Author Topic: Newest flavor of the month  (Read 593 times)

Offline A_Clown

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Newest flavor of the month
« on: January 22, 2004, 03:12:28 PM »
Every few weeks or so, it seems like a different plane gets a boost in popularity. I imagine there are many different reasons that would make a plane more popular from time to time.

Lately it seems like a very large increase in the number of B-26 formations is in place. Personally i feel like this particular increase in popularity stemms from an apparent boost of uberness. I have close to 3 years experience playin this game, & it seems I've lost more planes to B-26s in last month, than in all my flight time prior to.

Is it possible to boost a planes armor capacity & increase  its firepower lethality without a game patch up-date? If so this would easily explain the B-26 uber increase, thus explaining its popularity increase.

Good thing theres always H2H, I can de-uber them, or just remove them completely!

A_Clown

Offline Sikboy

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« Reply #1 on: January 22, 2004, 03:27:45 PM »
I think there may have been an increase in players who use them as "death stars" (or Blood Pigs in the olde English) But They are no more or less uber than they were last tour.

-Sik
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Offline Shamus

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« Reply #2 on: January 22, 2004, 04:33:18 PM »
Hello A_Clown :)

I think when you get an influx of new players you see more buff pilots.

A lot of them seem to come from the first person shooter ranks as I have run across a bunch of fantastic shots latley.

Fast bombers such as the KI and 26 are just mean cuz you normally end up behind them after a pass or two, and we have all said to ourselves "just one more pass".

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Offline Tarmac

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Re: Newest flavor of the month
« Reply #3 on: January 22, 2004, 04:37:04 PM »
Quote
Originally posted by A_Clown
Is it possible to boost a planes armor capacity & increase  its firepower lethality without a game patch up-date? If so this would easily explain the B-26 uber increase, thus explaining its popularity increase.


From my understanding, here's the way damage works:

1: your FE (front end, your computer) is sending periodic (2x per second or so) position, direction, and velocity updates to the server.  A plane type/loadout update was sent to the server when you spawned.
2: Server sends these position/direction updates out to other people's FE, at a slow rate for people far away, and at a fast rate for people close to you.

When you get into a fight:
1.  Your opponent and you both send updates to the server.  The server sends these to the opposing pilot.  
2.  One pilot takes a shot at the other plane.  His FE computes that all bullets miss.  His FE sends a message to the server saying "fired, tracers on."  Server sends the information on to the target plane, whose FE displays tracers being fired in his general direction.  
3.  The same pilot fires again.  His FE computes a series of hits, which he sees immediately on his FE.  His FE sends the data the server, saying "Fired, tracers on.  6 MG151 hits to left wingtip, 3 MG151 hits to left aileron, 1 MG151 hit to left flap."  Of course, this would be compressed/encoded in some way to condense it and save bandwidth.
4.  Server passes this information on to the plane that was hit.  
5.  Target plane's FE recieves hit information, computes damage against the FE's damage model for his particular plane.  FE determines that the player lost his left aileron, took damage to the flap (but it still functions), and lost his left wingtip.  
6.  Target's FE immediately registers damage, forcing pilot to compensate for the loss of his left wingtip or lose control.  
7.  Target's FE sends damage information to the server, along with its next position/velocity/orientation packet.  
8.  Server sends this info to the attacking aircraft.  
9.  Attacker's FE displays the enemy's wintip and aileron falling off, as well as any changes in orientation of the target.  

I don't know everything about HTC's programming, but that's the general idea behind most online games as I understand it.  There is probably increased complexity in a flight sim - for example, velocity of striking bullets affects damage.  I don't know if that's handled on the target's FE or the shooter's FE.  It's almost surely not handled server-side.  

So to your original question, it would be possible to insert a damage filter for particular airplane types in the server.  However, it's pretty impractical.  It'd make much more sense to compute it on someone's FE - through a game patch.  I'd be surprised if HTC has ever tweaked planes through the server.

Offline Kommandant

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Newest flavor of the month
« Reply #4 on: January 22, 2004, 07:36:14 PM »
Quote
Originally posted by Sikboy
I think there may have been an increase in players who use them as "death stars" (or Blood Pigs in the olde English) But They are no more or less uber than they were last tour.

-Sik


You can't do a true Death star, only a Blood Pig. You need a full bomber crew to do the death star to its upmost capability

Offline T1loady

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« Reply #5 on: January 23, 2004, 01:47:29 PM »
Hey Tarmac, thanks for that info.  I never knew how it worked.  I though maybe Magic.....   anyway thanks for taking the time to write that out...

SkipNutz

Offline Sikboy

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« Reply #6 on: January 23, 2004, 04:14:11 PM »
Quote
Originally posted by Kommandant
You can't do a true Death star, only a Blood Pig. You need a full bomber crew to do the death star to its upmost capability


Eh, 3 planes with one shooter and leaving the rest to "otto" I think, from a practical standpoint (to say nothing of the comradship) the current setup is "deathstar" enough.

-Sik
You: Blah Blah Blah
Me: Meh, whatever.