View Full Version : How to detune IA machinegunners accuracy?

07-17-2005, 03:53 AM

i forgot it,

in the config file what must we insert (to a minimum accuracy)?


07-17-2005, 04:23 AM
There is no control for accuracy. There is a conf.ini parameter for ship AA reload rate, but nothing for any sort of AI accuracy.

07-17-2005, 04:50 AM
You could always open the mission in the FMB, and set the AI level of the bombers to rookie.

07-17-2005, 05:26 AM
As Fox 3 said, the only way is to change the AI planes skill level....

07-17-2005, 05:55 AM
If you are playing campaigns adding this to the conf.ini file will allow you to set the skill of bombers.(Will affect both their shooting and bombing abilities)

(choose from 0-5 if I remeber correctly - 1 generally works best for me)

07-17-2005, 12:15 PM
will this work in static cmpn misns, or just in generated ones?

07-17-2005, 02:24 PM
Unfortunately, you can adjust the levels only in generated campaigns. In static campaigns, the creator(s) of the missions set the competence levels of the AI. In general, I find that the AI's gunnery for AAA and aerial gunners is unnaffected by these settings.

The AAA is always going to hit you if they are shooting at you (don't go in alone and never go in first against the AAA; the exact opposite was the rule in RL) or sometimes now, even the friendly AAA will nail you while they are shooting at your intended target.

As for the AI aerial gunners, it's absolutely a farce. As far as I can tell, the higher ranked an AI plane is, the greater the range that the gunners will start shooting from, and they have always been outrageously accurate, and continue to shoot accurately when the real life gunner would be bouncing up and down, pinned against the bulkhead by G-forces, hitting his chute or bleeding profusely.

Never ever fly in a straight line when in the vicinity (600m or less for Average and Rookie) of enemy AI aircraft with defensive gunners, even when you think that they can't possibly bring their guns to bear. I have been PK'd-'killed' by Sturmovik gunners 700m away when I was at their 3 o'clock, flying 150 kph faster than their a/c on more than one occasion.

Skid, roll, twist and turn constantly and bear in mind that the AI has perfect situational awareness impossble for mere human crewmen to maintain, and they are twice as accurate as the same level AI pilot at any range. Never take them for granted.



07-17-2005, 02:45 PM
> [DGen]
> MaxBomberSkill=1
> (choose from 0-5 if I remember correctly)

It is 0-3, and only works with Eastern/Western Front campaigns I think, not PTO (but I can't remember my source, so it may work). It affects the accuracy of the gunners on large bombers, but also how accurately they drop bombs in the target zone.

07-17-2005, 05:06 PM
The AI gunners are still, unfortunately, a joke, particularly the tail gunner in the Betty. You can spray that one all day with mgs and he just keeps on firing. A decent 5 second burst into the tail section usually results in a definite PK for yourself almost as if he's some kind of 'Aliens' style robot sentry.

The plane isn't too strong but the crew (is)


07-17-2005, 06:29 PM
I agree with horseback- the gunners are simply fantastical. Oleg has commented on the gunners many times, and I have to say it's a point i disagree with him about- he maintains that accuracy is correct

Perhaps AI vs. AI it is correct? Human vs. AI is astoundingly good (yes I can shoot down bombers from other places than 6 o'clock level http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif)

I can agree with the weapons being capable of that accuracy- on the ground, with no windage, and the gun braced. I do not agree that the gunners themselves can be so instantly accurate however- their first round is as accurate as their 10th, and usually that first round can hit you from 500m away

Some positions are ludicrously effective, like the waist positions mentioned, and I think this varies bomber to bomber. There *IS* a bomber in the sim that is a sitting duck form dead six, by the way, but you'll have to discover which one it is yourself

I have been replaying a campaign of mine with the vague notion of perhaps updating it with some of the aircraft we may get soon, and I had forgotten how silly accurate the gunners were

On the other hand, turret traverse rates and gunners changing positions seem about correct on the whole

The thing that gets me is that it was proven without a doubt that bombers needed figther escort- and in an AI versus AI situation, I have a mission in which 15 friendly AI cut 48 enemy bombers to ribbons- 40 kills for 3 losses. I gaurantee that if it was 15 Humans versus those 48 AI bombers that the results would be more like 5 kills for 10 losses. AI gunners (excepting those in your bomber it seems!) are plainly too effective. It should be easy, to my mind, to introduce a quick routine that scatters the bullet stream of the AI gunners, and to make them fire bursts at reasonable ranges- 300m or so

07-17-2005, 06:34 PM
Pop a bullet in its head

07-17-2005, 06:37 PM
Originally posted by Megile:
Pop a bullet in its head

Not required historically

07-17-2005, 07:14 PM
chuck is right,those hand operated guns have no dispersal of rounds at all. even turret operated guns are outrageously exagerated. In BBs cactus cmpn, i got shot down by betty tail gunners every time i went up against them. I had about a 1.2 to 1 kill loss ratio over them, and my engine was actually dead when i got one. the AA gunners are way to accurate to. if you put more than one 40mm type weapon in an area, nobody will survive flying thru it.

every thing that shoots should hve adjustabel skill levels, everything, including vehicles.