Author Topic: sniper ack  (Read 368 times)

Offline chad

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sniper ack
« Reply #15 on: December 27, 2001, 08:04:00 AM »
"Err.. how will a single fighter deack FORTY .303's? He'd get shot down before he gets 10.
"

To add in 40 .303 guns would make a tottal HIT on your FPS in the game. You will find flying over a field you will get bellow 10fps on a average computer. This i have tried and test on the map maker. So i guess adding more guns will not help the sistuation at all.

But yes some of the ack kills are tottal *bull*, also ground attack on bases should use differnet defence guns. I do not see the point or flying half way to a town or Base just to be shot down by one major ack. But You still haft to look at what the guns are shotting you with 88mm bloody hell one hit by this guy are you're gone.

Please fix the ack, DONT add more.

Offline Maverick

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« Reply #16 on: December 27, 2001, 11:20:00 AM »
Chad,

IMO the ack isn't broken except that it is less lethal than it should be. It should also be able to fire on more than one target at a time. As it is now if you have a squaddie drive a tank near or in the field you can do whatever you want in a plane while he siphons off the ack. Gamey, but that is the way it is now.

 
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Offline Tac

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« Reply #17 on: December 27, 2001, 11:21:00 AM »
Chad, how many acks does a fleet have then?

Offline chad

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« Reply #18 on: December 29, 2001, 10:29:00 AM »
from what i have seen from the main fleet gun system and also targeting system. Is that the ships are rendered without the guns moving on the battel ships, this would include 88mm and any ack guns. But it does model the Main guns moving into position. Dont get me wrong here, for the client side the gun SEEMS to be moving but for another user side the gun is still there doing nothink, but shotting off in a 180* direction when its faceing 30*.

What i was really talking about was that i added in 88mm guns for a field that is. I loaded the map up and the nice little 40 acks all turned to my position and started shotting away. Leaving me with 5 Fram per second.

It does not take much CPU or rendering power to render the Gun shot effects. But it take more rendering and more CPU to move a gun system then fire it.

Hope that clears things up for you
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Offline chad

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« Reply #19 on: December 29, 2001, 10:49:00 AM »
Maverick

Also i think that the ack is working on a client side bassis to save on badwidth. What you have said just then, make complete sense. This is my idea on what the ack system does. When you're firend went to attack the ack system, his computer noticed he was closest to the ack then started to shot at him. Now, his machine sends a packet containing information that the ack has started to attack him. This continues on until he moves out of the ack rang ON his computer system. This stop anyone else from getting shot from the ack system because hes machine is still reporting the ack fireing on him. Then his computer send the packets back to the server informing it that hes plane is outside that ack area. Now as soon as that happens, you machine is still sending in data saying that you are within ack rang, but the server has stop you're ai Ack on your system because your friend was currently under attack. The reasons why i think HT added this in was to not allow the ack to fire on 2 people at the same time, using the same guns.

So when you talk about the ack needing to attack more than one player. You haft to think about the processers that it may undergo to achive this effect without using 1 ack fireing at the same time on 2 differenet targets.

Could you just imagein it. 10 People running though the ack all getting shot down by the same guns that are attacking someone else LOL would be funny though.

Offline Tac

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« Reply #20 on: December 29, 2001, 11:53:00 AM »
Chad, I was talking about the tracer acks. Ack=tracer flak=black puff 'o death  :) .

Can you try and put 40 tracer acks in a field and see the fps hit?

Im no programmer, but other games like Battlecruiser have ships with turrets that have targeting logic. From what i've seen the turrets have a list of priority targets and they shoot at the one in the top of the list. The list is modified by priority.

So, in AH the logic would be like:

Priority 1: Drunks
Priority 2: Fighter coming towards gun
Priority 3: Plane closest to gun.
Priority 4: Vehicles
Priority 5: Bomber inside range

Also, only 2 guns can be firing at the same target at one time if there are many targets inside range. Of course, if there is only 1 plane in range, all guns will fire at it.

Offline chad

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« Reply #21 on: December 29, 2001, 12:36:00 PM »
TEST RESULTS IN!

Okay these are my computer settings

Celeron 600
Geforece 2 MX 32meg
128 Megs of ram
Fortmedia Sound Card
Normal everthink else

What did i do?
1st run.
First thing i did was make a new map. Put 2 ether side bases on the maps. After doing this i turn on side onto knights and took off as bishops and took a screen shot of the Frams per Second

2nd TEST ( More important)
edited the map.
I took the VH AA gun and put into groups of 4 and did this 10 time all around the Knights base. The placement was were the Normal Defult AA guns would be. I removed the OLD guns and place the new 4 aa guns into position.

What did the Test Show!
The first Test Scored a 28 FPS well flying overhead with a P51.

The 2nd Test scored a 21 FPS well flying over the same position in a P51.

The test did show with the added guns there was a reduction of Fram Rate. But, the test also showed it was MUCH more Fun to fly though some aa guns and get a couple of hit without dieing. This does not mean anythink on how strong was the aa gun nor the strengths of my editing skills. I found that with the extra guns it added tatics and also FUN to the game because of the need to get a couple of friends together to bomb the AA guns Inplacements.

Do i think it should be added.
Well yes and no. I was fun to rid though some aa guns without tottaly getting killed. It also enabled the aa guns to attack more than 1 target attacking. It also meant that people could not vulch you on the field that some tried. Main draw back of having extra guns into the system was a reduction of FPS and more moving around.

It could be added into aces high. But it would take editing of each type of field for the setting to take place. But the pay off of having new AA guns that would enable people having fun would be great. It can be considered that, once a field has its aa guns bomb. The Field will only use 4 active aa guns after the strike.

So i am all for the idea of adding more AA guns into the system and reducing the amount of damage each one does. But like i said before, it could bring around new tatics to the system that we are dieing to try  :).

On another not. I think it would be good if raods were place between bases for normal tanks. Have the roads add +40mph to the tank of vechle for the long ride. This means people can get to the base faster, and also add fun into traveling that long distance. But remove the spawn point system.

Chad out!

Offline BenDover

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« Reply #22 on: December 29, 2001, 01:34:00 PM »
when did htc add the 37mm 'one ping = no tail' ack guns to AH anyway.
 
ps. how much of an impact would  groups of 64 88mm flak guns have on FR??
hope i don't have change my map...

Offline chad

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« Reply #23 on: December 29, 2001, 01:59:00 PM »
Well, i dont really know. But i can creat a map to test it out if you like.

But i think flak Guns should be left alone for now. It only take a 1 hit from flak and you dead  :(. But to tell the truth i dont really know how it would effect it. It would mabe make a lot of smoke thats for one.

Offline chad

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« Reply #24 on: December 29, 2001, 02:32:00 PM »
Did the 60 Flak guns like you said. Lets just say, you fly level you fly dead. You fly clime you clime dead. You haft to turn consitanly and have 2fps beacuse of all the smoke clouds.

Its safer to fly under the flak.

Offline BenDover

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« Reply #25 on: December 29, 2001, 02:58:00 PM »
that in fighter or bomber??
guess i'll have to reduce the number of them thou