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Author Topic: Dog Fight  (Read 842 times)

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cardoso paulo

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Dog Fight
« on: October 08, 2020, 03:19:58 AM »

I have observed since the il2 cup mode, the F16,18,14, toucan, F4 planes do not enter into air combat with other planes, they run away from direct confrontation, in automatic mode, you are not participating in the combat in an airplane.
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enry711

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Re: Dog Fight
« Reply #1 on: October 08, 2020, 07:18:40 AM »

Hi cardoso paulo. I had some experience with JTW AI over these months and you are right, the F-4, F-14, F-16, F-18 normally (QMB) don't execute dogfight. You will notice this particular behavior if you compare an F-4 AI with a MiG-21 AI.
However, with some tricks in the FMB editor you can massively improve the performance of these planes! I personally managed to "force" into head-to-head dogfights planes like the Phantom, F-16 and F-18. Applying the following settings/rules transforms these otherwise "flight alone" fighters in proper (and sometimes formidable) opponents.

1) Set the AI strenght to "Ace" ---> As you may know Il-2 has 4 different skill settings for the AI. Normally, the standard "Average" skill is enough to achieve good dogfights and a good obedience of the AI to my FMB settings. For FMB settings i mean obedience to my GATTACK waypoints, Landing waypoints, flight altitude and speed, etc...Basically obedience of the AI to my mission parameters.
As the skill of the AI rises, their time required to spot, evade, attack, manouver and follow orders shortens; this means that at "Ace" skill the AI will use the maximum capabilities of its plane, thereby increasing the dogfight potential of the F-4, F-14, F-16 and F-18.

2) Use (if not in contrast with the mission you are doing) more advanced missiles and gunpods for the AI ---> It is proven (and logical) that an AI with an AIM-9L is A LOT more deadlier than one with AIM-9Bs. If a mission needs to respect historical accuracy, then you still have a problem but, for example, if you want to use the F-4 Phantom and you don't need historical accuracy in your mission, you can easily load up for you the AIM-9Bs, whereas for the AIs the AIM-9Es. By giving stronger weapons to the AI, it will become much more efficent and a bigger threat for the player.
Gunpods are also important, especially with F-4s. If you load a Phantom with missiles and NO gun, the game will recognize it as a bomber. It will still shoot missiles if you get in front of him, but he will never follow you in a manouver. WITH a gunpod (or a gun) the game does recognize it as a fighter and therefore enables it to manouver much more.

3) Use the C&C objects "Vector" and "Corkscrew" ---> These 2 special objects come in standard in BAT and you can find them in the FMB editor. The first object works as a ground radar and if any hostile planes are above 150m it will direct all fighters nearby to intercept it. This objects changes dramatically the AI behavior and it is strongly suggested if you want to dogfight against the aformentioned planes. The AI will act way more aggressively towards the boogies and drop their droptanks in the interception process.
The second object is less important but useful to spice up even more the AI. It will force any AI plane to conduct evasive manouvers as soon as an enemy gets closer than 650m. It will not start a dogfight, but it will surely make the AI planes move much more.

Hope this is useful to you and everybody. If needed i can send a sample mission  8)

   

SAS~CirX

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Re: Dog Fight
« Reply #2 on: October 08, 2020, 09:44:15 AM »

I have observed since the il2 cup mode, the F16,18,14, toucan, F4 planes do not enter into air combat with other planes, they run away from direct confrontation, in automatic mode, you are not participating in the combat in an airplane.

Hi carduso paulo

Many times when you try to reply to posts in this forum, you are hitting "report to moderator" instead. This way not only are you annoying the moderatos, but also your replies never get seen by the intended recipient. Please sort this out.
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