Author Topic: What does it take to perk?  (Read 4827 times)

Offline Anaxogoras

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Re: What does it take to perk?
« Reply #90 on: February 16, 2009, 03:52:47 PM »
IMO you should try. This would minimize the props drag effect and get a better estimate on an airframe's E retention.

Edit : IIRC twin engine ac auto feather the prop when the engine is off. Thus minimizing prop drag.
Notice the top ones on this latest list.

Now that's news to me.  I'll experiment and see what sort of difference it makes.
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Offline SmokinLoon

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Re: What does it take to perk?
« Reply #91 on: February 16, 2009, 03:55:13 PM »
Dude, look at the thread in context.  He claimed that the Spitfire XVI retains energy well, and I was just showing him that it doesn't.

The engine has to be shut off to accurately measure energy retention.  Energy retention has practical effects on flight performance...we know that.  Just because the way to test something is impractical for arena play doesn't make what is measured impractical.

The typical way to test firepower is to taxi to a hangar and shoot until it blows up.  Is that practical for arena play?  Heck no.  But you don't see anyone questioning the merit of the test.

Rating an aircraft on energy retention without using its engine(s) is like measuring the talent of marathon runner based on their hieght and weight.  The engine capability of an aircraft is just as important as the flight dynamics of the frame, etc. when masuring "E" retention.  Being able to convert that "E" into an extended climb (or other such transfer of "E" to X performance) needs more cowbell to power it through.  Otherwise, the Spit16 could extend as well as it does regardless of the engine it has.  Care to debate that point?

 
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Offline 1Boner

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Re: What does it take to perk?
« Reply #92 on: February 16, 2009, 05:52:09 PM »
Okay, I'll vote 1st.

P-51    25 perks. :O
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Offline Krusty

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Re: What does it take to perk?
« Reply #93 on: February 16, 2009, 06:00:46 PM »
ghost, back when the f4u1c was perked there were half as many planes in the game. Meaning any one plane then had 2x as much players flying and killing in it as they do now. Variety is the spice of life, and folks branch out.

They sure as hell weren't doing it with spitfire-turn capabilities like the recent F4Us enjoy, either.

Also, consider that the arenas were NOT split up at that time. That affects the plane choice a lot. Further more there was no ENY limitations.

Now, if you think back to when the spit 16 was first introduced, it and the spit8 together topped out at THE plane with the most kills, and together?

Together the both of them probably came closer to the 20% kill ratio of the chog than any other plane before or since.

Splitting up the arenas has skewed the way the logs record things now, so comparing things to the old chog perking does not compute anymore. It's comparing apples and fig newtons. You want to even remotely compare apples to oranges and you have to go back in the logs before the arenas were split, before major ENY experiments HTC ran, before a lot of things that royally screwed with who chose what plane and when they flew it.

That doesn't negate the effectiveness of the spit16/8. Just shows a more accurate representation of its killing power and how much it was used, in comparison to the Chog.

Tour 70, first time the plane is introduced:

Spitfire Mk XVI has 41468 Kills of All models
Spitfire Mk VIII has 8417 Kills of All models

Let's compare that to the kings of the hill at the time:
La-7 has 30066 Kills of All models
P-51D has 20541 Kills of All models
N1K2 has 27844 Kills of All models
(all other models SIGNIFICANTLY lower numbers)

Note the spits didn't even have the full tour to accumulate these kills in, while the rest of the planes DID. They got more kills in less time than the top-3 undisputed MA kings.

Let's check the next tour.
Tour 71:
Spitfire Mk XVI has 43991 Kills of All models
Spitfire Mk VIII has 7679 Kills of All models

Let's see how that stacks up to the kings of the hill:
La-7 has 36721 Kills of All models
N1K2 has 30031 Kills of All models
P-51D has 25776 Kills of All models

This is back when the La and the N1k flew a lot more like spit5s on steroids, were even more potent than they are NOW.

Going waaaay back to when the Chog roamed free, tour 12 was its highest month. Before this it averaged between 11000 and 15000 kills. Then from Tour 12 to Tour 16 it saw most of its use and was perked shortly after.

Tour 12:
F4U-1C has 39515 Kills of All models (later tours this dropped 10-15 thousand kills until it was perked)

Other kings of the hill at that time (note, LA7 didn't exist):
N1K2 has 18534 Kills of All models
F6F-5 has 12535 Kills of All models
P-51D has 12225 Kills of All models


So, even with MORE CHOICES NOW, where pilots branch out from limited planesets, the spits 16/8 had MORE KILLS than the old Chog. This means that the spits are even MORE lethal than the old Chog was.

I've just counted the number of fighters available when the Chog was roaming free. 23 planes. Only 23 choices of what to fly, and 1 plane in those 23 earned 39,515 kills. In tour 71, when the spits had a full tour to prove themselves, there were 56 fighters to choose from. The more planes you have, the less pilots fly any given plane. Players will spread out to other rides for reasons too many to count. An equillibrium will be reached, of sorts. To come close to the overpowering effect the chog has on the arenas (when only 1/2 as many planes were available), you'd probably only need HALF as many kills as it ever did (with 2x as many plane choices that means less players are still making just as much trouble as before), yet the spits have MORE than the chog ever did.

They were twice as disruptive as the Chog **EVER** was. You'd go into a fight and see 5 spits and a n1k2 most times back then. Nowadays it's still seeing 3 spits and a f4u1a. Please note again the effectiveness/lethality of these rides has not diminished since day 1, only the way the scores are recorded and the ENY limitations since then have changed.

If either plane was around at the time the Chog was available, they would most likely have been perked more than it was. Can you imagine a spit16 in tour 12?No high-boosted spit5 (that came later), the spit9 was hardly used (pulling in 10,000 kills compared to the others listed above), the chog's main advantages were speed and guns because they didn't turn anywhere nearly as well as they do today. The spit16 has the same top speed as the chog, better turning, better roll, equally effective weapons, comparable internal fuel range, better handling in almost every extreme of the flight envelope, oh and it's unperked! Take a look at what it would come up against:



And yet today, they remain unperked. If you ask me they more than beg to be perked with a 5-point pricetag.
I make no difference between the 16 and 8 spit variants because they are only a few mph off from each other, still climb faster than every other plane in the game up to absurd heights, and still carry the 2 most lethal 20mm cannons in the game that can kill enemies out to 800-1000 yards with a single ping. On top of that the turning radius is very similar for the both of them. They are, in the case of perking spits, the same ride. You can't perk the spit16 without perking the 8, nor can you perk the 8 without the 16. They both get perked, is the only satisfactory result.

Nor is unperking the spit14 a valid argument, just because the newer rides (which perform so much better) are unperked. Rather that argument should be made to reinforce the idea of a small perk price on both spit16/8 models.

Offline Stang

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Re: What does it take to perk?
« Reply #94 on: February 16, 2009, 06:07:25 PM »
How can you possibly compare the number of kills from tour 12 to a much later tour where there were probably a thousand or more paying subscribers than in 12?  You can't, you have to use the percentages or show all the planes and their kills and then we can figgure it out.  My intuition tells me you are waaaaay off base in your assumptions Krusty.

Lusche!!


Offline Krusty

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Re: What does it take to perk?
« Reply #95 on: February 16, 2009, 06:14:44 PM »
How can you possibly compare the number of kills from tour 12 to a much later tour where there were probably a thousand or more paying subscribers than in 12?

The real question is: Of those players, how many flew only 1-2 hours per tour? Of the more players now, how many are shades, how many are idle as players wait for new features.

I'm willing to bet the hours played were SIGNIFICANTLY less back then, compared to the hours played now, meaning there theoretically should be more time in each frame to reach a balance, an equillibrium of kills, and yet the spit16/8 combo still outstripped all opposition in tour 71. It's a better sampling of the playerbase, but as far as samples go, it's still pretty damning evidence that the spit16/8 combo blows away the best score the chog ever had (note that 39515 was the max, average over 5-6 tours was 20-25 thousand only)

Offline grizz441

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Re: What does it take to perk?
« Reply #96 on: February 16, 2009, 06:23:11 PM »
The real question is: Of those players, how many flew only 1-2 hours per tour? Of the more players now, how many are shades, how many are idle as players wait for new features.

I'm willing to bet the hours played were SIGNIFICANTLY less back then, compared to the hours played now, meaning there theoretically should be more time in each frame to reach a balance, an equillibrium of kills, and yet the spit16/8 combo still outstripped all opposition in tour 71. It's a better sampling of the playerbase, but as far as samples go, it's still pretty damning evidence that the spit16/8 combo blows away the best score the chog ever had (note that 39515 was the max, average over 5-6 tours was 20-25 thousand only)

You need to state total kills registered in the LW's in both time frames so a percentage can be seen.  Without the total # of kills of all planes.  This data is meaningless.

Offline Stang

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Re: What does it take to perk?
« Reply #97 on: February 16, 2009, 06:25:56 PM »
You need to state total kills registered in the LW's in both time frames so a percentage can be seen.  Without the total # of kills of all planes.  This data is meaningless.
Exactly, there's no context or comparability in the numbers he posted.

And Krusty you think people playes less back then?  lol.  Less players, but I guarantee you the per-player hours logged were almost identical.  This is an addiction you know...

Offline Anaxogoras

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Re: What does it take to perk?
« Reply #98 on: February 16, 2009, 07:26:11 PM »
Care to debate that point?

No, I do not.  At least, not until you cease to make up your own, personal notion of "energy."
gavagai
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Offline Anaxogoras

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Re: What does it take to perk?
« Reply #99 on: February 16, 2009, 07:30:35 PM »
Krusty, don't hurt your own argument by saying the VIII should be perked with the XVI.  The XVI has enough small advantages over the VIII to be treated separately, especially with its 400mph roll rate.
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Offline Bronk

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Re: What does it take to perk?
« Reply #100 on: February 16, 2009, 08:28:42 PM »
Rating an aircraft on energy retention without using its engine(s) is like measuring the talent of marathon runner based on their hieght and weight.  The engine capability of an aircraft is just as important as the flight dynamics of the frame, etc. when masuring "E" retention.  Being able to convert that "E" into an extended climb (or other such transfer of "E" to X performance) needs more cowbell to power it through.  Otherwise, the Spit16 could extend as well as it does regardless of the engine it has.  Care to debate that point?

 
Really... Lets take the same power plant and put it in 2 different air frames.  One with a cleaner air frame and one that is a bit draggier. Given all other things being equal  what one will slow faster engine off and rpms reduced?

I'll make an assumption that the AC that takes more time to slow has better E retention.
« Last Edit: February 16, 2009, 08:31:10 PM by Bronk »
See Rule #4

Offline SmokinLoon

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Re: What does it take to perk?
« Reply #101 on: February 16, 2009, 10:36:22 PM »
No, I do not.  At least, not until you cease to make up your own, personal notion of "energy."

Sustainable momentum?  How about that?  The capabilities of an engine is just as much to be desired when configuring the ability to hold onto the "E" after the source of the boost, in this case usually a dive, is terminated.

"E", as you want to declare and what I want to declare and what it is is the same thing.  How long can an aircraft hold onto the Mountain Dew buzz after the can of finished?  THAT is the question.

If one really wants to measure "E" retention, here is my suggestion: Take the aricraft to 10k, dive at a 45d angle to 450mph (no WEP), hit "auto pilot", and count down until the aircraft reaches normal (non WEP) max speed for that altitude (target alt for level fight would be appx 5k?).  That would give each aircraft the ability to use its engine and airframe qualities to the max.  Obviously, the altitudes in which the different fighters will level off at will vary due to the individual flight characteristics and abilities of the aircraft to sustain those stresses.  Although... it does measure THAT aircrafts ability to extend with the added "E" boost regardless.

However it is done, not taking into consideration the capabilities of the engines of so far from how those planes perform in game that doing so... is a waste of time other than for comparisons sake of the airframes... which... how often do two engine-less aircraft duel in AH2?  ;)   
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Offline Lusche

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Re: What does it take to perk?
« Reply #102 on: February 17, 2009, 12:16:41 AM »
How can you possibly compare the number of kills from tour 12 to a much later tour where there were probably a thousand or more paying subscribers than in 12?  You can't, you have to use the percentages or show all the planes and their kills and then we can figgure it out.  My intuition tells me you are waaaaay off base in your assumptions Krusty.

Lusche!!



You have called?



Ok here we go:





I have applied the same scale to both graphs.

You folks can now continue with your debate :)



Oh, and just for comparision, a look at Early War:



And please note the Hurricane II has a K/D of 2.15 (!) while being at the top. And no, it's not perked.. it even has an ENY of 10 only.  :confused:
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Offline Stang

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Re: What does it take to perk?
« Reply #103 on: February 17, 2009, 12:27:45 AM »
Thanks, no need to point out anything but the graphs. 

You may go now, Lusche.

 :D

Offline FastTaco

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Re: What does it take to perk?
« Reply #104 on: February 17, 2009, 12:53:28 AM »
Well out the the best in their field all are perked, example, A2A, A2G, G2G, except G2A witch is wirble is not perked. :noid