We've tried this mod over at the 51stfis and noticed that it is not compatable with MDS. Causes a crash.
Title: Re: AI overheating v1.0
Post by: Slikk on August 12, 2010, 08:57:19 AM
@ Sani

Check your PM

Slikk
Title: Re: AI overheating v1.0
Post by: [URU]Fox on August 16, 2010, 10:12:23 PM
It surely looks like a great MOD. The strange behavior mentioned above is some kind of bug or it only happens under circumstances?
Title: Re: AI overheating v1.0
Post by: Dakpilot on November 25, 2010, 02:27:08 AM
Love this mod and used it for a long time  :)

Recently noticed in a campaign with Spitfire MkVc's that my whole squadron suffers engine failure just as we start to mix it up with a load of Ki43's (a bit sad to watch them all being picked off gliding to land while i fight for my life! unsuccessfully of course ;))
After disabling this mod all is fine again, Has anyone else come upon this issue or is it related to my particular intall?

Thanks for a great and needed mod

Cheers Dakpilot
Title: Re: AI overheating v1.0
Post by: PA_Willy on November 25, 2010, 07:55:45 AM
Love this mod and used it for a long time  :)

Recently noticed in a campaign with Spitfire MkVc's that my whole squadron suffers engine failure just as we start to mix it up with a load of Ki43's (a bit sad to watch them all being picked off gliding to land while i fight for my life! unsuccessfully of course ;))
After disabling this mod all is fine again, Has anyone else come upon this issue or is it related to my particular intall?

Thanks for a great and needed mod

Cheers Dakpilot

Yes, my squad partners and me suffer the same. Engines failure in AI planes. A lot.
Title: Re: AI overheating v1.0
Post by: SAS~vampire_pilot on November 25, 2010, 08:04:52 AM
I only experience it with Me-262 AI when they try to catch up on full throttle, no other plane so far.
I deactivate it when I play the 262 then mostly
Title: Re: AI overheating v1.0
Post by: CWMV on November 30, 2010, 04:16:07 AM
SO what is this mod causing the AI to just melt their engines? Or is it an instant thing?
Title: Re: AI overheating v1.0
Post by: Verhängnis on November 30, 2010, 05:03:38 AM
It makes the AI suffer the same thing we do, overheating engines if they have the throttle up to much.
Title: Re: AI overheating v1.0
Post by: Pursuivant on November 30, 2010, 08:44:58 AM
It makes the AI suffer the same thing we do, overheating engines if they have the throttle up to much.

As I understand it, the mod just makes AI cruise at more realistic speeds (i.e., not going at 110% all the time) and makes them throttle back after a certain amount of time at combat speeds, but it doesn't actually make AI planes subject to overheating.
Title: Re: AI overheating v1.0
Post by: SAS~Sani on November 30, 2010, 09:05:11 AM
Well,technicaly,it does...engine temperatures are switched on for AI...so when temperature goes up,AI is forced to throttle back,to 95% max...maybe that is still too much so AI burns the engine.
Title: Re: AI overheating v1.0
Post by: PA_Willy on November 30, 2010, 09:48:44 AM
AI burns engine with this mod, that is sure. You only need a medium/long time mission to see it.
Title: Re: AI overheating v1.0
Post by: CWMV on November 30, 2010, 10:38:08 AM
AI burns engine with this mod, that is sure. You only need a medium/long time mission to see it.
SO all I have to do is BnZ for a few minutes, then pick of the gliders... ;D
Time for some revenge on those damn LA-7's...
Title: Re: AI overheating v1.0
Post by: Pursuivant on November 30, 2010, 05:19:07 PM
Well,technicaly,it does...engine temperatures are switched on for AI...so when temperature goes up,AI is forced to throttle back,to 95% max...maybe that is still too much so AI burns the engine.

My bad. Thanks for the correction.

My ignorant guess is that the reason that AI planes burn out their engines is that going back to 95% throttle often doesn't work to cool overheat, and they might not open their cowling/radiator vents all the way. They also might not take measures in advance of the fight to keep the engine cool as possible or take advantage of combat situations where you can throttle back a bit (e.g., a long dive when you're in a faster plane, overtaking a slow and poorly armed/crippled opponent).

My technique for avoiding overheating engines is to open radiator vent/cowl flaps completely and go down to 90% or even 85% engine speed once I get an overheat warning. Basically, whatever it takes to get the engine to cool down within about 10 seconds or less. Once the engine temp falls back into normal range, then I'll cautiously boost back up to 95%-100%.

The exceptions are that I will use just a few seconds of 110% power when I need every bit of power I can get (e.g., a steep climb to make or spoil a deflection shot or to make a short run out of gunnery range if an enemy's on my tail) and I'll go all-out if the engine's already shot or if the alternative to blowing the engine is certain death.

Also, unless I need every bit of climbing power/speed I can get, I usually fly with vents/cowl flaps open all the time, throttled back to a relatively low cruise speed with prop pitch set appropriately. Obviously, this isn't always necessary or appropriate, but the idea is to keep the engine as cool as possible until you really need the power.
Title: Re: AI overheating v1.0
Post by: SAS~vampire_pilot on December 01, 2010, 09:42:14 AM
I have neer seen AI enemy buring their engine so no "glider shooting"

but when you are pulling away from your team and they have to catch up with too much throttle (more than 95%), they can sure overheat and damage their engines because the "follow leader" seems to be the stronger command than taking care about engines.
This means you actually have to look after them and not pulling away too much. The 262 overheats very very fast so tehre you can experience it easyly since 95% throttle is still too much for the AI when they are sill low ans slow.
Title: Re: AI overheating v1.0
Post by: PA_Willy on December 01, 2010, 09:44:22 AM
I have neer seen AI enemy buring their engine so no "glider shooting"

We have seen them a lot. Yes, glider shooting is possible.
Title: Re: AI overheating v1.0
Post by: Catahoulak9 on December 01, 2010, 01:28:13 PM
I'm running a HSFX 4.1 install. Should I use the ModAct or the UP version? It's hard for me to tell much difference.

I've been flying this sim since it came out and I still really suck against anything other than a novice pilot so I need any advantage I can get. Thank God I wasn't a real pilot during the war. I would have been dead before I even got my bag unpacked.
Title: Re: AI overheating v1.0
Post by: CWMV on December 01, 2010, 02:16:39 PM
Been running this for a while now, I have to say I have noticed a difference with the Yak's. Before hand in a TA-152H I couldn't run/climb away from anything, now I can pull away from them.
Title: Re: AI overheating beta v1.1
Post by: SAS~Sani on December 02, 2010, 05:42:14 AM
Updated,see first post :).
Title: Re: AI overheating beta v1.1
Post by: SAS~Malone on December 02, 2010, 06:23:02 AM
I'm running a HSFX 4.1 install. Should I use the ModAct or the UP version? It's hard for me to tell much difference.

an educated guess from me, would be to go with the UP one... ;)
Title: Re: AI overheating beta v1.1
Post by: PA_Willy on December 02, 2010, 08:02:24 AM
Updated,see first post :).

Thank you Sir!!
Title: Re: AI overheating beta v1.1
Post by: Catahoulak9 on December 02, 2010, 09:43:10 AM
Thanks Malone.
Title: Re: AI overheating beta v1.1
Post by: X-Raptor on December 02, 2010, 01:49:31 PM
@ SANI: 

thank you m8 for your mod, just a pity your mod Hot_AI conflict with antother great mod = FULL TROTTLE_FX  :( any chance to solve this?
Title: Re: AI overheating beta v1.1
Post by: SAS~Sani on December 02, 2010, 01:55:23 PM
Do you have a link to that FX mod?
Title: Re: AI overheating beta v1.1
Post by: hguderian on December 02, 2010, 02:06:22 PM
Here it is http://www.sas1946.com/main/index.php/topic,4031.0.html
But it's incompatible with HG&P Maximum Effects also...
Title: Re: AI overheating beta v1.1
Post by: PO_MAK_249RIP on December 02, 2010, 02:54:10 PM
OK Vampire Pilot - who is she ???
Title: Re: AI overheating beta v1.1
Post by: X-Raptor on December 02, 2010, 04:29:02 PM
Do you have a link to that FX mod?

Hi SANI thank for prompt attention.. here you are the link of FULL TROTTLE mod
(Sorry my fault over for correct name..)

http://www.sas1946.com/main/index.php/topic,4031.0.html (http://www.sas1946.com/main/index.php/topic,4031.0.html)
Title: Re: AI overheating beta v1.1
Post by: SAS~Malone on December 02, 2010, 10:45:06 PM
OK Vampire Pilot - who is she ???

easy there, making...'she' is vamp pilot's wife, lol!    ;D

and i dunno, guys, while that full throttle FX mod for all planes may be 'cool', it is far from historically accurate......i'd much rather use Sani's 109 throttle smoke mod, as that is more realistic.....
to each his own, i guess, but i don't see why Sani should have to  adjust this mod to suit another which isn't all that realistic... :)
Title: Re: AI overheating beta v1.1
Post by: X-Raptor on December 03, 2010, 06:00:32 AM
OK Vampire Pilot - who is she ???

easy there, making...'she' is vamp pilot's wife, lol!    ;D

and i dunno, guys, while that full throttle FX mod for all planes may be 'cool', it is far from historically accurate......i'd much rather use Sani's 109 throttle smoke mod, as that is more realistic.....
to each his own, i guess, but i don't see why Sani should have to  adjust this mod to suit another which isn't all that realistic... :)

Hi Malone, sorry but I have politely to disagree with you about historical accuracy of Full trottle as IT is simply more complete as than SANI one , I give SANI all my hat off as he has been the way opener, the 1st one to start this kind of mod, but is a fact that almost all WWII planes produce a grey exaust smoke not only 109 or 190.

2nd No one here has asked nor obliged SANI to change his good mod AI_Overheat as it is now, just we have pointed him that it conflict with another one and this kind of request is always present  in mod discussion, and sometime is possible to change/resolve the conflict, sometimes is not.. but pointing situation of conflict don't mean criticism at all nor a "order" to change the -not forget-  free-for-all-community-benefit modder work ;) regards.
Title: Re: AI overheating beta v1.1
Post by: [URU]Fox on December 03, 2010, 06:08:59 AM
Excellent MOD. I'll report if i find any bugs.
Title: Re: AI overheating beta v1.1
Post by: SAS~Malone on December 03, 2010, 06:09:43 AM
ok then, X-Rap, point taken, you obviously know more about WW2 aircraft than me, so we'll leave it at that then....if Sani can do it, i'm sure he will.... ;)
then again, in  most WW2 footage i've seen, primarily of allied fighters, when they are going flatout, there was no sign of any smoke, but then again, loads of other factors have to be taken into account, i guess...atmospherics, etc...and maybe the smoke wasn't visible because of the sub-HD quality of the footage... :D
Title: Re: AI overheating beta v1.1
Post by: X-Raptor on December 03, 2010, 08:18:15 AM
Hi Malone, it's sufficent you go to see a WWII planes airshow ;) as I go whenever is possible and you'll see directly that they smoke a bit especially exactly when they made climb accelerate manoveurs.
Title: Re: AI overheating beta v1.1
Post by: SAS~Malone on December 03, 2010, 09:10:45 AM
i'd love to, but unfortunatelt there's not much opportunity for that in my neck of the woods.....south africa... :(
Title: Re: AI overheating beta v1.1
Post by: X-Raptor on December 03, 2010, 03:44:24 PM
i'd love to, but unfortunatelt there's not much opportunity for that in my neck of the woods.....south africa... :(

ot: great state however!! Hope to visit it one day.. and meet us;)..
Title: Re: AI overheating beta v1.1
Post by: SAS~Sani on December 04, 2010, 03:43:51 PM
Updated,see first post...
Title: Re: AI overheating beta v1.1
Post by: X-Raptor on December 04, 2010, 06:47:56 PM
Updated,see first post...
Thak you m8!!-- really thank you i appreciate very much your effort to satisfy all bad hunger of mod leercher here like me  ;)..
Title: Re: AI overheating beta v1.1
Post by: PA_Willy on December 05, 2010, 02:29:01 AM
...and me. TY.
Title: Re: AI overheating beta v1.1
Post by: Aed on December 05, 2010, 08:54:36 AM
Good job!
thanx for merge
Title: Re: AI overheating and manual supercharger management v1.2
Post by: SAS~Sani on December 13, 2010, 02:02:07 PM
Updated...see first post ;).
Title: Re: AI overheating and manual supercharger management v1.2
Post by: RAF74_Bimmer on December 13, 2010, 10:35:37 PM
WOOHOO! AI supercharger use fixed! I've been yapping about this for years. Thanks so much for dealing with one of the really significant remaining AI problems. High-altitude fighting against the AI just got a lot more interesting.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: Stratodog on December 14, 2010, 06:07:01 PM
Thank you Sani for tackling the AI supercharger issue!!  Now my F4U, F6F etc. wingmen will no longer be morons.  :)
Title: Re: AI overheating and manual supercharger management v1.2
Post by: fritzofpeace on December 15, 2010, 01:19:46 AM
I run the SAS Mod activator.  I have no Full Throttle in Mods.  Downloaded and inserted this mod.  Game crashes the instant it reaches 100% loaded. :'(
Any ideas?

Edit:  Seems I found the problem.  Removed Certificate's AI Mod and now this mod is functional.
I think. ;D
At least, no 100% crash.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: Eexhaton on December 19, 2010, 08:15:28 AM
Ok, what am I doing wrong?

I have running in the following order:
UP2.0 (not 2.01)
HotAI latest version
PilotAI mod by Skipper? (from the WWI section)
New AI Ground Attack Profile

Now during a mission, I see the AI working the supercharger lever (in the corsair for example), but it constantly flicks back and forth, and actually does'nt do anything.

So, it looks like the AI is trying to switch supercharger gears, but some other AI thing overrides it.

Classchecker did not indicate any of the above mentioned mods to be in conflict.
It happens even with the other mods disabled.

Any clues on how to make it work? :)

Title: Re: AI overheating and manual supercharger management v1.2
Post by: SAS~Sani on December 19, 2010, 09:09:10 AM
It works for AI planes only,not for your plane on auto pilot ;)...you should fly your plane,not AI autopiot ;D.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: Eexhaton on December 19, 2010, 11:48:19 AM
D'oh!

Silly me, I thought it applied to player flown aircraft with Autopilot engaged aswell.
Thanks Sani! ;)
Title: Re: AI overheating and manual supercharger management v1.2
Post by: FilMit on December 19, 2010, 08:10:47 PM
@ SANI: 
Thank you for improvement, and I'm really looking forward to it
 
Quote from: SAS~Sani
Compatibility with Full Throttle mod will come later.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: X-Raptor on December 20, 2010, 06:36:23 AM
In theory,AI should not be immune to overheating and should not be able to constantly fly with 110% power.
What this mod does...engine temperatures and radiator management are turned on for AI...also,AI will now manage power settings to keep engine temperatures below critical levels.

AI will be unable to burn it's engine now,so there should not be any strange AI behavior.

Update
AI had problems with manual supercharger in planes...it would always fly in first supercharger gear and because of that had poor performance at higher altitudes.AI has now learned to switch gears and should be able to perform correctly at high altitudes in planes with manual supercharger :)

Just extract to MODS and overwrite old version (if you have it).

SASModAct users (http://storebror.it.cx/sas/archive/sas2/EnsignRo/0_HotAI.7z)

UP users (http://storebror.it.cx/sas/archive/sas2/EnsignRo/0_HotAI_UP.7z)

Do test and report of any bugs ;).Compatibility with Full Throttle mod will come later.

Please SANI, any chance to have the FULL_TROTTLE smoke compatibility about this Mod?.. I don't like to hurry up you if only I could access to encrypted management of those files but it's not on my possibility  :-[. Thank in advance.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: X-Raptor on December 20, 2010, 10:37:24 AM
 ::) Sry m8 nothing confused..just a bit of childy impatience  :D
Title: Re: AI overheating and manual supercharger management v1.2
Post by: CWMV on December 20, 2010, 06:48:15 PM
Sani I love this mod, sadly I have to turn it off sometimes. I couldn't figure out why my flight of spitfires engines all melted climbing to 20,000 feet then I remembered this  ;D

Any other AI mods in the works? Might I suggest that making AI's susceptible to the laws of physics? Sucks when enemy planes do 4000 G snap-turns without the pilots blacking out! >:(
Title: Re: AI overheating and manual supercharger management v1.2
Post by: SAS~Sani on December 21, 2010, 03:24:12 AM
Then spitfires have an fm error...I'll see what can be done ;)
Title: Re: AI overheating and manual supercharger management v1.2
Post by: FilMit on December 25, 2010, 06:42:06 PM
 Hello Sani ! I have one question - you'll be making a compatibility mode with Full Throttle mod, or not? If not, then I will not wait .. To be or not to be, that is the question ... (c) W. Shakespeare  ;D
Title: Re: AI overheating and manual supercharger management v1.2
Post by: CWMV on December 29, 2010, 01:24:13 AM
Hey sani, Im sure you have been busy with christmass and the 4.10 patch, but have you had a chance to look at the Spitfire issue? maybe its just me but after a few minutes of full throttle they fall out of the sky with melted motors, sometimes even in formation!
(http://i512.photobucket.com/albums/t322/dotson_kc/stalledspits.png)
Doesn't happen to any other AC, even other Merlin powered AC, just Spitfires.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: SAS~Sani on December 29, 2010, 01:58:38 AM
I just had a half hour fight against 4 Spit 9's...no engines melted,it worked fine...did you remove old version of this mod?
Title: Re: AI overheating and manual supercharger management v1.2
Post by: PA_Willy on December 29, 2010, 02:26:23 AM
We play a online campaign with two sides and AI. Spitfires (Mk.V and VB) included. With latest version we haven't detected this bug. All seem be working correctly.

Regards.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: PA_Willy on December 31, 2010, 08:37:03 AM
I must correct my observation: Yes, there is a bug on Spitfires with engines out of order in flight. A lot. We have tested in online campaign.

Moreover, several IA,s drop their bombs if they are not capable to mantain formation to increase their speed. Only after leader (human) gave them the reagrupping order. Messerschmitts Bf-109E-7/B.

Regards.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: CWMV on January 01, 2011, 02:08:14 PM
I must correct my observation: Yes, there is a bug on Spitfires with engines out of order in flight. A lot. We have tested in online campaign.

Moreover, several IA,s drop their bombs if they are not capable to mantain formation to increase their speed. Only after leader (human) gave them the reagrupping order. Messerschmitts Bf-109E-7/B.

Regards.

Im not happy to hear that Im not the only one. I hadnt noticed the 109 issue but Ive been playing allies lately.
Sani yes I'm running the newest update.
Its altered the way I fly for sure, probably makes it more realistic. instead of just firewalling it to 20,000 feet straight from the airfield now I take a more sedate approach so my flight doesnt melt their merlins. I wish the AI could "learn" this.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: Gromic on January 17, 2011, 01:05:57 PM
Hi

Running 4.09m with UP 2.01. Mods are loaded via JSGME only (no active mods folder). Alll missions crash during mission load. Specifically at the point when aircraft themselves are being loaded (around 30%). So, what I usually do at this point is remove all loaded mods and run with a minimum set, adding other mods one by one until I find the culprit ie incompatibility.  But, even here IL-2 tells me to go frak myself.

Minimum Modset 1 - 01_Zuti_MDS_v1.13_UP / Exe_512MB_6DOFTiR / 00_HotAI_UP --> CTD at approx. 30% mission load.
Minumum Modset 2 - 00_Cert_AI_V3 / Exe_512MB_6DOFTiR / 00_HotAI_UP --> CTD at approx. 30% mission load.

It should work as I haven't seen anyone else having any problems at that early stage. Suggestions anyone?

Regards

Gromic
Title: Re: AI overheating and manual supercharger management v1.2
Post by: CWMV on January 19, 2011, 02:30:19 AM
Sani- what type of mods would this conflict with?
Still getting this...
(http://i512.photobucket.com/albums/t322/dotson_kc/IL2/il2fb2011-01-1901-12-14-44.jpg)
Im sure yall are working on bigger and better things, but id like to try to troubleshoot this.
EDIT: Damn, you really cant tell in the picture but the two spits in the background are also powerless. No enemy contact had here.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: NNFFLYLB on January 23, 2011, 07:38:32 AM
i have a dream :AI has learned to switch gear !

a "automatic supercharger management" mod for all AI and compatible with zuti 1.13 is will be a reality soon?

Title: Re: AI overheating and manual supercharger management v1.2
Post by: CWMV on January 23, 2011, 09:07:16 AM
Do you mean this? First post.

Update
AI had problems with manual supercharger in planes...it would always fly in first supercharger gear and because of that had poor performance at higher altitudes.AI has now learned to switch gears and should be able to perform correctly at high altitudes in planes with manual supercharger :)
Title: Re: AI overheating and manual supercharger management v1.2
Post by: NNFFLYLB on January 23, 2011, 09:29:10 AM
01_Zuti_MDS_v1.13_UP + 00_HotAI_UP --> mission crash at approx. 30% mission load. (when loading aircraft)
Title: Re: AI overheating and manual supercharger management v1.2
Post by: CWMV on January 23, 2011, 09:39:53 AM
01_Zuti_MDS_v1.13_UP + 00_HotAI_UP --> mission crash at approx. 30% mission load. (when loading aircraft)
Off topic but isnt that included in UP2.01?
Title: Re: AI overheating and manual supercharger management v1.2
Post by: Dornil on January 27, 2011, 11:23:29 AM
Can something be done about AI's urge to always run away in climb, ignoring being fired upon?
I.e., making their behaviour somewhat similar to that before 4.00 patch.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: CWMV on January 27, 2011, 12:08:30 PM
Can something be done about AI's urge to always run away in climb, ignoring being fired upon?
I.e., making their behaviour somewhat similar to that before 4.00 patch.
Oft asked about.
I think its fairly realistic. If I'm in a better performing aircraft and the enemy is on my 6, I just run away until I can get into a position of advantage.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: Dornil on January 27, 2011, 01:14:15 PM
Perhaps it is realistic. But the problem is that AI is ALWAYS running away!
I doubt that it was like this in RL. Sometimes pilot should stay and fight for mission purposes, due to overconfidence or ignorance; he would start evasive actions when MG bullets hit his plane even from far away, et cetera. But our AI always does the same. May be his action are logical, but they are totally inhumane and unrealistic. Due to this air combat itself is unrealistic: remember the actual WWII air combat descriptions - most of the kills were acquired at the short range - about 50m. But in 4.09 most of my offline kills are at 250-300 meters, because it is simplier to snipe an enemy while he is flying level and pays no attention to your fire, then trying to close in on him (which is frequently impossible) :(
Title: Re: AI overheating and manual supercharger management v1.2
Post by: CWMV on January 27, 2011, 02:11:25 PM
Perhaps it is realistic. But the problem is that AI is ALWAYS running away!
I doubt that it was like this in RL. Sometimes pilot should stay and fight for mission purposes, due to overconfidence or ignorance; he would start evasive actions when MG bullets hit his plane even from far away, et cetera. But our AI always does the same. May be his action are logical, but they are totally inhumane and unrealistic. Due to this air combat itself is unrealistic: remember the actual WWII air combat descriptions - most of the kills were acquired at the short range - about 50m. But in 4.09 most of my offline kills are at 250-300 meters, because it is simplier to snipe an enemy while he is flying level and pays no attention to your fire, then trying to close in on him (which is frequently impossible) :(
Ill give you that!
You'd probably be better off asking about this in the lounge proper than a specific thread. Cy6 seems to be the master of the AI mod lately.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: pkr on March 07, 2011, 05:03:10 PM
Hello,

Is this mod working with SAS mod activator 2.72? If so, all I have to do is to drop the '0_HotAI' folder in the 'MODS' folder, right?

I'm asking because my IJN AI fellows keep running their engines in some way that I can't... I mean: when I'm flying as the 2nd or 3rd plane in a formation, I can't keep speed with the leader. He keeps flying at +220 knots, without overheating, as it seems, and I can't stay with him... I must turn autopilot ON to get close to him and stay in formation.

Thanks in advance!
Title: Re: AI overheating and manual supercharger management v1.2
Post by: razor1uk on March 07, 2011, 06:42:14 PM
Hello,

Is this mod working with SAS mod activator 2.72? If so, all I have to do is to drop the '0_HotAI' folder in the 'MODS' folder, right?

I'm asking because my IJN AI fellows keep running their engines in some way that I can't... I mean: when I'm flying as the 2nd or 3rd plane in a formation, I can't keep speed with the leader. He keeps flying at +220 knots, without overheating, as it seems, and I can't stay with him... I must turn autopilot ON to get close to him and stay in formation.

Thanks in advance!
There's a known bug with AI using simpler controls in pre v4.10.1 (v4.11?) Il-2 A/C, but learning and setting up your engine management keys/buttons/sliders will aid you redress the balance. I've been flying IL-2 since it 02', and haven't really had to work about it - I always catch up my AI team mates (even if its eventually), especially on the RTB post mission objective.

I think you might need to manually adjust the prop pitch to match better your true air speed and keep your engine under its redline/safe Max RPM = 2800rpm for most Japanese radials; 2600rpm for all others I believe off the top of my head. This is in conjuction with Mixture, Supercharger and Cowling/Radiator settings too.

AFAIK, the 'true' properties of 0% - 100& Prop Pitch are similar to the real values of specific A/C systems; generaly I use in manual adj' props 100% at take off & hard climbing, 50% - 75% @ Cruising Speed, 0% - 50% @ Highspeed, Highaltitude or diving, dependant on A/C, engine and 'characteristics'.

If you go manual in autoprops (especially DB powered) max prop is full power safe below around 65% prop, well I mean your engines won't destroy instantly - unless you change to manual prop at more than 65% power (test fly a Bf110 and switch prop between auto and manual at different powers, speeds, heights and see what does what). Others will know much more.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: CWMV on March 07, 2011, 07:14:41 PM
Hello,

Is this mod working with SAS mod activator 2.72? If so, all I have to do is to drop the '0_HotAI' folder in the 'MODS' folder, right?

I'm asking because my IJN AI fellows keep running their engines in some way that I can't... I mean: when I'm flying as the 2nd or 3rd plane in a formation, I can't keep speed with the leader. He keeps flying at +220 knots, without overheating, as it seems, and I can't stay with him... I must turn autopilot ON to get close to him and stay in formation.

Thanks in advance!
What are you flying, cause if you can't maintain 140mph your doing something wrong or your driving a bomber!
Title: Re: AI overheating and manual supercharger management v1.2
Post by: pkr on March 07, 2011, 09:34:58 PM
razor1uk, thanks for your tips!

I have all the controls mapped in my HOTAS but somehow I fail to stay with the leader... Prop pitch, mixture (not supercharger because I'm flying the A6M3), I need to get the right combination of variables... if only those AI masters could speak with us in the briefing!
Problem is to get into combat in proper formation, being able to assist the AI team and try not to lose that AI/CEM master as soon as the first Wildcats appear on the scene  ;). But then I have to struggle with CEM settings in my way to the target and it is so frustrating!

I thought that this mod had it more simple but...

So, right! Some more trial and error on the way (to the target  :'().

CWMV,
I'm flying the A6M3, in campaign (DGEN), starting as Joto (Hiko) Heiso in Wake Island (already got a Sake cup after 2 kills in the 1st mission, FR settings ;D).
You mention 140 mph but I'm speaking of +220 knots, not km/h. That is something around 400 km/h (250 mph).
I'm not flying a bomber, I'm sure :)
Title: Re: AI overheating and manual supercharger management v1.2
Post by: CWMV on March 08, 2011, 12:35:14 AM
Aw Hell owned by reading comprehension!
Well then the only thing is have to add to the post on engine management is to make sure your trimmed correctly, but I guess that goes without saying.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: razor1uk on March 08, 2011, 08:09:11 AM
I normally only have cowl flaps open on Japanese open less than pos.4 (norm closed or pos.2). I only open cowlflaps/rad more than this if engine is near overheat.

Also you can use mixture of 101 - 120% to help cool engine at low to mid-high power and below mid altitude; say 2500m alt - well you can seriously over-richen the mix at high alt, enough to drown your engine and stall/damage it, will only run at lower revs or weaken mix; till running, and prop should be set initally higher say by 10% if revs arevery low.
I could be completely wrong, it's been a number of months since I flew Campaigns; I've only ever flown ingame as IJAAF/IJNAF, Luftwaffe & Soviet since 02', with the exception of Dofats? (thats the sound that jumps in my brain when I think who made it..) USN carrier & dead-reckoning nav' training campagin, also I fly using KB and a Saitek dual analogue 12button gamepad.

I'd say for 1750m - 3000m, somewhere between these settings might help you...

mixture 100% - 70% (unless mix is on slider, default is only in steps of 10%!)

Prop if not Auto 85% - 45% speed & rev limit dependant...]
DB engined prop range is 65% (max) to 20% - do not switch to Manual Prop (starts usually from 100% prop when changed) above 55% Throttle, or your engine will quickly overheat and maybe die from overspeeding.

Throttle 110% - 80% my normal no-enemy cruising is 70%

For 4.11m, reduce max normal throttle range 40% - 80%, cruising 65%. 

Cowl/rad fully open for take off until 1000m (even after post take-off reduction of throttle at 300m) normally at
pos.2 or pos.0/closed-auto at alts' above 2000m.

For 4.11m, similar, but with operation specific to A/C type and trying to control operating temperatures encountered during flight within limits.

Supercharger 2nd gear switch for Japanese generally above 1150m
When going lower than 1200m switch to back down to 1st stage setting.

During diving too lower charge to help lessen overspeeding with lowering prop pitch with speed increase and efficient revs if you want to accelerate but be smooth on pullout.
Remember to set prop & engine reqiured to climb/fight/cut back etc before/during pull out, you could always use occasional combat flaps to aid lift, at higher energy bleed cost.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: pkr on March 15, 2011, 01:17:14 PM
Thx razor! I'm going to try with your tips! haven't had the opportunity yet :-|
Title: Re: AI overheating and manual supercharger management v1.2
Post by: razor1uk on May 08, 2011, 10:13:22 AM
Any luck PKR with the my rough advice?
Title: Re: AI overheating and manual supercharger management v1.2
Post by: Slikk on July 07, 2011, 07:28:30 AM
Compatibility with Full Throttle mod will come later.

@ Sani

I know you've got a lot on your plate, but please don't forget about this one. If I had to choose, I take the AI overheat mod, but it would be great to have the AI overheat mod and the full throttle mod merged together.
Title: Re: AI overheating and manual supercharger management v1.2
Post by: SAS~Anto on July 07, 2011, 08:40:57 AM
I'll look at it. Currently I'm helping merge a whole lot of AI mods and if there is going to be an issue with Full Throttle, I will sort it :)
Title: Re: AI overheating and manual supercharger management v1.2
Post by: Slikk on July 07, 2011, 08:51:00 AM
Thanks Anto.  ;)
Title: Re: AI overheating and manual supercharger management v1.2
Post by: Roger Smith on February 22, 2012, 12:46:04 PM
needs a 4.101 version
Title: Re: AI overheating and manual supercharger management v1.2
Post by: OberstDanjeje on February 22, 2012, 01:08:57 PM
I quite sure it'salready in the AI Hotkey mod
Title: Re: AI overheating and manual supercharger management v1.2
Post by: Roger Smith on February 22, 2012, 01:32:50 PM
but all I want is he overheat, nothing more
Title: Re: AI overheating and manual supercharger management v1.2
Post by: moscafan on February 26, 2012, 06:35:23 AM
Have anyone noticed engine failure of the ai controlled MK.Vb's with this mod?

http://www.sas1946.com/main/index.php/topic,21768.0.html
Title: Re: AI overheating and manual supercharger management v1.2
Post by: SAS~Epervier on February 26, 2012, 07:06:08 AM
No!
And it is always active!  :-X
Title: Re: AI overheating and manual supercharger management v1.2
Post by: CWMV on February 26, 2012, 08:16:58 PM
Yes. From the first release of this my spits alwaysburned up their engines.
Good thing I always fly 109's  :o
Title: Re: AI overheating and manual supercharger management v1.2
Post by: PA_Willy on February 27, 2012, 01:43:05 AM
Yes. From the first release of this my spits alwaysburned up their engines.
Good thing I always fly 109's  :o

+1