Reply from Clivewil on how to get Stukas to fly higher to make their dives more Stuka-like, make them less vulnerable and prevent the endless divehorn sound noted in Crete and sometimes Olympus (By making it require higher speed to activate, which should be possible if they fly higher and dive steeper)
On Making planes fly higher,
unfortunately there's not a great deal you can do in that regard - if you render each map's AerialHeightMap at the lowest setting of 16 (if you haven't already) then this forces planes to fly a little higher than with settings of 32 or 64, but it affects ALL planes. if you're trying to get one type only to fly higher, then this can mean having to modify the plane itself to be more 'bouyant' (like i did to my Be-12 seaplane) which obviously is going to affect human pilots who probably won't like the way it handles if these changes are made to it (and it doesn't affect bot pilots enough to make it worthwhile - they just keep fighting the controls so they are at the same old altitude they flew in the old plane version)
you can change the max climb angle, which i have done in the past - and while i have seen my Me-109's doing the occasional Split-S i have never seen the Stuka do anything like that, even though like the Me-109 it is able to go up to +/- 89 degrees into the vertical. (any more than 89 degrees is disastrous, but funny to watch as the bots suddenly lose their concept of up/down)
On making planes fire their mgs more accurately,
try using what i use in the Weapons.ai for those particular weapons:
weaponTemplate.allowedDeviation 15.0
weaponTemplate.deviationCorrectionTime 0.5
weaponTemplate.deviation 1.0
...this means that even though the plane starts firing with an accuracy of 15 degrees, after 0.5 seconds it will narrow its stream of fire down to 1 degree, which is far more useful. you guys don't use rocket salvos (you only fire in pairs) so the only weapons you will get a benefit from this will be your guns, but it definitely helps those to be more effective
@Drawde,
Means we might need custom version of all planes... at least try these and see if it would be worth that
On the invitation to join our team,
thank you very much for the invite, but no.
if i am in a mod team i feel obliged to work as hard as possible, to 'pull my weight' so to speak. i pretty much burnt myself out making AIX, and i don't have enough energy left to do all that again. also, i really don't like the camera setups on the FH2 planes - but that's just my opinion - but i wouldn't want to spend much time flying around like that (my testing so far has all been done using my own personal desert Spitfire Vc imported into FH2, so i could buzz around and watch things unfold without all the camera hassles) - i'll still help out where i can though.
by the way - all my plane testing has been/will be done on Alam Halfa, and i have noticed a couple of weird vehicle behaviours on that map which suggest maybe it needs a bit of work on its navmesh, i.e. tanks trying to force their way through barriers, venturing into minefields etc. but my mind was focused on the air battle, so i didn't pay too much attention. but you might want to keep an eye on it and decide if it warrants more work on the navmesh.
cheers
c:\
EDIT:
I think we should focus more on Purple Heart Lane than Hyacinth since Hyacinth doesn't always CTD, but PHL almost always does... If we can get this done before Drawde's next patch, we would have achieved a bit more i think