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PostPosted: Thu Mar 10, 2011 2:04 pm 
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BDG
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Thanks that is indeed new input and I will check it out.

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PostPosted: Thu Mar 10, 2011 2:46 pm 
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Airman

Joined: Wed Mar 09, 2011 10:08 am
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I wonder if this issue is related to another one I saw posted on these forums. I can't remember where I saw it, but someone mentioned that they can't get their wingmen to attack. They go after an enemy plane with 11 other hurricanes/spitfires flying formation around them.

Maybe it's an issue of the ai wingmen not responding properly to the squad leader's orders? Attack, weapons free, etc.
That would explain why one plane, possibly the wingleader, IS attacking, but no one else.

EDIT:

After reading more forum posts and such, I'm going to try turning OFF 'luftwaffe realistic fuel' and see if that makes a difference. This would explain the IA missions working and the SPC ones not (ai isn't worrying about fuel in the ia missions because I'm assuming they just start with a full tank). Though, does the realistic fuel option affect the JU-87 or just the 109?


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PostPosted: Thu Mar 10, 2011 4:42 pm 
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BDG
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The wingmen not attacking is a complex issue in BOBII. First if the wingmen can not see the enemy A/C (underwings, in the sun, behind/below, below the nose, too far, and someothers I can not remenber) they will not attack. Players sometimes do not realize this "can not see" is part of the BOBII design and is coded for added realism. I have code two Bdg.txt options that prevent this "can not see" issue but some players do not use them as they think they are not realistic (we have many player options coded in BOBII, as I believe options are good). Here are the two Bdg.txt options if you want to try them.

(Note the default values are off):
AI_Always_Sees_Enemy=ON
Wingmen_Always_Sees_Enemy=ON

If you are the leader you can force your Squad to attack (AI will not usually attack if the enemy Squad is not thier assigned target), if you first padlock a enemy A/C , and then issue a radio command R-3-5 (attack my target).

In the IA missions A/C fuel is simulated. The German A/C's fuel is simulated so the fuel is based on the fuel used distance from their takoff base to the where the AI mission starts (so the Germans A/C will not have full tanks).

I can not remenber what the Options->Sim 109 Fuel Capicity does. I seem to remember it was a debate concerning the 109 fuel capicity or fuel tank. Stickman may remember.

I have spent alot of time trying to figure out why the rear gunners seem to not fire in the SPC but do fire in IA. The code (so far in my analysis) does not know if a mission is in the SPC or IA with respect to the rear gunner firing.

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Intel I7 920 processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro thanks to BobII crew.


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PostPosted: Thu Mar 10, 2011 11:25 pm 
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BDG
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Location: Oahu, Hawai'i
Quote:
I can not remember what the Options->Sim 109 Fuel Capacity does. I seem to remember it was a debate concerning the 109 fuel capacity or fuel tank. Stickman may remember.


If Options > Sim - 109 Fuel Capacity is not set to Realistic, but to High,
then ME109 aircraft are given extra fuel.
I forgot exactly how many kilograms of fuel they are given. Essentially if this is set to High, you are giving them a fuel drop tank to use.

Disclaimer! Drop tank not visually included in game.

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"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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PostPosted: Fri Mar 11, 2011 7:37 am 
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Airman

Joined: Tue Jan 25, 2011 10:37 am
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The no engage "bug" is in fact a complex issue wich I noticed depends on a few things. It seems that sometimes the enemy AI pre-select who is going after who so they split one squad after you and if you go after the other wich decided they will engage another RAF flight not arrived yet, they won't react to you. Looks like a weakness to "improvise" depending on the change of situations you might create as a flight leader.

Same thing happens with the RAF. Sometimes if the Junkers ar far behind and we run into the fighters first, the others RAF flight intercepting with you may just want to go on the bombers and stick to it so they will get beat down not reacting to the escort after them.

I noticed that if you come example with 3 different flights of 6 planes to intercept, not timed togheter (meaning one flight is in advance on others) and you decide to "frag" with the flight in front, the other 2 flight behing may just turn back to base. This doesn't happen if you stay on the Commander menu longer until everyone arrive at the intercept scene.

As for the rear gunners, I restarted a campaign and now they seem to shoot, most of the times, wich is great news for me. I think it's true it depens on the moment of the mission you happen to be on their tail. But clearly in IA to results are always positives.


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PostPosted: Fri Mar 11, 2011 7:42 am 
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Airman

Joined: Tue Jan 25, 2011 10:37 am
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However the ME110 rear gunners are shooting at the first 10 seconds of a dogfight and stop after. Thats the result I get. So in my campaign, the ME110 are very weak because of this issue. That brings me a question, can I change the LUFTwaffe skill modifier in Sim_Config before to fly and get the immediate effect of it (in order to compensate for the ME110 weakness)?

But it would be better if their gunners could shoot. In Instant action, they work well


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PostPosted: Fri Mar 11, 2011 12:03 pm 
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BDG
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More on the ME109 fuel setting.

It appears that this Sim > ME109 Fuel Capacity = High only works in Campaign.
It is also one of the settings that cannot be changed after a Campaign is started. That is, you need to make this setting before you start a new Campaign for it to work.

Normal fuel for the Emil is 400 liters. (288 kilograms)
With Me109 fuel capacity set to high You get a total of 500 kiolgrams. This calculates out as 695 liters, or a drop tank with 295 extra liters of fuel.

Campaign takeoff normal fuel:
Image

Campaign takeoff High fuel:
Image

Note that the 3D fuel gauge will never read higher than 400 liters as I calibrated it.
The 2D fuel gauge pointer has no "stop limit" so it will show the extra fuel.
Not tested, but when the extra 295 kgs of fuel is burned and the digital kg readout shows 288, the 2D pointer should point to 400 liters.

Anyway.. This adds a lot of fuel to the Emil! Not tested is how this extra weight effects the Emil flight model. It might fly with some more difficulty until down to normal.

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"Toto! I don't think we are in Kansas anymore!" Dorothy, OZ
"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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PostPosted: Fri Mar 11, 2011 12:24 pm 
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Airman

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Talking about settings that can be change or not during the campaign, can we change these setting during the course of a campaign:

LUFT and RAF skill modifier

Dispersion_Flyable_Planes_Player = 100 and Dispersion_Front_Cannons_AI = 100 from the BDG file


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PostPosted: Fri Mar 11, 2011 12:25 pm 
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Airman

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And LUFT tactics and Intell


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PostPosted: Fri Mar 11, 2011 12:33 pm 
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BDG
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Quote:
LUFT and RAF skill modifier And LUFT tactics and Intell


No.

Quote:
Dispersion_Flyable_Planes_Player = 100 and Dispersion_Front_Cannons_AI = 100 from the BDG file


I think so. Buddye might know. It was added after Rowan so it may be changeable any time.

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"Toto! I don't think we are in Kansas anymore!" Dorothy, OZ
"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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PostPosted: Fri Mar 11, 2011 1:45 pm 
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BDG
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Yes, you can change Bdg.txt parameters any time you want for the campaign as it is not included in the savegame data..

No, you "can not" change a menu setting and have it "stick" for the next mission (or future missions) as the setting is part of the savegame data. You can change a setting for the next mission if done from the second fly menu screen using the "Sim" or "config" buttion in the lower left but it will not be change in the savegame so you would need to change the setting each mission.

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PostPosted: Mon Mar 21, 2011 10:09 am 
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Airman

Joined: Tue Jan 25, 2011 10:37 am
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Initial problem solved! I changed computer this week-end for a new one. I installed BOB2 atched to 2.11 and it finally works. The rear gunners are shooting :) !

The only concern I still have is about the engagement itself. Here is the thing that happens: My teamates of the other squadron turn away sometimes before to get to the intercept area when I fly early before intercepting. I can see them turning away, before we get close enough to intercept. Plus, If I'm not the leader of my own squadron, they too, my squadron, will turn away unless I'm able to report the bandits.

When I fly late (wait until the squadrons are very close to ennemies before to fly) it work, because they see them right away. So it means they are not suppose to turn back but when I get in the cockpit they act differently from what they would act if I stay in the Commander map. I'm making sure also that the initial point on the map are correct and nothing is plan for them to act like that but it happens if a squadron is far from the ennemy when begining a "frag" or flight.

I'm also having a hard time (even when everything works correctly concerning the engagement) to give orders to my squadron as a flight leader or, red leader. I find too much teamates try to go at the bombers. Sometimes I would like everyone to go on the fighters because another flight is coming behind anyway to take car of the bombers. But it seems I'm not the one who decides this no matter where I point when declaring "Bandits ahead"


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PostPosted: Mon Mar 21, 2011 3:57 pm 
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BDG
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The RAF A/C always have standing orders (targets) with some targeting the bombers and some targeting the escort. To try and change these orders (if you are the squad leader (Red leader), you must padlock a enemy A/C in the squad you want your squad to attack, then you must issue R-3-5 Attack my target).

This should mostly work if the squad can see the enemy (close enough to see, not in the sun, and not blocked by a solid part of the A/C).

I do not understand why a change of PC should help solve the rear gunner issue unless it was a BOBII setting or a OS setting which I suspected as my rear gunners worked well on my PC and settings. If you change a setting in the menu (not the Bdg.txt), you will need to start a new campaign as the settings for the campaign are stored in the savegame and used. You can change any setting for one mission "only when you select the option after the second fly before the mission starts.

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Intel I7 920 processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro thanks to BobII crew.


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PostPosted: Fri Apr 01, 2011 10:08 am 
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Airman

Joined: Wed Mar 09, 2011 10:08 am
Posts: 29
Played last night and the stukas still wouldn't fire. I'll try reinstalling fresh to 2.11.


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PostPosted: Sun Aug 14, 2011 9:58 am 
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Airman
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Joined: Sat Nov 27, 2010 4:09 am
Posts: 42
Location: Cov
Hi all,
Has anyone found a work around for this yet? I too have this rear gunners not firing issue.
I'm running 2.11 with the skins mod on Windows 7 64 bit home premium.
I start a new campaign every time I teak anything and have tried all manner of settings.

I can form up with the Stukas and pop away at will with no return fire at all, they just sit there and take it.
I've tried reinstalling but to no avail.
Cheers
w


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