Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 6 [7] 8 9   Go Down

Author Topic: Sniper Turret Gunner Fix v 1.1  (Read 37283 times)

0 Members and 1 Guest are viewing this topic.

CWMV

  • Kalashnikov connoisseur
  • Modder
  • member
  • Offline Offline
  • Posts: 2706
  • A free people ought to be armed and disciplined.
Re: Sniper Turret Gunner Fix v 1.1
« Reply #72 on: February 24, 2011, 11:55:51 PM »

Ewwwwwwwwwwwwwwwwwwwwww, one of those guys!
I kid, I kid! Really I just don't fly them cause I cant figure out trim settings or bombsights.
Logged

fallout3

  • member
  • Offline Offline
  • Posts: 58
Re: Sniper Turret Gunner Fix v 1.1
« Reply #73 on: February 25, 2011, 01:40:21 AM »

right...i understand now.  not really for AI turrent gunners though...rather for AI fighter planes.

it seems the AI has rear radar vision...  being able to 'sense' when you are behind him and within gun range whether he can actually 'see' you or not.  this is an old irratating problem with the game.  also...  the AI seem to be able to 'know' when you're going to pull the trigger.  many times...just as you put your finger on the trigger button to shoot and the instant you actually press the key...he will jenk to one side or the other in a series of small, micro moves almost guaranteed to throw off your aim and make you miss.  (this is usually right as you press the trigger but before the bullets actually leave the gun barrels.)  if you do not start to shoot, he will continue to fly along in a perfectly straight line.  lol.

the final irratating thing...  is he knows when you're out of ammo.  many, many times you will have a DEVIL of a time staying with him in his defensive manuvers...however, as soon (i mean the instant) you run out of ammo...he will suddenly consider you harmless and discontinue 99 percent of his defensive flying allowing you to pull right up on his tail and put him right into your gun site ring...cause he knows you can't kill him now.  lol.  a hell of a thing him being able to count the bullets in your guns to know when you are empty.

 :P

You said what I want to say...

BTW, so the last thing I do in a battle is often ramming...
Logged

SAS~Tom2

  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 7954
  • no sweat
Re: Sniper Turret Gunner Fix v 1.1
« Reply #74 on: February 25, 2011, 05:28:32 AM »

Hi, pasted this mod (thanks!) in my mod folder. Problem is I run Histomod ATM waiting for the Jet Era.
So-in my case-I don't see a big difference. Still almost impossible to attack something like a B-17 other than from above in a fast dive-otherwise sudden death or aircraft fubar.
A chance that my misery ends when I switch to 4.01m with the new mod-activator?

I'm one of those guys who often wants to kill bombers for some chillout time but mostly get blown away thanks to killer-gunners- ;) :)

Cheers
Tom
Logged

Checkyersix

  • Modder
  • member
  • Offline Offline
  • Posts: 1188
  • Dr. Frankenplane
Re: Sniper Turret Gunner Fix v 1.1
« Reply #75 on: February 25, 2011, 05:59:20 AM »

This mod might not be compatible with Histomod. You could try adding a "+00000_" to the folder to make sure it loads on top of Histomod, but I can't guarantee that it won't break something in Histomod...
Logged

Far77

  • member
  • Offline Offline
  • Posts: 170
Re: Sniper Turret Gunner Fix v 1.1
« Reply #76 on: February 25, 2011, 06:35:34 AM »

Yes, I like bombers!... :)

To summ up (to get "sniper" AI-gunners):
there must be 2 files
106BE08E745DD716 and 106BE08E745DD716.txt
in the folder:
\jsgmemods\TurretFix+FasterTurrets\
And then to activate the mod by JSGME.exe

Do I understand correctly?
Logged

razor1uk

  • Tamago no Chie
  • Modder
  • member
  • Offline Offline
  • Posts: 1108
  • Naturally common sence is always ignored...
Re: Sniper Turret Gunner Fix v 1.1
« Reply #77 on: February 25, 2011, 02:52:40 PM »

I'm not amazed that some want AI machine snipers, I suppose then it's elite anti bomber training - just without paintballs/BB's and a virtual pre-requesite of a wooden textured box shaped mesh thats suitable for ceramonial placing underground- assuming that much survives or burning.
Logged

Checkyersix

  • Modder
  • member
  • Offline Offline
  • Posts: 1188
  • Dr. Frankenplane
Re: Sniper Turret Gunner Fix v 1.1
« Reply #78 on: February 25, 2011, 03:13:45 PM »

Yes, I like bombers!... :)

To summ up (to get "sniper" AI-gunners):
there must be 2 files
106BE08E745DD716 and 106BE08E745DD716.txt
in the folder:
\jsgmemods\TurretFix+FasterTurrets\
And then to activate the mod by JSGME.exe

Do I understand correctly?

No, just replace the old 106BE08E745DD716 with the new one in the download above in the turretfix folder in your mods folder.
Logged

Far77

  • member
  • Offline Offline
  • Posts: 170
Re: Sniper Turret Gunner Fix v 1.1
« Reply #79 on: February 25, 2011, 10:56:38 PM »

Thank you very much!
Logged

Crazy G

  • member
  • Offline Offline
  • Posts: 148
Re: Sniper Turret Gunner Fix v 1.1
« Reply #80 on: March 06, 2011, 03:01:39 PM »

Wow! Finally I´m no longer a drunk turkey in the hunting season! Thanks!
Logged

Aussie Pilot

  • member
  • Offline Offline
  • Posts: 42
Re: Sniper Turret Gunner Fix v 1.1
« Reply #81 on: March 09, 2011, 04:36:01 PM »

right...i understand now.  not really for AI turrent gunners though...rather for AI fighter planes.

it seems the AI has rear radar vision...  being able to 'sense' when you are behind him and within gun range whether he can actually 'see' you or not.  this is an old irratating problem with the game.  also...  the AI seem to be able to 'know' when you're going to pull the trigger.  many times...just as you put your finger on the trigger button to shoot and the instant you actually press the key...he will jenk to one side or the other in a series of small, micro moves almost guaranteed to throw off your aim and make you miss.  (this is usually right as you press the trigger but before the bullets actually leave the gun barrels.)  if you do not start to shoot, he will continue to fly along in a perfectly straight line.  lol.

the final irratating thing...  is he knows when you're out of ammo.  many, many times you will have a DEVIL of a time staying with him in his defensive manuvers...however, as soon (i mean the instant) you run out of ammo...he will suddenly consider you harmless and discontinue 99 percent of his defensive flying allowing you to pull right up on his tail and put him right into your gun site ring...cause he knows you can't kill him now.  lol.  a hell of a thing him being able to count the bullets in your guns to know when you are empty.

 :P

I hear you here Beo, I reckon it comes down to what you set your convergence at. The AI know you have it set at 150 so just as you get into that range they bugger off. So i reckon try setting your convergence to 100 and then blast em at 150 anyway...lol
I have tried this with mixed success but most times forget my plan and end up chacing them all over the place anyway. I know that shooting them outside of your convergence paramiters isn't ideal, but once you've winged them a bit you can get closer to finish them off with the full convergence affect.
Logged

Murph

  • member
  • Offline Offline
  • Posts: 65
Re: Sniper Turret Gunner Fix v 1.1
« Reply #82 on: March 14, 2011, 07:34:51 PM »

Would this work in a co-op mission? If so, would all the players need to have this mod, or just the host?
Logged

razor1uk

  • Tamago no Chie
  • Modder
  • member
  • Offline Offline
  • Posts: 1108
  • Naturally common sence is always ignored...
Re: Sniper Turret Gunner Fix v 1.1
« Reply #83 on: May 05, 2011, 10:48:28 AM »

I vote for this fix to be passed on upto TD/1C for implimentation - be nice if it could be retro engineerined into the 409m patch or something like that; naturally with due credit and permissions given.
Logged
Pages: 1 ... 4 5 6 [7] 8 9   Go Up
 

Page created in 0.014 seconds with 27 queries.