Author Topic: Weapon Range  (Read 601 times)

Offline cav58d

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Weapon Range
« on: April 05, 2006, 05:37:15 AM »
Okay...This was semi explained to me over 200 tonight but It still isnt sitting easy with me....

scenario....I am attacking a carrier in a heavy P-38L....I drop in from 10,000 feet at a 70 degree angle...At 6 thousand feet I release my rockets...From 6 thousand down until about 3grand where I release my eggs im spraying the ship with my Cannon's and MG's...I am certain my aim is on.  I have the pipper an inch aft of the bow of the ship...Im spraying and spraying, and then finally about about 3000 feet or less right when I release my bombs do I finally start seeing the hit sprites from my bullets on the ships deck.....

Why is this?  What is the effective range for Cannon/MG....I could answer my own question if this was a horizontal attack, but I just dont get it in the vertical...Yes, the bullets are being slowed by air friction, and every 100 yards or so they loose hitting power...nonetheless why dont I see the hit sprites?  Even if these bullets lose 50% of their hitting power, they are still being slammed into the deck at an incredible velocity and I dont get why they are not counted, or contributed to inflicted damage....Especially the Cannon rounds...Do they not detonate on contact?

someone please help! lol
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Offline Pooface

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Weapon Range
« Reply #1 on: April 05, 2006, 06:34:42 AM »
most bullets only have a range of 1.2k, kind of annoying isnt it?

dunno why, but that's what i've discovered

Offline Schatzi

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Weapon Range
« Reply #2 on: April 05, 2006, 07:01:31 AM »
My guess would be: You need some kind of maximum range for modelling. just above 1K seems a resonable number to me.
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Offline Ghosth

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Weapon Range
« Reply #3 on: April 05, 2006, 07:54:13 AM »
mg'S have always been modeled to about 1.2k out.

37mm's will track a bit farther, for one there are a LOT fewer of these than .50's or even 20mm rounds. So a lot less work for the FE to do.

Offline cav58d

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Weapon Range
« Reply #4 on: April 05, 2006, 02:22:57 PM »
But should this 1.2 range that was intended for the horizontal apply to the vertical?
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Offline Clifra Jones

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Weapon Range
« Reply #5 on: April 05, 2006, 02:27:17 PM »
Yes, it would have to. The other alternative is to track the bullets at all trajectories until they fall to the ground. Way to much unnecessary work for the processor to do.

Offline wetrat

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« Reply #6 on: April 05, 2006, 03:10:17 PM »
tracking the bullets until they hit the ground would probably lag the servers something fierce... and think about it. If .50 cals hardly do anything to a fighter over 1k out, why would you expect them to do anything significant to a CV?
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Offline Schatzi

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Weapon Range
« Reply #7 on: April 05, 2006, 04:42:05 PM »
Well, technically hes correct, a bullet travelling a vertical path (downwards) can do damage at far far distance. I once saw a report on "gunfire that goes straight up in the air" still dangerous to people that are around. Simple physics gave the answer: YES. A bullet shot straight up will go high and simply fall back down. Due to the HIGH (i cant remember the numbers off the top of my head, but it was REAL high) altitude they drop back from their kinetic energy is so high when they come back down... well, there just as deadly as fired horizontally close range.



Only HT can answer this, but i agree that its probably too much to handle for the server.
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