Stonehouse Posted December 3, 2025 Posted December 3, 2025 (edited) Overview: There have been numerous discussions about AAA engagement ranges and how the gunners seemed lacking in responsiveness when enemy aircraft entered their engagement area and AAA accuracy - especially for a gun's initial shots and other AAA related matters. Flak accuracy in IL2 GB is about a possible maximum error and maximum possible dispersion and min and max error in fuse settings and the initial aim error for the first bracketing shots. As the gun continues to fire at the target it will have less error possible - basically the fire will eventually converge on you. I can't change how this works, so I just alter values such that the flak is less likely to hit you first shot and is slower to converge and so is perceived by users as less "accurate". I've gone through and where an engagement range for an aerial target seemed wrong for a gun, I updated it using the best references I could find for effective range against air targets. Some of this was from books and e-books collected over the years and some were just internet searches so quite willing to admit that someone may have a better reference out there and happy to make updates if someone provides better numbers. Most of the guns seemed ok but some had too long or too short a value for effective range based on the references I found. If the gun seemed correct or I didn't have a reference value, then generally speaking I left it out of the mod. The other change was to take some of the information from the Blind AAA and BlindShip AAA mod (all credit and thanks to rieper_420) and create a new version of the relevant bot files and point the updated guns at the relevant bot. This was to isolate any changes I was making from non-AAA weapons. Large amounts of testing of these mods in SP and in MP has occurred over the 2 or so years the main mods have been available and based on these tests and community feedback AAA does seem to have been improved without poor performance as a result of using this mod. AAA mod This mod is the main focus of the thread and provides a corrected version of the AAA guns in game (as mentioned above) along with new AI gunner bots with tweaked dispersion and error values (aka accuracy). These values are skill based and differ across High, Medium and Low skilled gun crews. Also included are tweaked parameters to increase the responsiveness of the crews. The mod covers both land and naval guns and in the case of naval AAA the mod is synchronised with the Additional Warships and Naval AI mod (see AAA Heavy flak effects mod As the name implies this is an effects only mod. It replaces the flak burst for heavy AAA shells exploding with a custom version. It covers all large calibre AAA shells in game. Example here EMG Attack range mod EMG missions are created via the use of template missions. AAA gun groups are set up in the generic template and then plugged into missions as required. Currently the trigger radius used to activate AAA guns in stock EMG is quite a lot less than the effective range of the guns. This leads to the situation where the gun is activated when the enemy aircraft is quite close. Heavy AAA has a relatively slow rate of rotation and therefore if the gun spawns facing away from the enemy aircraft (often the case) then the gun must rotate for 20-30 secs plus the delay for the crew to "aim" and so the enemy aircraft often overflies the gun before it can turn and fire effectively. This makes the guns seem unresponsive and fairly tame. The mod changes this by setting the activation range for heavy AAA to 10000m. This gives the gun a much better change to engage the aircraft and, in my opinion, better simulates the gun crew seeing the aircraft at long distance and tracking it until it gets within range and then opening fire. It also better covers the at times inappropriate facing of guns placed within the mission. In real life AAA was set up facing the expected direction of threat and this is not always the case with randomly generated EMG missions. AQMB_QMB and career AAA attack range mod This mod effectively does the same as the EMG attack range mod but for AQMB, QMB and career missions. It does this for the same reasons. Flak Field Generators for each nation mod Each nationality has a flak generator of the correct weapon type. UK uses a QF37, US uses a M1A1, Germany uses a Flak 38/39 and Russia a 52K. These flak generators are completely new units with new AI bots so there is no overlap with anything else. These units are found under Artillery in the editor, and the units are FlakGenGB, FlakGenGE, FlakGenRU and FlakGenUS. Additionally, the flak generators are insensitive to the crew skill choices in the editor or global EMG quality and are always low skill (or harmless in EMG terms). Flak generators are intended to be placed somewhere in range of an objective but not likely to be seen directly by the player. The generator is a custom version of the stock gun with a much higher rate of fire, much reduced accuracy and a shell with a much weaker damage. The intent is to simulate the visual effect of more AAA guns by placing a single generator (roughly 6 to 1), thereby giving you more flak without the framerate impact of placing more guns. I would tend to give flak generators an activation check zone of 15000m range to give them time to turn and aim and an MCU attack area that allows them to fire out their effective range of approx. 12000m as they are really more a barrage simulation than aimed fire. Due to the increased ROF you don't want them too close to the area of interest for the mission as they are fairly visible due to their muzzle flash. As the accuracy of the generator is very low and the damage strength is also very low (even a direct hit is unlikely to kill you) you get a more immersive experience without a hugely increased risk. Note that these generators are intended for WW2 use even though you can use them for WW1 if you wish, it's just the 3d models are all WW2 guns. Example video of an early version of 6 flak generators giving an equivalent to placing 36 flak guns to give you the idea. Simulated Flak fields for PWCG, AQMB/QMB and career mod This mod will create more dense flak fields from heavy AAA guns without any special mission editing. It works by slight increases in rate of fire of the heavy AAA guns in game combined with a custom gunner bot to tweak accuracy so that you get a more immersive environment without any significant increase in risk. While it is generally aimed at improving career and PWCG missions, it will work for any stock mission either QMB generated, scripted campaign, career, PWCG or EMG. It does not require any other AAA mod to function however I do recommend the AQMB_QMB and career AAA attack range mod is used for QMB generated or career missions as otherwise often the stock activation range and attack range for the heavy guns is much too small to allow them to turn and aim and fire to any great extent before the target moves out of range or out of arc. In other words, if they spawn with targets too close, they can't turn fast enough to aim and fire. Obviously, I do also suggest using the AAA mod and if you do you should enable the AAA mod first and then this new mod afterwards. You will see warnings that files 52kturret.txt, flak37turret.txt, flak38-39turret.txt, m1a1gun-aaturret.txt and qf37inturret.txt have already been changed by the AAA mod. This is fine and you can ignore these warnings and enable the Simulated Heavy Flak fields mod. EMG More realistic AAA environment mod Currently this mod only covers the Normandy map option in EMG. As time permits, I will add additional map options such as Rhineland etc. It changes the sparse and very random AAA and objective only AAA that is present in stock EMG missions to a more realistic representation of AAA defenses that might have been seen in Normandy. It does this by altering the stock Normandy template and generic template so that: AAA gun batteries are more realistically represented. EG stock EMG will place single AAA guns, heavy or light. In reality the general rule was that AAA was deployed in a battery size unit or more. A battery was typically 4 (or for the Germans later in the war 6) heavy guns plus a light AAA for close in defence plus the gun tractors and support people. Sometimes there was a searchlight team attached to the battery. A battalion was about 3 batteries, and a regiment was about 3 battalions. There were heavy battalions, light battalions and mixed battalions (say 3 heavy batteries plus a light) and at times a regiment had a specialised searchlight battalion. Light batteries were usually 9 or 12 guns with more guns for lighter callbre weapons. The mod alters the generic template so that when heavy AAA is placed in a mission it will be generally deployed as a battery rather than a single gun. The mod alters the generic template so that approximately 1/3 of a light battery is placed in a mission at each light AAA position. This was done to allow better placement around objectives. EG an airfield defended by a full light battery of 12 guns would see 4 groups of 3 guns placed at different locations around the airfield. Stock EMG only places AAA at the objective for the mission plus a sprinkling of single guns randomly over the map. Therefore, flying over a location such as an enemy port or town etc while enroute to your objective in a stock EMG mission will not generate any AAA fire against you or AI. This mod changes this by placing AAA defences where you would expect to see them and in representationally appropriate strength. Therefore, you must plan your route to the objective to avoid such places, if possible, as flying over an enemy airfield or marshalling yard or port etc enroute to the objective will now mean you get attacked by flak. Enemy territory is now populated with AAA as you would expect. Makes use of the flak field generator mod to create immersive flak and therefore the flak field generator mod is a prerequisite to use this mod. The above changes plus the flak field generators result in missions that are much more immersive. AAAWW1trains mod The stock game doesn't have WW1 train AAA carriages. So, any train AAA used in a WW1 mission will be WW2 AAA guns. This mod aims to rectify this issue without needing any special editing and it will work with any WW1 mission that includes train carriages mounting AAA guns. When enabled it alters the "turret" attached to the train carriage to be a WW1 weapon. The table below gives the relationship between the editor object, and the WW1 weapon that will replace the WW2 weapon. I've attempted to preserve the nationality distinctions by selection of the appropriate WW1 weapon. So, a train carriage with an Allied style WW2 weapon will end up as a WW1 British AAA armed carriage and a carriage with an Axis style WW2 weapon will end up as a WW1 German AAA armed carriage. Thank you to the many people in the community that have offered suggestions and feedback and helped with testing new versions. Downloads: AAAmod https://www.mediafire.com/file/k4gagc7o42g9y2i/AAAmod.zip/file (6.107b compatible should be loaded before the Additional Warships and Naval AI mod) AAA Heavy flak effects mod https://www.mediafire.com/file/p50ai5iczno8df3/AAA_Heavy_flak_effects.zip/file (6.107b compatible) EMG Attack range mod https://www.mediafire.com/file/4qnq1cxt0rpa2b6/EMG_AAA_attack_range.zip/file (6.107b and EMG v92 compatible) AQMB_QMB and career AAA attack range mod https://www.mediafire.com/file/wcfgd354k1n448y/AQMB_QMB_and_career_AAA_attack_range.zip/file (6.107b compatible but does not currently include the Siege and Liberation module) Flak Field Generators for each nation mod https://www.mediafire.com/file/2dt11xhqb0g59xt/Flak_Field_generator_for_each_nation.zip/file (6.107b compatible) Simulated Flak fields for PWCG, AQMB/QMB and career mod https://www.mediafire.com/file/ymnfe5kzewybphd/Simulated_flak_fields_for_PWCG_and_Career-install_after_AAAmod.zip/file (6.107b compatible) EMG More realistic AAA environment mod https://www.mediafire.com/file/2j4hmatss52qjm6/EMG_More_realistic_AAA_environment.zip/file (EMG v92 and 6.107b compatible. Requires the flak field generator for each nation mod) AAAWW1trains mod https://www.mediafire.com/file/rmrk3pc7pebtp4c/AAAWW1Trains.zip/file (6.107b compatible) Changelog 9 Dec 2025 - Updated EMG attack range mod to EMG v92. 3 Dec 2025 - Made available in new forum Edited December 11, 2025 by Stonehouse see changelog 1 Quote
Stonehouse Posted December 3, 2025 Author Posted December 3, 2025 FYI EMGv91 updates for the EMG based mods will happen as soon as I have spare time to do them 1 Quote
Stonehouse Posted December 9, 2025 Author Posted December 9, 2025 LOL Vander snuck in v92 while I wasn't looking. Anyway, EMG attack range mod is now updated in first post. Quote
Stonehouse Posted December 11, 2025 Author Posted December 11, 2025 Had time finally to check the EMG More realistic AAA environment mod and found it is fine as is in regard to compatibility with EMG v92. Compatibility tags updated accordingly Quote
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