Urchin.. The Damage modeling here is subpar as far as I have noticed in comparison to the likes of Il2, and Warbirds.
The Paper damage not only seems to hold true for the ground war, but yet as well for the air to air aspect.
Aircraft in Aces High simply fall to pieces with a short and Very long ranged shot.
The Aces High damage model seems to be akin to Binary either On, or Off and no inbetween.
There is always the issue and aspect of Network lag, and the loss, or misguided direction of information at the split nanosecond that you "hit" the target on your display. This is something that will seemingly exist until the day that we are all on a oc3 lines direct to each other.
As far as the Damage modeling goes, yes I agree whole hartedly that this is a major weak point for Aces High.
For any descent amount of viability, take a look at Films of actual Air to air combat.. and Then the likes of Il2.
You will come to the conclusion that the "penetration" of amor/metal/plastic/fiberglass etc.. is less than high fidelity graphically/damage wise with aces high.
This is Not a Downplay on HTC either, simply an observation, and Quite honestly I would REALLY like to know what Hitech thinks of his damage model in a comparitive way to that of Il2.
I think That many here are very eager to make Aces High the best online sim out there, but thier voice is not the one creating the product that we play.
HTC I ask you to please tell us.. the players.. How you view your current system of Damage modeling, and not as a Flamefest, but rather a comparitive discussion of what you Like/Dislike with the current system that Il2 uses and if you see their way of simulating damage as something you would like to create eventually.
