Author Topic: Onlline Gunnery  (Read 725 times)

Offline Max

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Onlline Gunnery
« on: August 07, 2004, 08:58:58 AM »
A recent e-mail discussion amongst The Damned regarding gunnery hit percentage suggests that some of our better sticks - guys who have no problem maintaining a 15/20% hit average are having a tough time with online gunnery...in some cases saddling right up for a close 6 or quarter shot, with no hits. The same guys flying offline report no deviation from their' normal hit percentages when pursuing the drones...and I'm speaking here of snapshots and deflection shots.

So why such a big difference? Lag? I would be curious to know if others are also finding this to be the case, and if so, have you found any solutions to counter the lag issue.

DmdMax

Offline Ghosth

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Onlline Gunnery
« Reply #1 on: August 07, 2004, 03:03:52 PM »
Lag should not effect gunnery directly.

HT or skuzzy can probably explain this better than I can.

However, you see the plane, you shoot, your front end sends a packet to tell the other plane if you hit & where & how often.

If this packet is delayed, you can get a delay from when you shot, to when you see him die.  We've all seen people come at us shooting, only to have a wing fall off behind us, or have our wing fall off after he's zooming up for the next pass.

If your consistantly loseing packets you should also be loseing connection, switching to TCP/ip instead of UDP.

The easy way to test if its connection related is same plane, same guns, shoot a plane & destroy it.

Then shoot a ground object & destroy it. If your loseing packets thats where it would show up.

Offline thrila

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Onlline Gunnery
« Reply #2 on: August 08, 2004, 04:54:50 AM »
No trouble with gunnery here.
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Offline MajWoody

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Onlline Gunnery
« Reply #3 on: August 10, 2004, 02:18:14 AM »
I had been having the same problem with the rubber bullets & lag situation. I selected to load objects into memory, & limited fps in video to 60. Also set video sliders more toward performance & it made a HUGE difference.
  So far I haven't had any rubber bullets, or lag since.
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Offline Max

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Onlline Gunnery
« Reply #4 on: August 10, 2004, 07:22:36 AM »
Will give those tweaks a try Majwoody - thanks.

DmdMax

Offline dtango

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Onlline Gunnery
« Reply #5 on: August 10, 2004, 10:06:43 AM »
Gunnery is a lot tougher in AH2.  My gunnery % went from the 12/16% range to the 3/6% range.  I've done the same with some random unscientific tests offline on the drones as well as checking bullet dispersion using the target command to try and get a gauge as to what the difference is so I can correct for it.  The offline checks didn't really tell me much since things seemed to be similar as before.

After analyzing my films I've noticed that it is much harder to keep my aircraft stable in maneuver.  My conclusion is that there's a lot more drift when applying controls and that it is much more difficult for me to have precision.  This is compounded by the target aircraft maneuvering.  Combat flaps are giving me a lot of trouble too and I'm having to resort to learning to manually trim in maneuver to compensate.

Something also tells me that something as changed with the gunnery too.  I've seen some references regarding hit resolution or whatever by Pyro but not sure what that means.  Definitely with dead 6 shots I'm missing a lot more (really frustrating! :) ).

I think it's the combination of the two above that has made it much harder.  I certainly haven't found a magic formula to improve my gunnery yet besides just flying a whole bunch to relearn the FM and gunnery models!

Tango, XO
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Offline TequilaChaser

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Onlline Gunnery
« Reply #6 on: August 10, 2004, 10:22:48 AM »
Quote
Something also tells me that something as changed with the gunnery too. I've seen some references regarding hit resolution or whatever by Pyro but not sure what that means. Definitely with dead 6 shots I'm missing a lot more (really frustrating!  ).


hit resolution in AH classic was like bunch of grains of salt, hit resolution in AH2 is like 1 grain of salt,  as in less pixels to aim at. I have found the more I fly and come accustomed to it the further out I am able to hit. started off in AH2 beta hitting aroound 200 to 300 range, now can hit good deflection in the 400 to 600 range and , get some good decent hits 800 to 1000 from time to time, I don't worry much bout my percentage, I throw some pings at them when they start to run, if I ping em good at 1k out theytusually turn :D

As for maneuvering and trim,  everyone has a different opinion, so here is mine, I trim most any plane I fly at its max level speed usually 250 to 325  depending on plane, then I leave it alone for the most part. If I used combat trim in the P51D when I got near the top of a rope or spiral climb it would be trimmed so high it would inadvertently throw me in a stall or spin. If I trim the way I normally do, I can wring out as much on the edge of the stall and have alot better use of flaps when in vertical or up and over, also helps in scissoring, if combat trimmed or trimmed way up on elevator trim if I get in a scissors and need flaps I will more than likely end up a lawndart, not so using the trim settings I do.
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Offline dtango

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Onlline Gunnery
« Reply #7 on: August 10, 2004, 11:05:07 AM »
Thanks TC - found the specific thread referring to the "target resolution":
http://www.hitechcreations.com/forums/showthread.php?threadid=119802&referrerid=3699

Some other interesting points brought up in the thread itself too.

Tango, XO
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Offline majortom

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Onlline Gunnery
« Reply #8 on: August 11, 2004, 11:52:28 AM »
Hi DMax,

Yeah ive been definatelly experiencing dificulties in gunnery too.

Took, MajWoodys advice about loading objects into memory, moved my FR to 60 and moved the video slider more twds performance and It definatly made a difference/




majortom