View Full Version : FMB Variables

Jun-27-2012, 04:53
Greetings ATAGers and associates,

As we all know results from the FMB are problematic. Perhaps the most annoying is the "hummingbird" like performance of AI fighters.

Recently I decided to test some of the Skill variables. I have a theory that the "Basic Flying" and "Advanced Flying" sliders are the primary cause of the annoying flight behaviour. I started with all skill settings on minimum, except "Vision" which I had on maximum. Then I followed this by having "Awareness" and "Vision" on maximum, the flight sliders remained on minimum.

You can see the results and my comments in the following videos:

1. Introduction to Skill Sliders and first flight. (http://www.youtube.com/watch?v=XO2WmstCKX0&feature=channel&list=UL)
2. Vision to maximum (http://www.youtube.com/watch?v=fxn2nGNNBU0).
3. Vision and Awareness to maximum (http://www.youtube.com/watch?v=HYQZ9EUniIE&feature=channel&list=UL)

Since then I have tweaked other sliders and seem to be getting a reasonable response, (note the flight sliders are always set to minimum).
I have designed a mission with the enemy aircraft at the settings I have suggested. You can find it on the JG53 Forum - Cliffs of Dover - Technical, or here (http://www.users.on.net/~jennnie/clod/mission_test.htm).

I would be interested to hear of other players comments re setting enemy aircraft basic and advanced settings to minimum, Awareness and Vision to maximum, and the other variables according to your discretion.

Confirm whether it is just my hopeful imagination or not re improvement of aircraft behaviour!

Jun-27-2012, 18:18
Very interesting ... I'll have ot give this a try .... many thanks

Jun-27-2012, 21:28
Hi Magpie - Very good information. Thank you for sharing :thumbsup:

I've played around with them early on, but got frustrated as I found a certain number of players caused the AI actions to stop working all together / AI planes start warping/flying sideways.

Until the netcode piece (I'm assuming that's the problem) is sorted out, I think the AI will always be a mess. I'll make a few SP missions with your settings and see what I come up with. I just don't think this is doing much on a dedicated server right now :ind:

Jun-28-2012, 07:22
Hi Bliss,

After a bit more testing I think you are correct, it is problematic at best.
This is what I think works:
1. The skill sliders will modify the AI behaviour.
2. The best setting for AI fighters is "Attack Fighters" (propagate this to all way-points). I found that Free Hunt etc had no effect.
3. Bombers will area bomb.
4. Check that AI fighters have ammo! They won't attack without ammo and other times they don't attack they maybe out of ammo. Obviously there is no "evasive" condition when they do run out.

I'm sure the FMB will be fixed in the next patch! (ha!)