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 (7.002 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 (7.002 compatible) EMG Attack range mod https://www.mediafire.com/file/4qnq1cxt0rpa2b6/EMG_AAA_attack_range.zip/file (7.002 and EMG v94 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 (7.002 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 (7.002 compatible) EMG More realistic AAA environment mod https://www.mediafire.com/file/2j4hmatss52qjm6/EMG_More_realistic_AAA_environment.zip/file (EMG v94 and 7.002 compatible. Requires the flak field generator for each nation mod) AAAWW1trains mod https://www.mediafire.com/file/rmrk3pc7pebtp4c/AAAWW1Trains.zip/file (7.002 compatible) Changelog 20 Feb 2026 - Updated EMG attack range mod and EMG More realistic AAA environment mod to EMGV94 2 Feb 2026 - updated EMG More realistic AAA environment mod updated to EMGv93.1 and 7.001 30 Jan 2026 - Updated EMG attack range mod to EMG v93.1. Increased activation/deactivation and attack area radius to 16000m/17500m/15000m respectively. Other AAA as per previous version of EMG attack range mod. 9 Dec 2025 - Updated EMG attack range mod to EMG v92. 3 Dec 2025 - Made available in new forum Edited February 20 by Stonehouse see changelog 2 Quote Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
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 Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
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 Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
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 Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
ErvinVonRitter Posted January 13 Posted January 13 Hi prob silly question but I've been away from il2 for 3 years and I'm a bit rusty on moding the game do i just dl the full AAA mod drop into mod folder in my directory and activate via JSGM? by the way AAA is the one thing i was always complained about even on youtube IL2 GB videos the Flack and AA wasn't realistic so this mod made my day, thank you 1 Quote
Stonehouse Posted January 14 Author Posted January 14 The file you download is zipped so you need to unzip it to your JSGME mod folder. For full details of what you need to do see Quote Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
thy_ Posted January 24 Posted January 24 On 12/3/2025 at 5:03 AM, Stonehouse said: ... 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. ... Maybe our mate @SYN_Vander could see this as interesting for a future update of the Easy Mission Generator, which is, btw, my favorite day-by-day mod. Quote
SYN_Vander Posted January 24 Posted January 24 8 minutes ago, 9od.thy_ said: Maybe our mate @SYN_Vander could see this as interesting for a future update of the Easy Mission Generator, which is, btw, my favorite day-by-day mod. Sure, I can easily incorporate these changes into vanilla EMG. I assume it's just replacing the values in the default AAA groups. 1 Quote
thy_ Posted January 24 Posted January 24 For those who want to understand how much the AAAmod changes the Flak 88mm, here is a scripted mission that I've done for this demo: Original IL2 behavior (version 6.107b): Vanilla result: AA engaged the enemy formation just 3 times. Modded behavior (only AAA mod installed, 2026/jan) Modded result: AA engages 12 times, even respecting the gun load cooldown, apparently. Cheers. 1 1 Quote
Stonehouse Posted January 28 Author Posted January 28 Post 7.001 AAAmod - no changes appear to be needed AAA Heavy flak effects mod - no changes appear to be needed EMG Attack range mod - New EMG v93 may mean this mod can be retired, still checking AQMB_QMB and career AAA Attack range mod - likely requires changes Flak Field generators - no changes required Simulated flak fields for PWCG, AQMB/QMB and career mod - no changes appear to be needed EMG More realistic AAA environment mod - New EMG v93 means updates for this one AAAWW1Trains mod - no changes appear to be needed. 1 Quote Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
Stonehouse Posted January 29 Author Posted January 29 (edited) On 1/28/2026 at 10:56 PM, Stonehouse said: Post 7.001 AAAmod - no changes appear to be needed AAA Heavy flak effects mod - no changes appear to be needed EMG Attack range mod - New EMG v93 may mean this mod can be retired, still checking AQMB_QMB and career AAA Attack range mod - likely requires changes Flak Field generators - no changes required Simulated flak fields for PWCG, AQMB/QMB and career mod - no changes appear to be needed EMG More realistic AAA environment mod - New EMG v93 means updates for this one AAAWW1Trains mod - no changes appear to be needed. EMG Attack range mod - New EMG v93.1 has increased the radius of the activation triggers but in my opinion only I feel it should have been a bit further. I have heavy AAA and non MG light AAA activate once the enemy aircraft comes within 10000m and it does not deactivate until the enemy has exceeded 11500m. MG AAA activates at 6000m and deactivates at 6500m. EMG v931 uses a range of radii, heavy AAA uses 9000m activation and 9500m deactivation, light non MG AAA uses 8000/8500m and MG AAA 6000/6500m. I use an attack area radius of 10000m. EMG uses the activation range as the attack area radius. The reasoning behind the larger radii in the mod is: I want the guns to be "awake" and tracking enemy aircraft early Several of the heavy AAA guns have effective anti-air ranges exceeding 10000m in the stock gun definitions (eg Flak37 10400m. Flak 38-39 14000m, QF37 12000m, m1a1 10100m and 52K 11200m). The radius of the activation trigger describes a hemispherical zone where the gun can activate and track the target while the deactivation trigger radius describes another essentially infinite hollow hemispherical zone where the gun will deactivate when the target is outside the radii distance. I don't want the gun deactivating too quickly in case the target changes course back towards the gun as this might cause a despawn/respawn. The attack area radius is the distance at which the gun will begin to fire at the target. More than this distance the gun will not fire. The generic template that controls the AAA placement in a mission in stock EMG substitutes a gun of correct nationality for a Russian gun. So if the template specifies a 52K but if the nationality where the gun is placed is British then a QF37 will spawn etc. The point here is that the triggers don't know what nationality will be used when a mission is created so is a sort of one size fits all. Hence the template being named the generic template. The heavy guns are range limited as above but should be able to fire out at least 10000m. I could probably justify increasing things in the mod to 15000m for activation and 16500m for deactivation with an attack radius of 14000m as the guns are limited by their effective range. IE a Flak 37 can't fire at a target past 10400m anyway but a Flak38-39 can. We don't have barrage/box flak in game nor do we have historical density of flak defenses so it is important that flak be a proper threat, especially to players. AI unfortunately doesn't take avoidance action, but players will if they are smart. So long story short I will keep the EMG attack range mod going for now. Possibly I will increase the activation/deactivation range and attack area range for heavy AAA. Edited January 29 by Stonehouse 1 Quote Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
Stonehouse Posted January 30 Author Posted January 30 EMG attack range mod updated to 7.001 and EMGv93.1 plus as discussed in prior post I have increased the activation range to 16000m, the deactivation range to 17500m and the attack range to 15000m. The other AAA has the ranges as the previous version of the mod. This change brings heavy guns into line with the lighter AAA in that they will spawn and begin tracking their target before the target is within firing range, this should ensure they are ready to fire as soon as the target is within range. Previous versions had the lighter shorter-range weapons doing this but left the heavy guns with the activation range = to the firing range and this meant the heavy guns were not firing to the best of their ability as they spawned and wasted firing time while orientating the gun to the target. I plan to echo this change across my other EMG mods as I believe it is important. Quote Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
Stonehouse Posted February 2 Author Posted February 2 EMG More realistic AAA environment mod updated in first post AQMB_QMB and career AAA Attack range mod - still to do Quote Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
Stonehouse Posted February 12 Author Posted February 12 no changes post 7.002; AQMB_QMB and career AAA Attack range mod - still to do Quote Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
Stonehouse Posted February 20 Author Posted February 20 (edited) Sorry AQMB_QMB and career AAA attack range mod still WIP due to the new careers expanding the changes required. Additionally, I can see that EMG related mods will require an update due to EMG v94 being released. <edit> EMG attack range and EMG more realistic AAA environment mods are updated to EMG v94 Edited February 20 by Stonehouse Quote Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs
Redeye Posted Friday at 09:23 PM Posted Friday at 09:23 PM @Stonehouse I thank you message! I just played a career mission in the Pe2 and the target was a bridge. Ran into a serious AAA barage at 3000 meters. It was awesome, flak all around and then one bomber got hit and went down in flames. Thanks to your AAA-mods Il2 is a complete different experience. 1 Quote
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