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Author Topic: DBW AI Mod Discussion & Bugs  (Read 71510 times)

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NS~mati140

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  • #27 of the New Squadron (NS)
Re: DBW AI Mod Discussion & Bugs
« Reply #60 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.
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Stratodog

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Re: DBW AI Mod Discussion & Bugs
« Reply #61 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.
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naki27

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Re: DBW AI Mod Discussion & Bugs
« Reply #62 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.)
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SAS~Anto

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Re: DBW AI Mod Discussion & Bugs
« Reply #63 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.
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naki27

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Re: DBW AI Mod Discussion & Bugs
« Reply #64 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.
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SAS~Anto

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Re: DBW AI Mod Discussion & Bugs
« Reply #65 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 :)
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naki27

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Re: DBW AI Mod Discussion & Bugs
« Reply #66 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  :)
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NS~mati140

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Re: DBW AI Mod Discussion & Bugs
« Reply #67 on: September 08, 2011, 09:04:06 AM »

Can I ask again for uploading AI mod files for DBW somewhere? Someone?
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SAS~Anto

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Re: DBW AI Mod Discussion & Bugs
« Reply #68 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.
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LuseKofte

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Re: DBW AI Mod Discussion & Bugs
« Reply #69 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
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NS~mati140

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Re: DBW AI Mod Discussion & Bugs
« Reply #70 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
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SAS~Anto

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Re: DBW AI Mod Discussion & Bugs
« Reply #71 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.
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