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PostPosted: Sat May 30, 2020 2:47 pm 
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It occurs to me that when flying certain formations like trail or ladder, the AI bomber (when working) is significantly closer to an approaching bandit than the lead one is. So, for example, if I have my convergence set to say 900 yds, does the AI also have this setting? If so, can the AI be set differently like 400 yds to increase the chances of success for both working together? This would be a nice option to try and increase survival against the one shot big cannon later war 190/109's that just sit off your 6 and plink you both to death.
Also, the Lancaster AI commands dont work anymore (MAC version). No matter what formation you choose it does what it wants switching from the left to the right and so on by itself and wandering off during raids..

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PostPosted: Sun May 31, 2020 11:02 am 
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My thoughts: Convergence matters on fighters because the guns in the wings are set a good 15 ft or more apart... on a dual .50 cal tail gun or top turret, the machine gun barrels are inches away from each other. Why would convergence matter?

unless convergence also sets height (like sighting in a riffle) then if you set the distance at say 900 yards..wouldnt the trajectory of the bullet be a very high arch? if so, then at the highest point of the arch (maximum ordinate) would be say 600 yards... if you had a setting of 900 and your target was 600 yards away, with your sight right on the target, your bullets would go right over it. (Parabolic path: bullet trajectory vs line of sight....bullet starts out lower than line of sight, then at a certain distance meets line of sight, passes over it...when it starts to lose velocity it reaches the top of its arch and starts to drop, once again crossing the line of sight before it loses all of its forward momentum.)

Then of course you get into varying archs depending on whether you are shooting down at the target, level, or up at the target. Anyone who bow hunts knows of this well. "shoot low, aim low- shoot high, aim high"

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Last edited by nookyb on Sun May 31, 2020 11:18 am, edited 1 time in total.

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PostPosted: Sun May 31, 2020 11:18 am 
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Ai commands work on my mac...most of the time. every once and a while they seem to do their own thing. I use the control/F12 keys to get the command list. I know darryl uses .commands but I can't seem to remember them.

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PostPosted: Sun May 31, 2020 2:44 pm 
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Yeah Nooky.. I notice I can get better results at certain convergence settings . There is a sweet spot I have found that if I can live long enuff when they hit that range its pretty effective.. Which is why I was curious if the AI conv was also somehow adjustable. Need every advantage to survive. I am hoping that there will be a better criteria in WB2020 when it comes to how accurately the otto gunners shoot. They should be as good as I am at least and not be spraying all over the place in short bursts . if I can hit the target they should be able to as well. Since we cant have that now I'm just looking for ways to improve the odds..
back in the early days of WB3 we had the ability to adjust certain otto parameters.. we could adjust the burst on/off time, we could set the length of the bursts and the time between them..etc.. for awhile they tried letting us set the accuracy but everyone set it to 10 and that was too good to be real so they removed it. It would be nice to have some control over them again..

Try the Lanc 3 and see if you can get it to obey the control f12 command list. Not obeying for me..

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PostPosted: Mon Jun 01, 2020 11:59 am 
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Pakrat wrote:
Try the Lanc 3 and see if you can get it to obey the control f12 command list. Not obeying for me..


Pak, I fly the Lanc quite a lot and have learned how to keep the ai with me the vast majority of times. It seems the vast majority of times an ai gets wonky is from a turn. Any sharp turn (for a bomber) can cause the ai to fly away and if you don't catch it early it may be gone forever. The key is to slowly turn. I tend to chop throttle as well to keep it near during a turn, which seems to allow a sharper turn than with speed. One click of flaps will help lose some speed..first click can be had at 198 mph I think. I use the dot commands for controlling the ai.
<S>


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PostPosted: Mon Jun 01, 2020 4:46 pm 
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Hey Split! yes, I do bombardier position turns and you are correct that it stays relatively close at lower speed larger turn radius'.. But its the actual AI commands that seem to have gone wonky. if I select line abreast it goes to diamond, if I select Ladder it stays at echelon left.. but might switch to the right on its own. Really weird and too much to fuss with while bombing stuff..

Anyone know if there is a way to add a gunsite to the the M16 or the SDK's? I have been able to add them to planes and bombers and even the cv's, but cant find the folder that the sights need to be put in to work. Robert? Any ideas bro?

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PostPosted: Mon Jun 01, 2020 7:32 pm 
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Pakrat wrote:
But its the actual AI commands that seem to have gone wonky. if I select line abreast it goes to diamond, if I select Ladder it stays at echelon left.. but might switch to the right on its own. Really weird and too much to fuss with while bombing stuff..


I only type in the commands, don't use the interface...ie f 9 80,etc
Maybe typing works better as I don't see what you do happening. Every so often (rarely) I do have the distance commands go wonky. I type in f 9 80 and the ai might be off my left wing whatever distance instead of right wing at 80. If I guess it is 100 to the left when it is supposed to be 80 to the right, I'll type f 9 180 and it will move over to my right 80. Have to guess the distance so it might take a few tries to get it where I want.
Maybe this is what is happening?
<S>


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