Not 100% certain but it seems to be a 180 from what I was proposing and I don't see how it would work with an ai_profile that doesn't have things like $Glide Attack Percent. I do think we are on the same page though
What I was thinking was something like this:
AI profiles has 2 entries. This is the original one:
$Profile Name: TBP
$Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30
$Player Countermeasure Life Scale: 3, 2, 1.5, 1.25, 1
$AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.9, 1.1
$AI In Range Time: 2, 1.4, 0.75, 0, -1
$AI Always Links Ammo Weapons: 95, 80, 60, 40, 20
$AI Maybe Links Ammo Weapons: 90, 60, 40, 20, 10
$AI Always Links Energy Weapons: 100, 80, 60, 40, 20
$AI Maybe Links Energy Weapons: 90, 60, 40, 20, 10
$Max Missles Locked on Player: 2, 3, 4, 7, 99
$Max Player Attackers: 2, 3, 4, 5, 99
$Max Incoming Asteroids: 1, 1, 2, 2, 3
$Player Damage Factor: 0.25, 0.5, 0.65, 0.85, 1
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1
$Predict Position Delay: 2, 1.5, 1.33, 0.5, 0
$AI Shield Manage Delay: 5, 4, 2.5, 1.2, 0.1
$Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1
$Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1
$AI Turn Time Scale: 3, 2.2, 1.6, 1.3, 1
$Player Shield Recharge Scale: 4, 2, 1.5, 1.25, 1
$Player Weapon Recharge Scale: 10, 4, 2.5, 2, 1.5
$big ships can attack beam turrets on untargeted ships: YES
$smart primary weapon selection: YES
$smart secondary weapon selection: YES
$smart shield management: NO
$allow rapid secondary dumbfire: NO
$huge turret weapons ignore bombs: NO
$don't insert random turret fire delay: YES
$hack improve non-homing swarm turret fire accuracy: YES
$shockwaves damage small ship subsystems: YES
$navigation subsystem governs warpout capability: NO
$ignore lower bound for minimum speed of docked ship: NO
$multi allow empty secondaries: YES
$allow event and goal scoring in multiplayer: YES
As you can see there is no ability for any of the new features even defined. An additional profile to use them could look something like this:
$Profile Name: TBP_Glide
$Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30
$Player Countermeasure Life Scale: 3, 2, 1.5, 1.25, 1
$AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.9, 1.1
$AI In Range Time: 2, 1.4, 0.75, 0, -1
$AI Always Links Ammo Weapons: 95, 80, 60, 40, 20
$AI Maybe Links Ammo Weapons: 90, 60, 40, 20, 10
$AI Always Links Energy Weapons: 100, 80, 60, 40, 20
$AI Maybe Links Energy Weapons: 90, 60, 40, 20, 10
$Max Missles Locked on Player: 2, 3, 4, 7, 99
$Max Player Attackers: 2, 3, 4, 5, 99
$Max Incoming Asteroids: 1, 1, 2, 2, 3
$Player Damage Factor: 0.25, 0.5, 0.65, 0.85, 1
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1
$Predict Position Delay: 2, 1.5, 1.33, 0.5, 0
$AI Shield Manage Delay: 5, 4, 2.5, 1.2, 0.1
$Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1
$Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1
$AI Turn Time Scale: 3, 2.2, 1.6, 1.3, 1
$Glide Strafe Percent Enable: Yes
$Glide Strafe Percent: 40, 50, 60, 70, 80
$Player Shield Recharge Scale: 4, 2, 1.5, 1.25, 1
$Player Weapon Recharge Scale: 10, 4, 2.5, 2, 1.5
$big ships can attack beam turrets on untargeted ships: YES
$smart primary weapon selection: YES
$smart secondary weapon selection: YES
$smart shield management: NO
$allow rapid secondary dumbfire: NO
$huge turret weapons ignore bombs: NO
$don't insert random turret fire delay: YES
$hack improve non-homing swarm turret fire accuracy: YES
$shockwaves damage small ship subsystems: YES
$navigation subsystem governs warpout capability: NO
$ignore lower bound for minimum speed of docked ship: NO
$multi allow empty secondaries: YES
$allow event and goal scoring in multiplayer: YES
In this example I only enabled $glide strafe percent. The line for enable may not be needed it may just be enabled automatically if the values aren't all 0.
Sorry was replying while Sushi replied.........