Author Topic: AH2 Gunnery alert  (Read 1981 times)

Offline Edbert

  • Gold Member
  • *****
  • Posts: 2220
      • http://www.edbert.net
AH2 Gunnery alert
« Reply #30 on: June 14, 2004, 08:20:49 PM »
It seems likely to me that the players who are accustomed to only firing at less than ~350 yards will not notice much change. Those were are (were :D) used to firing out at 600 yards on a regular basis will see a difference. Those who shot at 800-1100 will think their world has ended:aok

Offline beet1e

  • Persona Non Grata
  • Platinum Member
  • ******
  • Posts: 7848
AH2 Gunnery alert
« Reply #31 on: June 15, 2004, 03:08:27 AM »
Edbert - I agree.

As for this...
Quote
Originally posted by Edbert MOL
Those who shot at 800-1100 will think their world has ended:aok

Offline streakeagle

  • Silver Member
  • ****
  • Posts: 1025
      • Streak Eagle - Stephen's Website
AH2 Gunnery alert
« Reply #32 on: June 15, 2004, 07:16:43 AM »
While the AH2 hit resolution/range icon combination may technically make it more difficult, I really haven't found the geometry much different to hit at 800 to 1000 yards with 0.50 cals focused at 650 yards (the same way I always flew in AH1). Stability appears to cause me more problems than hit resolution/range icon. I can find the same old sweet spot, but I can't hold my nose there long enough to do fatal damage.

It took me finding a few references and going through periods where my skills were at their best from constant play to periods where I hardly play at all to come to the conclusion reached by HTC: we get a lot more gunnery time than any real pilot ever did. A handful of pilots using late-war gyro sights did get 800 yard plus hits without much practice.
i5(4690K) MAXIMUS VII HERO(32 Gb RAM) GTX1080(8 Gb RAM) Win10 Home (64-bit)
OUR MISSION: PROTECT THE FORCE, GET THE PICTURES, ...AND KILL MIGS!

Offline Mugzeee

  • Silver Member
  • ****
  • Posts: 1650
AH2 Gunnery alert
« Reply #33 on: June 15, 2004, 11:17:44 AM »
TweetyBird thanks for the illustration.
The general consensus is that the Longer Shots 600-800 yards are more difficult in AH2.
But i have trouble hitting at any range. In fact my hard fast rule is Do Not Shoot beyond 500 yrds. Although i will take a pot shot at the Rooster Tail being omitted from that Pony washing his wheels in the Sea water while fleeing his bloody fate. :D I rarely take a shot longer than 400 yards.
I am refering to my gunnery problems at a Low G Close range (200 to 400) yard shot.
Quote
Originally posted by Pyro
Hit resolution is not quite the right term.  I guess target resolution would be a more accurate description.  In AH1, there was a granularity to it which you don't have in AH2.

It has been said the the "Hit Resolution has changed. If i understand correctly. It went from the granularity of say Sugar...the the granularity of like Powdered Sugar. Give or take.
This leaves me to belive that the slight changes in the Flight Model (FM) in conjunction with the slight chang in the Sugar..err Hit Resolution are the culprit. Why? I noticed the ole Bouncy Nose Syndrome that i expereinced when i first starting playing AH1 well over a year ago (Its Back)!!!.
So ive been playing with the Joystick Axis sliders trying to smooth things out a bit. Still pretty poor but getting better.
Enter (More difficult gunnery for some players) Not so different for for other's.
Quote
Originally posted by beet1e
MetaTron beat me to it, but as many of us found out when WB 2.6 came out (1999) you had to get to the fast side of the 300MHz (lol) wall. I upgraded twice, secondly from 450MHz to 1.2GHz. The difference it made was amazing. [/list] [/B]


Also it bares mentioning that my system doesnt run Ah2 very well. ie. I am one of the players that have been experiencing a lot of screen freezes. All my video setting are at the bare minium. Graphic Detail sliders all at "Performance" settings.
MAx Tex size 256. Screen res. 600x800.  so on and so on.
Maybe the degraded Texture and or resolution is part of the "Hit" problem i am having?
« Last Edit: June 15, 2004, 12:20:37 PM by Mugzeee »

Offline ergRTC

  • Silver Member
  • ****
  • Posts: 1632
      • http://bio2.elmira.edu/DMS/index.pl?table=content&faculty=1&page=1
AH2 Gunnery alert
« Reply #34 on: June 15, 2004, 03:59:11 PM »
A very good way to test your gunnery is grab a 202 or a hurri 1 and start shooting friendlies.  The damage from 2-3 303s is minimal, particularly on the hurri.  Two things come out of this, you can see the really great new visual damage model first person, and you can see how high the resolution of the hit surface is.  I am not sure if it was pure luck, but when I would ping the front of the cockpit of the guy in front of me, I had a nice big bullet hit on my front cockpit.  Same when I hit the back (right over my head in fact).  Right wing, I made a nice circle of pings on the enemy, and they were the same on my wing.  Very nice.

What I found was really just as everybody else has stated, I dont think it is a real 'change' in gunnery as it is that everything has changed a little.  I found it quite easy to judge deflection after chasing the f6f around for a while.  Although I was shooting at d300 or less.


I have noticed, when being chased by la7s/109gs that long shots greater than 600 are very unlikely to hit.  Much less than ah1, and perhaps even less than could be justified by poor gunnery due to the model.  I have not really tried spraying and praying from a distance yet.

Offline Pyro

  • Administrator
  • Administrator
  • *****
  • Posts: 4020
      • http://www.hitechcreations.com
AH2 Gunnery alert
« Reply #35 on: June 15, 2004, 04:21:28 PM »
It's not like that Tweety.  It had nothing to do with your display resolution or distance to the target.  It just limited how closely I could follow the contours of the plane.  When the contours can't be followed precisely, one of two conditions arise depending on how it is dealt with.  It either can result in very close misses being scored as hits or very marginal hits being scored as misses.  It does work both ways but in general it made it slightly easier because thin components like wingtips and stabilizers were generally smaller than the resolution.

Offline TweetyBird

  • Parolee
  • Silver Member
  • ****
  • Posts: 1775
AH2 Gunnery alert
« Reply #36 on: June 15, 2004, 05:47:27 PM »
Display resolution was a bad choice of words - it should have been object resolution.

Like if you were to have a 3d sphere defijned at a high resolution (thousands of triangles), it looks smooth. But a sphere described with 50-100 triangles can get blocky. Superimpose the blocky sphere over the smooth sphere and you get an error region or hit bubble.

Thats what I thought was going on. From the last explanation it seems the target regions were defined by hand, and the errors ( departure from the exact shape) were because of the constraints of doing it by hand.

I, dunno  - I don't hit enough planes for it to matter much to me :)
« Last Edit: June 15, 2004, 06:01:40 PM by TweetyBird »

Offline Pyro

  • Administrator
  • Administrator
  • *****
  • Posts: 4020
      • http://www.hitechcreations.com
AH2 Gunnery alert
« Reply #37 on: June 15, 2004, 06:04:25 PM »
Quote
Originally posted by TweetyBird
Like if you were to have a 3d sphere defijned at a high resolution (thousands of triangles), it looks smooth. But a sphere described with 50-100 triangles can get blocky. Superimpose the blocky sphere over the smooth sphere and you get an error region or hit bubble.


Correct, except that hit bubble really describes something else and comes from a different era of online flight sims.  The blocky part that you describe doesn't just occur outside of the actual shape, it can fall within it as well.

Offline g00b

  • Nickel Member
  • ***
  • Posts: 760
Another thing...
« Reply #38 on: June 15, 2004, 06:29:59 PM »
I've noticed that hit "sprites" are less frequent. I've exploded planes completely with not one flash, on several occasions. Thought I read somewhere that this was a "feature". Gunnery feels much more realistic now.

g00b

Offline ergRTC

  • Silver Member
  • ****
  • Posts: 1632
      • http://bio2.elmira.edu/DMS/index.pl?table=content&faculty=1&page=1
AH2 Gunnery alert
« Reply #39 on: June 15, 2004, 07:22:31 PM »
Really? In my 'kill shooter' excersize, I never receive damage without seeing a hit sprite.  


Pyro, are you looking into a little bits and pieces falling off model as well?  On the p51 films I have seen (so non explosive shells) I see both hit sprites (or whatever the RL version of that would be), and small puffs of smoke/pieces falling off.  Is this in our future?  

I wish I knew which film, but I think you have probably seen them all and could tell me if I were just absolutely crazy.