Author Topic: These Things  (Read 1944 times)

Offline spitter123

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These Things
« on: November 30, 2012, 11:13:00 PM »
They may seem stupid to you >.>


Canopy control. use this for better bail outs and drag.
Gun sight set up. may help with accuracy.
more engine controls: Better Prop Pitch, radiator<-- not much of engine, mixture control, fuel cock control and stuff.
AND THE JU-52 MAN.
Maybe... Add.... a body...

That's it for now.

Offline The Fugitive

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Re: These Things
« Reply #1 on: December 01, 2012, 09:59:10 AM »
They may seem stupid to you >.>


Canopy control. use this for better bail outs and drag.
Gun sight set up. may help with accuracy.
more engine controls: Better Prop Pitch, radiator<-- not much of engine, mixture control, fuel cock control and stuff.
AND THE JU-52 MAN.
Maybe... Add.... a body...

That's it for now.

if thats it, you should quit while your behind!    :devil

How much better can you make a bail-out?  :rolleyes:

Gun site is set up with your convergence settings. what would you change?

engine controls, Hitech has said he isn't going to add a bunch of "button pushes" just for the sake of pushing some buttons.

Offline Karnak

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Re: These Things
« Reply #2 on: December 01, 2012, 12:13:19 PM »
We have full prop pitch control.  What do you mean by "better prop pitch"?
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Offline spitter123

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Re: These Things
« Reply #3 on: December 01, 2012, 04:13:20 PM »
We have full prop pitch control.  What do you mean by "better prop pitch"?
I'm not an expert on prop-pitch... Why does it just slow down the plane when it gets set to course?

Offline Eric19

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Re: These Things
« Reply #4 on: December 01, 2012, 04:14:41 PM »
I'm not an expert on prop-pitch... Why does it just slow down the plane when it gets set to course?
doesn't just slow you down is increases your range if your at a lower pitch
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Offline thndregg

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Re: These Things
« Reply #5 on: December 02, 2012, 08:54:16 AM »
If you add to many real life intricacies to the management of a game-aircraft, you risk losing a fair share of player base- those folks who are not pilots, but yet love this style of game. Yet, the game must maintain that realistic feel in order to retain that same player base. That's the balance that seems to have worked over the past decade or so.
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Offline spitter123

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Re: These Things
« Reply #6 on: December 02, 2012, 11:46:01 PM »
If offline you could make it a mode. Simple - Advanced. And if online there's 2 sets of the servers. Though there should be a shortage of the servers so it doesn't over load. Any Simple mode servers and Advanced mode servers.

Offline TheMercinary60

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Re: These Things
« Reply #7 on: December 02, 2012, 11:48:06 PM »
this almost makes me miss david...
Formally Merc flying with the 99th Blue Lagoon Bandits
I wish people would use the wish list forum to post their brilliant ideas, and be smart enough to not post all their stupid ones.

But I am under no disillusions of my wish ever being fulfilled.

HiTech - in response to davidwales

Offline Traveler

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Re: These Things
« Reply #8 on: December 03, 2012, 08:49:02 AM »
There should be a cost for misusing the engine.  Currently everyone jumps into their favorite aircraft and pushes the throttle to the firewall and off they go to the slaughter .   Aircraft engines run full out would overheat, that only happens in AH if you lose radiator or oil.   Detonation  due to overheating cylinder head temperatures was a very real problem in WWII era aircraft and resulted in a loss of performance when the pilot most needed it.  I understand that this is a combat simulation and not a flight simulation, however, monitoring basic engine performance and the limitations imposed by engineering of that era was part of the real live combat environment  at that time.  I feel that some of the restrictions should be part of this combat simulation.  Pilots that abused their aircraft suffered  a lack of performance, they knew that their lives depended on getting the best performance out of their engines.  Flying at recommended engines settings was part of the normal pilot workload.  I’m not asking that cowl flaps or radiator flaps or intercooler controls need to be part  of the model,  I wish they were but I understand the reasons to keep it simple for the non-flying public.  But just as AH pilots learn not to stall or spin an aircraft.   Just as they learn to limit their airspeed while landing .  they could learn that flying at 100% throttle has a limit and that every engine in this game would over heat if flown at full throttle and an overheating engine will produce less power and performance.  They could learn that flying at full power has a time limit, just as WEP has a time limit.
« Last Edit: December 03, 2012, 08:54:09 AM by Traveler »
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Offline Stellaris

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Re: These Things
« Reply #9 on: December 03, 2012, 09:15:24 AM »
WEP has a time limit?

Offline Hazard69

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Re: These Things
« Reply #10 on: December 03, 2012, 09:33:44 AM »
There should be a cost for misusing the engine.  Currently everyone jumps into their favorite aircraft and pushes the throttle to the firewall and off they go to the slaughter .   Aircraft engines run full out would overheat, that only happens in AH if you lose radiator or oil.   Detonation  due to overheating cylinder head temperatures was a very real problem in WWII era aircraft and resulted in a loss of performance when the pilot most needed it.  I understand that this is a combat simulation and not a flight simulation, however, monitoring basic engine performance and the limitations imposed by engineering of that era was part of the real live combat environment  at that time.  I feel that some of the restrictions should be part of this combat simulation.  Pilots that abused their aircraft suffered  a lack of performance, they knew that their lives depended on getting the best performance out of their engines.  Flying at recommended engines settings was part of the normal pilot workload.  I’m not asking that cowl flaps or radiator flaps or intercooler controls need to be part  of the model,  I wish they were but I understand the reasons to keep it simple for the non-flying public.  But just as AH pilots learn not to stall or spin an aircraft.   Just as they learn to limit their airspeed while landing .  they could learn that flying at 100% throttle has a limit and that every engine in this game would over heat if flown at full throttle and an overheating engine will produce less power and performance.  They could learn that flying at full power has a time limit, just as WEP has a time limit.


I believe warbirds had a system where, if you kept your throttle out of the yellow band (they had one on the throttle gauge too) the engine was happy. If you moved it into the yellow band (max military, not wep) it would slowly start to heat up. If you engaged WEP throttle went into the red band and the engine would heat up more quickly.

In AH, the WEP doesn't really have a time limit. I wish it did, but that would open up a whole new can of worms as to what aircraft had what capacity tanks for the WEP mixtures and how long it was recorded to last etc. etc.  The simplified version we have has a temperature limit. When WEP stops, it because of temperatures exceeding the red zone limit.

I seem to recollect very early versions of AH (maybe it was warbirds I dunno) would allow you to stay in WEP till your engine jammed due to overheat (I miss that tbh, would force people to keep an eye on the temps during a fight and cut off wep as needed). Now it just auto cutoffs the WEP till you have cooled down adequately and then its back on.
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Offline Karnak

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Re: These Things
« Reply #11 on: December 03, 2012, 10:43:10 AM »

I believe warbirds had a system where, if you kept your throttle out of the yellow band (they had one on the throttle gauge too) the engine was happy. If you moved it into the yellow band (max military, not wep) it would slowly start to heat up. If you engaged WEP throttle went into the red band and the engine would heat up more quickly.

In AH, the WEP doesn't really have a time limit. I wish it did, but that would open up a whole new can of worms as to what aircraft had what capacity tanks for the WEP mixtures and how long it was recorded to last etc. etc.  The simplified version we have has a temperature limit. When WEP stops, it because of temperatures exceeding the red zone limit.

I seem to recollect very early versions of AH (maybe it was warbirds I dunno) would allow you to stay in WEP till your engine jammed due to overheat (I miss that tbh, would force people to keep an eye on the temps during a fight and cut off wep as needed). Now it just auto cutoffs the WEP till you have cooled down adequately and then its back on.
None of that is any more realistic than what we have in AH already.  Realistically all of these aircraft could be run on WEP until they ran out of additive or fuel and the only difference would usually be a slightly increased chance of engine failure.  Airflow through the radiator would be about the only factor, but if you're going reasonably fast, perhaps 250mph, there should be plenty of airflow.

That being the case, people would simply run a P-51D's engine at WEP for 99% of the time in the game as it is only limited by fuel.
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Offline guncrasher

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Re: These Things
« Reply #12 on: December 03, 2012, 03:50:47 PM »
There should be a cost for misusing the engine.  Currently everyone jumps into their favorite aircraft and pushes the throttle to the firewall and off they go to the slaughter .   Aircraft engines run full out would overheat, that only happens in AH if you lose radiator or oil.   Detonation  due to overheating cylinder head temperatures was a very real problem in WWII era aircraft and resulted in a loss of performance when the pilot most needed it.  I understand that this is a combat simulation and not a flight simulation, however, monitoring basic engine performance and the limitations imposed by engineering of that era was part of the real live combat environment  at that time.  I feel that some of the restrictions should be part of this combat simulation.  Pilots that abused their aircraft suffered  a lack of performance, they knew that their lives depended on getting the best performance out of their engines.  Flying at recommended engines settings was part of the normal pilot workload.  I’m not asking that cowl flaps or radiator flaps or intercooler controls need to be part  of the model,  I wish they were but I understand the reasons to keep it simple for the non-flying public.  But just as AH pilots learn not to stall or spin an aircraft.   Just as they learn to limit their airspeed while landing .  they could learn that flying at 100% throttle has a limit and that every engine in this game would over heat if flown at full throttle and an overheating engine will produce less power and performance.  They could learn that flying at full power has a time limit, just as WEP has a time limit.

well if that is the case there's other things that were far more prevalent than hot engines such as non-working radios, jammed mgs, list goes on and on.  me I would just be happy if they removed the ability to drop ords at negative g's or thru the fuselage or airplanes with only 1/2 a wing flying at full speed in a straight course.  now that would be a more realistic gameplay.

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Offline MK-84

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Re: These Things
« Reply #13 on: December 03, 2012, 11:19:17 PM »
WEP has a time limit?

Sure does.  Wep time limits and their "regeneration" times vary per aircraft however.

http://www.hitechcreations.com/wiki/index.php/Aircraft_of_Aces_High_II

Thats not exactly up to date but it pretty much will show you what those times are.  The Ki84 stands out in particular (I wonder why they at htc chose those particular values?)

Offline bustr

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Re: These Things
« Reply #14 on: December 04, 2012, 12:45:59 AM »
Gunsight Setup

Accuracy is relative in this game depending on who is teaching you gunnery. At one extream you will be taugh to use a large dot, never use zoom to close off your periferal vision, and shoot at very close ranges to ensure you won't miss. This will require learning ACM very well since your con will be seen in an area smaller than a quarter(.25$) on your monitor. Another group will teach you to use zoom and take advantage of traditional shooting techniques of Low E Angle Off shooting based on a 100Mil main ring relationship to angle of relative travel. This will enlarge the 100Mil ring to about 3inches or what the pilot actualy viewed in WW2. Then you will use percentages of the main ring diameter for your holdoff dependent on the amount of E in the turn or the relationship of the cons tail to it's inside wing.

In both of these cases you will have to learn by trial and error how much elevation to apply to account for relative forward motion. On a dead 6 the con will not be where you place your pipper and pull the trigger (.14 -.2) second later. Verticle deflection and forward relative speed will cause your round to pass low of your target unless you add negative Mil to your impact point. Raise your nose a tad. (Positive Mil is above the center of your gunsight, negative Mil is below.) I watch players on full zoom all the time aim dead on from a cons 6 and shoot short becasue they don't realise level dead 6 at 1 Gravity still needs a forward motion compensation with elevation of about (-10 to -15Mil) to hit where your con will be at 300mph between .14 and .4 sec from now. Rougly about 2-3 plane lengths ahead of your con to hit it continuously at 300mph over .4 sec of travel. But, if you just out ACM the other guy and shoot from say 100 and closer it dosen't matter becasue your guns dispersion will hit the con if you aim more or less dead on.

Hitech programaticly takes care of aligning your sight line to your chosen convergence. The only thing after that would be you going offline and flying your plane on auto level at about 300mph. Set the target to 100 yards before your convergence, at convergence, 100 yards past and seeing your dispersion patterning.

You might perform the same tests but angle your wings 45 degrees and hold the pipper on the target center to see your dispersion in one snapshot of time while in banked pursuit. You can even set the center of the target up or down by one degree at  those distances to see where your rounds will strike relative to forcing your nose attiude held up or held down.

If you build your gunsights in 512x512 format then 1Milliradian will equal 2pixel. Then you can construct your main circles, main rings, 100mph ring in diameters that you can use to tell range by known widths of aircraft wing spans.

USA
Plane--wingspn--150--300--600-Yards
F4f -- 11.58m----84---42---21-Wingspan viewed through Gunsight Ring in Mil
F6f -- 13.06m----95---47---23-at Yards distance.
F4u -- 12.50m----91---45---22
P38 -- 15.85m---115---57---28
P39 -- 10.40m----75---37---19
P40 -- 11.38m----83---41---20
P47D-- 12.42m----90---45---22
P51 -- 11.28m----82---41---20

Japan
Plane--wingspn--150--300--600-Yards
A6mx - 12.00m----87---43---22 <--- you can see why the Navy Mk8 gunsight has a 100Mil main and 50Mil secondary ring.
Ki61 - 12.00m----87---43---22 <---and looking above why japanese gunsights have multiple rings 100\50 and son on.
Ki84 - 11.23m----81---41---20
NiK2 -  9.30m----68---34---17

Main rings for fighters during the war were 30, 35, 50, 70, 100 and 105Mil and combinations depending on the country.

Find a copy of AAF Manual 200-1 "Manual for Fighter Gun Harmonization" if you realy want to get scientific about this with formulas and data. Then you can look at some of the same data and math Hitech may be referencing for his gunnery calculations.

So what exactly do you mean about better accuracy??
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