Author Topic: AI 88's  (Read 5919 times)

Offline Misfit

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AI 88's
« Reply #60 on: August 30, 2004, 01:37:48 PM »
It should be more Lethal on Bombers for sure. I dont think we should get rid of it but deff. make it more realistic. A fighter is way less likely to die to puffy ack then a friggen Bomber. AH is just the opposite right now. :rolleyes:

Offline SunKing

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AI 88's
« Reply #61 on: August 30, 2004, 01:42:26 PM »
not to thread steal.. ... but you guys need to load Mitus new sound pack and try the new Ack sounds , they are incredible. Almost blew me outta my chair turned with the volume up. They actually sound scary now.

Offline rod367th

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AI 88's
« Reply #62 on: August 30, 2004, 02:03:31 PM »
Well Was told my numbers off way off on b17's down. so I went and got exact .


 Missions (sorties)                                                              291,221
 b17's destroyed( by plane, engine ,flak and misc------------4,688
  4688 was total lost including ditches and unrepairable.

 So as you see flak wasn't as bad ass.

Offline Manedew

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AI 88's
« Reply #63 on: September 01, 2004, 09:51:58 AM »
88's and 5" guns are gamey

They are not based on simulation .. in which case they would have fireing boxes not based on laser distance finding AI, but this is of course easy.....

Now we have a fixed point, the player, around which all 88's track and aim perfectly- this generates a 'random' cloud of flak around the player.    This cloud will track the player perfectly, even behind hills!!

-This flack will risk friendly fire

-This flack can instantly switch targets

-and mainly this flack is too accurate.....in it's accurancy it creates a random cloud around the player that is inescapeable

if i dive 3000 feet the flack should miss with it's next box very high and they should have a bit of trouble readjusting to diffrances in speed and allttituide let alone heading .....

It's total BS relying on laser AI tracking of players IMHO.....  very gamey HTC ..very gamey

this is the part that needs fixed the most ..... laser AI-tracking......  simulate it guys .. or leave it manable only..... laser AI tracking is a bit cheap ....... or.....

maybe a simple lag to the tracking could work

make the AI lag behind the tracked player based on distance... it shoots on the heading and speed of a plane 5-10 seconds ago..... not the current lazer found postion of the player ......  this has the added benefit:...a new target cannot be fired upon by 88's for 5-10 seconds.

there's your problem  & theres a possible fix.... It would give these AI 88's a more simulated feel IMHO; a simple lag time on this laser AI aiming;  It would need some other basic stuff like speed and heading  to calculate the fireing point.... but I think it remains a simple idea, with large benefits.
« Last Edit: September 01, 2004, 10:06:42 AM by Manedew »

Offline Xargos

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AI 88's
« Reply #64 on: September 06, 2004, 03:49:16 AM »
I have not played in 2 weeks because I got tired of the 88's.  On my fist flight today, while in a dive on a con at least 5 mile from a base, the base ack got me on the 3rd shot.  This is total BS.  I do NOT understand why I am not allowed to play when I am a paying member.  How can 88's get a lock on a diving plane more then 5 miles from a base in 3 shots?
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Offline Kev367th

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AI 88's
« Reply #65 on: September 06, 2004, 04:01:29 AM »
Lol LYNX I agree completely.
I suppose if your idea of fun is vulching a field then ack is an inconvenience ( what a shame ). Ever thought of killing it before it gets you?
« Last Edit: September 06, 2004, 04:03:46 AM by Kev367th »
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Offline Hammy

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AI 88's
« Reply #66 on: September 06, 2004, 05:45:09 AM »
Quote
Origanally postedby MANDOBLE:
but manned 88s are much worse. I've lost lots of planes to individuals confortably hidden behind these 88s, single players ruining the fun of lots of other players without taking any risk or time in the process.


  :rofl :rofl :rofl

Offline Furball

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AI 88's
« Reply #67 on: September 12, 2004, 04:59:40 PM »
Again, today...having fun in CT, climbing away about 250mph with puffy ack popping about here and there from a cv barely visible on horizon.

wing missing.

got pissed off and logged. :mad:

Its ironic that one of the few times there are numbers in the CT, great fights going on... its A.I. ack that makes me log annoyed after a thoroughly enjoyable time.
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Offline MOIL

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AI 88's
« Reply #68 on: September 12, 2004, 05:39:41 PM »
Quote
Originally posted by Furball
Again, today...having fun in CT, climbing away about 250mph with puffy ack popping about here and there from a cv barely visible on horizon.

wing missing.

got pissed off and logged. :mad:

Its ironic that one of the few times there are numbers in the CT, great fights going on... its A.I. ack that makes me log annoyed after a thoroughly enjoyable time.



What would you recommend HTC do to resolve this "ack" issue, if there is one?

Looking for ideas

Offline Furball

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AI 88's
« Reply #69 on: September 12, 2004, 05:48:40 PM »
Quote
Originally posted by MOIL
What would you recommend HTC do to resolve this "ack" issue, if there is one?

Looking for ideas


Personally i would like it removed completely or made so that it only shoots at bombers at long range, and fighters that are immediately over the base.  But i know thats not ever gonna happen.

Maybe reduce the lethality, make it more realistic (i.e. not shooting through ground, gv's on hillsides, it just randomly explodes around your aircraft rather than follow a tragectory) Reduce its range.

It should be far more effective vs. bombers, and far less so vs fighters imo.
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Offline Furball

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AI 88's
« Reply #70 on: September 12, 2004, 06:17:22 PM »
just did a little test.... (highly technical and thought through of course :D)

Lets see how flying a 163 effects those dastardly puffy ack gunners' aim.


I know, a 600mph turn at around 15k should throw them off!!!!  or atleast effect where the shells would land...  They should explode off to my right if i break left, shouldnt they?






Ok, guess not.  How bout a 600mph zoom climb in a 163? its not possible the gunners could still instantly judge my height, climbrate and speed, is it?




Wow!!!! they ARE good!!!  Better make a run for it before they plink me back to tower!!  Vertical dive straight down topping at about 700 mph has GOT to throw them off!






I guess the effects of puffy ack are completely and utterly independant to a)Course change b)Altitude change c)Speed.

Seems like if you fly round within any sort of range of ANY puffy ack... its just a random timebomb that you are going to be killed sooner or later.  You cant do ANYTHING about it (apart from not fly near it of course) only problem with that is, all the fights are within 88 range, especially CV fights and CT.  And thats whats annoying.
« Last Edit: September 12, 2004, 06:20:10 PM by Furball »
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Offline Hack9

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AI 88's
« Reply #71 on: September 12, 2004, 06:56:24 PM »
We really need AI ack because if player numbers are low enough, then most everybody will be in the air and there wouldn't be very much AA activity from the ground.  While it may not be consistently effective in discouraging the attacks of strat targets and airfields, it is none the less capable of killing the unwary...which all the griping about the puffy ack proves.

Ground fire from heavy and light flak is an essential part of WW2 style air combat.  Even small arms fire was a threat to aircraft, friend and foe alike, so taking fire from the ground was a serious issue to be dealt with.  We at least have the luxury of knowing right where the threat areas are for heavy and light fixed flak positions and don't have to worry about accidently overflying an enemy troop concentration or unknown AA battery capable of bringing us down.  During GV attacks, it's simple enough to steer clear of the Osti's and M16's unless you're intention is to kill them.  Don't fly over a CV unless you plan on killing it or it's guns.  There are some really tough CV gunners, so respect that.  Without them, CV's would likely never get near enough to an enemy target to be of any use.  It's simple. Don't fly near known flak positions unless absolutely necessary.

Offline MOIL

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AI 88's
« Reply #72 on: September 12, 2004, 07:05:12 PM »
Kewl,  awesome info.

My question is:

The "ack" that is around the CV, is it spose to simulate fire from 5" guns or something else?

When an enemy A/C is over/near a fleet, there is no "88's"

88's were a German Flak36 anti aircraft/antitank gun.





Offline Furball

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« Reply #73 on: September 13, 2004, 03:00:04 AM »
Quote
Originally posted by Hack9
We really need AI ack because if player numbers are low enough, then most everybody will be in the air and there wouldn't be very much AA activity from the ground. killing the unwary...which all the griping about the puffy ack proves.


AI ack is so random all it does is frustrate.  It doesn't stop people altmonkeying around targets at all.  And you are completely missing my point.  Killing the unwary? you could be jinking around at 600mph and still have just as much chance of getting hit as an a6m2 hovering in a headwind.


Quote
Originally posted by Hack9
  During GV attacks, it's simple enough to steer clear of the Osti's and M16's unless you're intention is to kill them.  Don't fly over a CV unless you plan on killing it or it's guns.  There are some really tough CV gunners, so respect that.  Without them, CV's would likely never get near enough to an enemy target to be of any use.  It's simple. Don't fly near known flak positions unless absolutely necessary.


I dont have a problem with manned ack, m16's, osties.....  Its this BS puffy long range sniper ack that annoys the hell out of me.
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Offline Furball

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AI 88's
« Reply #74 on: September 13, 2004, 03:03:23 AM »
I propose a test to anyone that is willing.

Use arena settings (wind & rise) to get a formation of b17's over an enemy CV at around 15k...  Hit autoclimb and set speed to 200.

Now, set a headwind of 150mph so hopefully you should stay more or less dead above the CV, you should be on same course heading as it..  Time how long it takes to get shot down.  Then do the same process in a fighter.
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