Author Topic: Rubber Bullets  (Read 4608 times)

Offline hitech

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Rubber Bullets
« Reply #60 on: August 01, 2005, 01:21:19 PM »
Of course it is posible they both don't hit, MG and Cannons have different tragactories. And in most cases both would hardly ever hit at the same time.

HiTech

Offline Wilbus

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Rubber Bullets
« Reply #61 on: August 01, 2005, 06:34:22 PM »
Hello HT. I have a film of an LA7 taking a 30mm hit in rear fuselage together with some 13mm hits from about 200 yards.

No dammage at all. Would this be considered a "rubber bullet" or was it just bad luck on my part where it hit exactly in a hard spot?

Never seen it happen before which is why I ask. A minute or so after the hit I hit him again and took his wing off. They always lose the tail/ rear fuselage in such cases. Only time they survive 30mm hits is if it hits the engine. Atleast for me.

I have film of what I thought was alot of 30mm hits into a B24 aswell without any visable dammage at all but not sure about that, will recheck in the morning, getting late now.

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Offline hitech

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Rubber Bullets
« Reply #62 on: August 02, 2005, 08:04:43 AM »
There is no such thing as rubber bullet that you see hit and do not do damage.

So I would atribute it to luck wilbus.

HiTech

Offline Wilbus

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« Reply #63 on: August 02, 2005, 08:08:50 AM »
Ok, lucky LA :D
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Offline DamnedRen

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Rubber Bullets
« Reply #64 on: August 02, 2005, 09:47:39 AM »
Personally I beginning to worry that the game is reaching its saturation point.  I hope that's not the case. Been there, done that...it's no fun.

My normal FR is 65-70. I get in low with multiple bogies, flaming buildings, puff ack, a fleet a mile or so offshore and I see complete freeze ups for up to a full second. Not so much warping in the old sense but definite lag is showing.

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Offline Shane

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« Reply #65 on: August 02, 2005, 10:37:49 AM »
pls, pls, pls poepl.. let's stop confusing the terminology...

warps = packet loss; internet routing issue usually.

lag = latency; time of trip for packets to reach you/HTC.

stutters/mini-freezes = end user/CPU issues, usually sound/vid or some other junk on your system. often confused with warps.

1. you can have high lag, but an extrememly stable connect.

2. you have have blazing, but unstable connect.

3. your PC might be on it's way to becoming a POS unless you upgrade or figure out how to tweak things. sometimes HTC's server(s) have a hairball and things get wonky like text/dmg "lag" or inability to access BBS or login.


#1 and 2 are generally beyond your (and HTC's) immediate control.

#3 is entirely in your control to the extent you or a geek buddy can tweak stuff. or get new stuff. or until skuzzy finishes his pr0n d/l.
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Offline Kev367th

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Rubber Bullets
« Reply #66 on: August 02, 2005, 11:03:06 AM »
Would all this explain why you might see multiple hits on a wing, but the other guy reports rudder damage?

Or when a guy says he lit you up all over the tail but all you lose is 1 gun in the wing?

Or try this -
Take a F6F and try to de-ack a field with it using machine guns.
Almost guarentee 1st flak hit 90% of the time takes out the same gun on the same wing.

But thanks Shane I always thought in a ho the lower latency is at a disadvantage. Would this hold true for a collision also?

Dunno about rubber bullets but something I have come across -
Real in close fast snapshots (when range show d0), you getting hit sprites, other guy doesnt report hits at all.
« Last Edit: August 02, 2005, 11:06:30 AM by Kev367th »
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Offline ghi

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Rubber Bullets
« Reply #67 on: August 02, 2005, 11:17:11 AM »
last evening ,i was goon hunting in me262, i hit a C47, with 30mm shells , i see 5-6 sparks on him, but no damage, he was still flying  , no smoke or parts coming out of him, at 2nd pass blew up . This happened many times before  when i'm in high speed planes me262/ me163,

Offline SuperDud

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Rubber Bullets
« Reply #68 on: August 02, 2005, 11:23:12 AM »
Quote
Originally posted by Kev367th
Would all this explain why you might see multiple hits on a wing, but the other guy reports rudder damage?

Or when a guy says he lit you up all over the tail but all you lose is 1 gun in the wing?


I've wondered something simular to this. I've seen on my end that I danced many rounds from one wingtip to the other in a spit at 200 in the DA, only for the guy to not die and for him to tell me he only heard 1 ping? I've also had the same happen to me? Granted it could be said that he didn't die b/c "luckily" for him no cannon rounds hit vital areas but he should of at least heard more than 1 ping?
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Offline Schatzi

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Rubber Bullets
« Reply #69 on: August 02, 2005, 11:46:22 AM »
This might be related.

http://www.hitechcreations.com/forums/showthread.php?s=&threadid=156247


Still happens, havent found problem yet.
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Offline DamnedRen

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Rubber Bullets
« Reply #70 on: August 02, 2005, 11:56:22 AM »
Quote
Originally posted by Shane
pls, pls, pls poepl.. let's stop confusing the terminology...

warps = packet loss; internet routing issue usually.

lag = latency; time of trip for packets to reach you/HTC.

stutters/mini-freezes = end user/CPU issues, usually sound/vid or some other junk on your system. often confused with warps.

#3 is entirely in your control to the extent you or a geek buddy can tweak stuff. or get new stuff. or until skuzzy finishes his pr0n d/l.


I know the difference. Been there done that for many years....something has changed. I'm not going to say the we may be seeing the limits of the arena regarding play but I'd like others would sure like to kn ow what's changed.

Ren

Offline Shane

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Rubber Bullets
« Reply #71 on: August 02, 2005, 01:18:29 PM »
Quote
Originally posted by Kev367th
But thanks Shane I always thought in a ho the lower latency is at a disadvantage. Would this hold true for a collision also?
 


In a true HO where the lower latency guys has better aim, he'll hit the higher guy first (which will take a bit of time to register) and while this is occurring the higher guy has gotten closer - making his own hits, which will register on the lower guy faster.

so it sort of cancels it out with a margin of error either way... but what happens is these jousters keep on going after each other and collide!!  whammo, who "sees" it first?  why the guy with the lower latency.

if the latency discrepancy between the two is relatively close, i.e. less than 50ms difference, both will most likely take damage from the hits or collision.

but when the discrepancy is even greater 150ms + the odds will favor the higher latency in the above situation.

make sense?
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Offline Shane

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Rubber Bullets
« Reply #72 on: August 02, 2005, 01:22:17 PM »
Quote
Originally posted by DamnedRen
I know the difference. Been there done that for many years....something has changed. I'm not going to say the we may be seeing the limits of the arena regarding play but I'd like others would sure like to kn ow what's changed.

Ren


lemme go out on a limb and make a WAG that it has to do with the amount of data in/method of packets being sent; i.e. "net coding."

just my WAG.
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Offline Kev367th

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Rubber Bullets
« Reply #73 on: August 02, 2005, 01:22:30 PM »
Perfect sense thanks.

Does that also apply to collisions?
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Offline Shane

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« Reply #74 on: August 02, 2005, 01:26:53 PM »
Quote
Originally posted by Kev367th
Perfect sense thanks.

Does that also apply to collisions?


i'm pretty sure i said, "yeah." :)


the low latecny guys whine they take the collision due to their faster connect.

the higher latency guys whine because in a collison they die first.

what's happening is the lower guy is taking the actual ram while the higher guy might be taking the delayed "hits" after he got close enough to think he took the ram - he didn't... most likely the earlier hits finally registered on his end.
« Last Edit: August 02, 2005, 01:30:34 PM by Shane »
Surrounded by suck and underwhelmed with mediocrity.
I'm always right, it just takes some poepl longer to come to that realization than others.
I'm not perfect, but I am closer to it than you are.
"...vox populi, vox dei..."  ~Alcuin ca. 798
Truth doesn't need exaggeration.