Author Topic: Question about puffy ack.  (Read 5104 times)

Offline gyrene81

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Re: Question about puffy ack.
« Reply #15 on: May 10, 2011, 10:38:53 AM »
and here i thought it was the 109s that got it bad from puffy ack...  :headscratch:
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Offline Sunka

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Re: Question about puffy ack.
« Reply #16 on: May 10, 2011, 10:44:11 AM »
and here i thought it was the 109s that got it bad from puffy ack...  :headscratch:

No No i have been chasing 109's with my 51 through my own puffy ACK and i was the one killed. :bhead
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Offline hitech

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Re: Question about puffy ack.
« Reply #17 on: May 10, 2011, 11:14:08 AM »
Can you expand on this? Does this mean that more Gs and higher speed mean less chance of being hit?

I'm not sure I can because the above is fairly self evident but Ill try.

The system starts with a fixed dimension cuboid, and randomly creates flack bursts inside.
Your plane is positioned at the center of this cuboid.

As you fly faster that cuboid gets bigger.
As you fly father away the cuboid gets bigger.
As you turn harder the cuboid gets bigger.

There idea that a p51 gets target more is simply insane.
Here is the code that chooses a flacks target.
Note the bbs removed the i index after after the word CollideList


   for(i=0;i<Cnt;++i)
   {
      if(CollideList->ObjectClass == obOC_BAD_GUY_OBJECT ||
         CollideList->ObjectClass == obOC_USER_OBJECT ||
         CollideList->ObjectClass == obOC_USER_DRONE ||
         CollideList->ObjectClass == obOC_WEAPON)
      {
         if(bgclntGetObjectModelType(CollideList) == 32)//Hack for sheep
            continue;

#ifndef syscfgAUTO_TESTING

         if(AutoGun->ParentObject->Country != CollideList->Country)
#endif
         {

            maSUB_POINTS(Vec,AutoPnt,CollideList->Pnt);
            if(fabs(Vec.y) < _MIN_FLAK_ALT)
            {
               continue;
            }

            DistSqr = maVEC_LENGTH_SQR(Vec);
            if(DistSqr < MinDistSqr)
            {
               MinDistSqr = DistSqr;
               NewTargetObject = CollideList;
            }
         }
      }
   }

HiTech

Offline Sunka

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Re: Question about puffy ack.
« Reply #18 on: May 10, 2011, 11:35:57 AM »
I'm not sure I can because the above is fairly self evident but Ill try.

The system starts with a fixed dimension cuboid, and randomly creates flack bursts inside.
Your plane is positioned at the center of this cuboid.

As you fly faster that cuboid gets bigger.
As you fly father away the cuboid gets bigger.
As you turn harder the cuboid gets bigger.

There idea that a p51 gets target more is simply insane.
Here is the code that chooses a flacks target.
Note the bbs removed the i index after after the word CollideList
HiTech


I never claimed to be sane, :rolleyes:
Someday the mountain might getem but the law nvr will. http://www.youtube.com/watch?v=SP5EkvOGMCs

Offline Wiley

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Re: Question about puffy ack.
« Reply #19 on: May 10, 2011, 12:11:00 PM »
         if(bgclntGetObjectModelType(CollideList) == 32)//Hack for sheep


Why does that not surprise me?  :D

I don't think it goes after ponies more than other planes...  A far more likely supposition is that it probably just goes after certain players more than others based on a combination of score, chesspiece affiliation, time of day, and forum posting habits...  :noid

The CV puffy just sometimes gets freakishly lucky.  I did have to laugh the one day as I was on climbout from a field with a friendly CV nearby and was watching a pony come in at about 18k or so licking his chops at me around 14k in a jug.  He got within range of the puffy just as he rolled inverted to come down on me and first volley, *poof*, instant death, I got the proxy.  Grumbling PM about puffy effectiveness...

Wiley.
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Offline Babalonian

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Re: Question about puffy ack.
« Reply #20 on: May 10, 2011, 12:55:04 PM »
The stuff people shoot is a proximity fuse.

The auto puffy ack randomness varies with speed range and g's.

HiTech



Interesting...  gonna have to go play in some auto-puffy now, kinda answers a lot about why a gentle E-conserving maneuver to change direction has little change on the randomness of it but a quick haigh-G turn seems to cause a noticable pause with the bombardment.   :salute Sir
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Offline Babalonian

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Re: Question about puffy ack.
« Reply #21 on: May 10, 2011, 01:16:01 PM »
You are correct, HiTech would never admit that.  There's a lot of other things he won't admit to either, I wonder why.   :noid

Do not feed the P-51 under-model conspiracists!   :bolt:

(pssst, I'll bribe ya with Girl Scout cookies for any dirt ya got on the Dora)


I'm not sure I can because the above is fairly self evident but Ill try.

The system starts with a fixed dimension cuboid, and randomly creates flack bursts inside.
Your plane is positioned at the center of this cuboid.

As you fly faster that cuboid gets bigger.
As you fly father away the cuboid gets bigger.
As you turn harder the cuboid gets bigger.

There idea that a p51 gets target more is simply insane.
Here is the code that chooses a flacks target.
Note the bbs removed the i index after after the word CollideList


   for(i=0;i<Cnt;++i)
   {
      if(CollideList->ObjectClass == obOC_BAD_GUY_OBJECT ||
         CollideList->ObjectClass == obOC_USER_OBJECT ||
         CollideList->ObjectClass == obOC_USER_DRONE ||
         CollideList->ObjectClass == obOC_WEAPON)
      {
         if(bgclntGetObjectModelType(CollideList) == 32)//Hack for sheep
            continue;

#ifndef syscfgAUTO_TESTING

         if(AutoGun->ParentObject->Country != CollideList->Country)
#endif
         {

            maSUB_POINTS(Vec,AutoPnt,CollideList->Pnt);
            if(fabs(Vec.y) < _MIN_FLAK_ALT)
            {
               continue;
            }

            DistSqr = maVEC_LENGTH_SQR(Vec);
            if(DistSqr < MinDistSqr)
            {
               MinDistSqr = DistSqr;
               NewTargetObject = CollideList;
            }
         }
      }
   }

HiTech

*scratches chin*
OK, so obviously it doesn't treat ponys any different (lol), but  there's something else potentialy more interesting I deciphered from that bit of code...

Auto-puffy ack skips running/hitting/poofing droped ordnance in route from an aircraft to its target as an object-class it seems (either obOC_BAD_GUY_OBJECT,  obOC_USER_OBJECT, or as  obOC_WEAPON), and that is reasonable and sensible.  But I wonder, is the potential there for manned-puffy-ack gunners, with their proximity fuses, to attempt to intercept and shoot down incoming ordnance (either large bombs or even torpedoes in the water)?... or is that idea/capability just way too far-fetched and out of AH's ballpark to further consider?
-Babalon
"Let's light 'em up and see how they smoke."
POTW IIw Oink! - http://www.PigsOnTheWing.org

Wow, you guys need help.

Offline guttboy

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Re: Question about puffy ack.
« Reply #22 on: May 10, 2011, 01:19:32 PM »
         if(bgclntGetObjectModelType(CollideList) == 32)//Hack for sheep
            continue;



Hack for sheep.....hmmmmm are they coming back????

LOL!

Thanks for explaining it Hitech! 

I take away that the faster and more evasives you do the better chance you have of surviving!


Offline hitech

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Re: Question about puffy ack.
« Reply #23 on: May 10, 2011, 01:38:20 PM »
Do not feed the P-51 under-model conspiracists!   :bolt:

(pssst, I'll bribe ya with Girl Scout cookies for any dirt ya got on the Dora)


*scratches chin*
OK, so obviously it doesn't treat ponys any different (lol), but  there's something else potentialy more interesting I deciphered from that bit of code...

Auto-puffy ack skips running/hitting/poofing droped ordnance in route from an aircraft to its target as an object-class it seems (either obOC_BAD_GUY_OBJECT,  obOC_USER_OBJECT, or as  obOC_WEAPON), and that is reasonable and sensible.  But I wonder, is the potential there for manned-puffy-ack gunners, with their proximity fuses, to attempt to intercept and shoot down incoming ordnance (either large bombs or even torpedoes in the water)?... or is that idea/capability just way too far-fetched and out of AH's ballpark to further consider?

Not all weapon types are collideable and hence do not show up in the collision list, I.E. Troops can be shot but bullets can not be targeted.

HiTech

Offline Babalonian

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Re: Question about puffy ack.
« Reply #24 on: May 10, 2011, 01:57:07 PM »
Not all weapon types are collideable and hence do not show up in the collision list, I.E. Troops can be shot but bullets can not be targeted.

HiTech

So then large-ordnances errr closer to the side of bullets than to troops in terms of how their respective object-class is recognized in the game?  (large-ordnances being 1K, 2K, 4K-pnd bombs and 2K-pnd torpedoes (assuming that in the game torps are/could be more than just a visual effect on the water's surface))

Hmmm, guess it's time to take this to the wishlist forum, the fun that could be had if eventualy they get turned into collideable object classes, manned 5"ers or carrier aircraft attemting to intercept incoming ordnance and save their fleets, massive bomber formations having to take care not to drop onto friendly A/C lurking directly below them (or the comedy to ensue on 200 when the first enemy 262 or 163 gets killed by 999000 with a dropped egg), or we can recreate germany's attempts to destroy allied bomber formations by dropping 250kg centerline bombs into them mid-air...

Thanks for the information!

-Babalon
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POTW IIw Oink! - http://www.PigsOnTheWing.org

Wow, you guys need help.

Offline Slash27

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Re: Question about puffy ack.
« Reply #25 on: May 10, 2011, 01:58:44 PM »
Why does puff ack follow you behind mountains and why does it kill friendly planes?

Offline Lusche

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Re: Question about puffy ack.
« Reply #26 on: May 10, 2011, 02:01:22 PM »
Why does puff ack follow you behind mountains and why does it kill friendly planes?

a) because it's just a virtual box around the target plane in which the random explosions appear, no actual projectiles flying through the air and thus no LOS calculations (yet?)

b) because explosions and shrapnel do not differentiate between friend or foe. You get hit, you get hurt. It's just disabled for manned guns for obvious reasons (human behaviour)
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Offline Sunka

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Re: Question about puffy ack.
« Reply #27 on: May 10, 2011, 02:01:50 PM »
Do not feed the P-51 under-model conspiracists!   :bolt:

(pssst, I'll bribe ya with Girl Scout cookies for any dirt ya got on the Dora)


*scratches chin*
OK, so obviously it doesn't treat ponys any different (lol), but  there's something else potentialy more interesting I deciphered from that bit of code...

Auto-puffy ack skips running/hitting/poofing droped ordnance in route from an aircraft to its target as an object-class it seems (either obOC_BAD_GUY_OBJECT,  obOC_USER_OBJECT, or as  obOC_WEAPON), and that is reasonable and sensible.  But I wonder, is the potential there for manned-puffy-ack gunners, with their proximity fuses, to attempt to intercept and shoot down incoming ordnance (either large bombs or even torpedoes in the water)?... or is that idea/capability just way too far-fetched and out of AH's ballpark to further consider?

NO i would never say the 51 is under modeled ...It turns with a a6m its faster then a 190 and climbs better then a 38,just like the people want, that claim it is under modeled. :aok
Someday the mountain might getem but the law nvr will. http://www.youtube.com/watch?v=SP5EkvOGMCs

Offline RoGenT

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Re: Question about puffy ack.
« Reply #28 on: May 10, 2011, 03:01:30 PM »
I fly through puff ack in my 51 without taking too many hits. Of course I don't know about it over our own HQ while in a pony. However, I recently discovered that friendly HQ ack will damage friendlies. I was attacking B17s about 30K above it (in a 152) and I got set on fire from the ack.
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Offline GNucks

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Re: Question about puffy ack.
« Reply #29 on: May 10, 2011, 03:13:04 PM »
I'd like to ask if the distance variable is measured in three dimensions. Does the random area that ack puffs appear in increase with greater altitude?

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