by IndioBlack » Tue Jan 25, 2005 9:54 am
It is true that often the player aircraft flies perfectly, but the AI have trouble with ground attack.
One of the reasons is that the AI has a different way of controlling the aircraft than the player. The player uses stick and rudder, but the AI uses the trim controls. If the trim settings are tight for the player, the AI has stiff controls and cannot manouevre as well as it needs to. The solution is to slacken off the trim in the airfile, (in AirEd, it is entry 1101, Primary aerodynamics, Pitch Moment - Trim Range. The figure should usually be set around -0.6000), and then make sure the aircraft.cfg trim settings are at 1.00.
The player may now have difficulty performing fine tuning of trim, but the AI wil be able to manouevre spectacularly.
The other factor is to check the settings for Inertia in the airfile (AirEd 1001). If there are no settings, then add some from another aircraft, and then take the figures down in comparison to the ones that appear in the aircraft.cfg.
Lower inertia gives better manouevrability, which is what the ground attack aircraft need to make a pass without being scared of auguring-in. I believe it is this that makes them pull-off without dropping.
It's quite safe to have Moment of Inertia figures in the airfile that are different to the ones in the aircraft.cfg. In CFS2 these particular airfile entries are obeyed by the AI aircraft, whereas the aircraft .cfg entries are obeyed by the player aircraft.
Naturally the other requirements, of arriving at target at the correct speed and altitude, as mentioned above, also have to be met. Plus if you're in the same flight, you need to issue the attack commands at the appropriate moment, so that the AI can actually see the target that you are ordering them to attack.
It's actually a very complex set of parameters that you need to achieve. I wish it was easier.