Author Topic: AI gunners in non drone planes  (Read 3399 times)

Offline Tank-Ace

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Re: AI gunners in non drone planes
« Reply #45 on: August 29, 2011, 02:37:22 PM »
If PW's and engine kills are too prevelant (because the AI gunner will always aim for the center of your plane and is more consistant than an actual person in the gun) then we'll have to either turn down the damage the guns do or just completly nerf the accuracy, since it could provide these planes with better protection to the upper 6 o'clock (the most common area of attack) than they should.
You started this thread and it was obviously about your want and desire in spite of your use of 'we' and Google.

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Offline B-17

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Re: AI gunners in non drone planes
« Reply #46 on: August 29, 2011, 03:28:35 PM »
Muzik is correct, along with the OP. In my eyes, anyways.

They aren't asking for a wicked accurate gunner in the back/turret of the plane. They would like for there to be, in effect, an actual crew member INSIDE the plane with them.

In my opinion, it would give some of the real hangar queens (87, SBD, things like that) a chance to be more widely used in-game.

I would like for this to be put into effect, especially as I can only fly offline, and sitting on the drones' six gets REALLY boring after a while. I want some action with drones, as well as in my plane. I want to be able to drive my B-29 right up beside that Ki-67, and let loose with all guns, while still keeping even with the drone.

Or something.

Offline icepac

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Re: AI gunners in non drone planes
« Reply #47 on: August 29, 2011, 03:44:19 PM »
.otto AC=8 RG=d8 RT=0.5 B+=2-4 B++=4 B-=0.5

Offline Skyguns MKII

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Re: AI gunners in non drone planes
« Reply #48 on: August 29, 2011, 04:02:21 PM »
.otto AC=8 RG=d8 RT=0.5 B+=2-4 B++=4 B-=0.5


 :confused:

Offline B-17

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Re: AI gunners in non drone planes
« Reply #49 on: August 29, 2011, 04:09:24 PM »
:lol

Offline surfinn

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Re: AI gunners in non drone planes
« Reply #50 on: August 30, 2011, 09:21:00 PM »
- 1 + - 100 + -200 = ?

Offline Raphael

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Re: AI gunners in non drone planes
« Reply #51 on: August 30, 2011, 09:25:18 PM »
I would like for this to be put into effect, especially as I can only fly offline, and sitting on the drones' six gets REALLY boring after a while. I want some action with drones, as well as in my plane. I want to be able to drive my B-29 right up beside that Ki-67, and let loose with all guns, while still keeping even with the drone.

Or something.
have you tried any offline missions? you can have some action with those, you can make your mission too!
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Offline icepac

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Re: AI gunners in non drone planes
« Reply #52 on: August 31, 2011, 12:26:30 AM »
Some will recognize this.

OTTO_ACCURACY (1 - 10) - A general accuracy setting, this affects the otto's accuracy, reaction time and tracking rates.

OTTO_RANGE (1 - 12 (x 100yds)) - Determines the range at which the otto will commence firing. As different weapons have different exit velocities, this range is adjusted slightly per weapon. Note that although otto range can be extended to D12, the chances for even the highest accuracy level otto of achieving hits are significant only for ranges D8 and under.

OTTO_BURSTON_BASE (0.5 - 4.0 (secs)) - This parameter helps determine the length of a burst. It is divided by the target distance so the burst length will increase as the target gets nearer. Increasing this value increases the volume of fire put out by the otto, at the cost of more ammunition expended.

OTTO_BURSTON_MAX (0.5 - 4.0 (secs)) - This works with the parameter above in determining burst length. It is multiplied by a hit ratio, so the effect is that the otto will increase burst time as more hits are achieved. Increasing this value increases the chances of inflicting damage on targets, again at the cost of more ammunition expended.

OTTO_BURSTOFF_BASE (0.5 - 4.0 (secs)) - This determines the length of time the otto pauses in between bursts. It is proportional to the target distance, so that the pause in between bursts will decrease as the target gets nearer. Increasing this value will produce longer pauses between bursts.

OTTO_RETARGET_TIME (0.0 - 10.0 (secs)) - This determines the frequency at which the otto will look for new targets. The value is the time in between new target evaluation, so, for example, setting this value to 5.0 will mean the otto will wait 5 seconds between each search for targets.


Offline PJ_Godzilla

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Re: AI gunners in non drone planes
« Reply #53 on: August 31, 2011, 05:23:24 AM »
Warbirds used an "Otto" that was deadly accurate.
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Offline matt

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Re: AI gunners in non drone planes
« Reply #54 on: August 31, 2011, 08:58:21 AM »
 :aok

Offline B-17

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Re: AI gunners in non drone planes
« Reply #55 on: September 01, 2011, 10:18:16 AM »
- 1 + - 100 + -200 = ?

That would be -301, if my pathetic math skills are correct.

Offline surfinn

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Re: AI gunners in non drone planes
« Reply #56 on: September 01, 2011, 09:01:24 PM »
nope

Offline Skyguns MKII

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Re: AI gunners in non drone planes
« Reply #57 on: September 02, 2011, 03:04:46 AM »

Offline PJ_Godzilla

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Re: AI gunners in non drone planes
« Reply #58 on: September 02, 2011, 02:37:38 PM »
LAst night I killed a couple of low 88's on a nice straight dead six approach. I cut throttle on the second one and got in nice and close just so I wouldn't waste much ammo. 7.92's were passing over my head. He could've pooped down to the ventral gun but he didn't. It was a no-talent kill - which I'll take. However, loser birds like 88's, Stukas, 110s, B5n, Dauntless, Betty, etc, could really use the help and it'd make for better realism.
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Offline Flipperk

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Re: AI gunners in non drone planes
« Reply #59 on: September 02, 2011, 10:16:22 PM »
You don't move. You never have moved. All that the different possitions do is let you 'take control' of a different person, so to speak. Your pilot never climbs into the gunner's seat of a 110, you just switch to the gunner's perspective and shoot his gun.

Alright, if the AI gun has toejam accuracy, limited ammo (auto ack clearly doesn't) fine, and it can't fire below the ground, it would probably be fine. But, I still don't see much of a point. If you're to the point that your manuvers are to give the gun a shot, rather than to get your guns a shot, then you're screwed either way.

But personally, I see it as no different than hiding in auto ack. If this is added, I'll have to empty the tail guns on my 110 during climb-out. Wouldn't be fair if someone's sortie ended sooner than it might have because I was a wuss and didn't empty my auto-ack.



You totally missed the point...it went over your head, took a dump and you went, "huh?"



The point of his request is that when your maneuvering to avoid being blown out of the sky, an AI gunner will shoot your tail gun for you...like said in the last few pages it wont be accurate, but it will have a chance to damage the attacking plane.


Your plane has more than one crew member, so why should you have to act as all of them? I mean if my 110 has a crew of two and I am in the pilot seat, isn't it unrealistic that my gunner is not firing back? I mean is my partner asleep?
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