Author Topic: 8 or more kills per sortie  (Read 1073 times)

Offline dedalu

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8 or more kills per sortie
« on: December 31, 2002, 07:40:16 AM »
Hello guys,

I'm impressed with the high kills/sortie ratio. I don't know if I'm correct but I think that 8 or more kills per sortie is very much and that denotes an easy gunnery system... rools and hard manouvers are too easy to target in AH (and the veterans aren't using tracers to do that! :eek: ).

Would be good add more physics effects. The first one, like in the fisrtest ah's versions (I'm wrong?), is make the pilot "dance" with inertia.

Cya.

[], Dedalu

P.S.: I think easy get 5 or 6 kills with my p47d-25; but I don't like it. ;)

Offline janneh

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8 or more kills per sortie
« Reply #1 on: December 31, 2002, 08:00:37 AM »
Those 8+ kills could come from vulching, re-arming and then there is small punch of guys who really get those kills without eitner.

With patience it's not so unusual to achieve 5+ kills in a jug, lots of effective guns & plenty of ammo. I don't have that patience, tho :)

Offline dedalu

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8 or more kills per sortie
« Reply #2 on: December 31, 2002, 08:18:47 AM »
Quote
Originally posted by janneh
With patience it's not so unusual to achieve 5+ kills in a jug, lots of effective guns & plenty of ammo.


That's the problem... gunnery is too effective in AH; so... if you have 3400 bullets... :eek:

The comment about my kills was only to avoid other arguments that we know.

Offline Revvin

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8 or more kills per sortie
« Reply #3 on: December 31, 2002, 08:27:59 AM »
If you fly a plane that traditionally had high cannon capcity like the P47 you can sometimes get 8 kill sorties if you vulch a field but by far the majority of those large kill counts you see come from pilots extending their sortie by landing and using hte re-arm and re-fuel pads. Gunnery being too effective in AH stems from a myth from another board :rolleyes:

Offline Ecliptik

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8 or more kills per sortie
« Reply #4 on: December 31, 2002, 07:17:03 PM »
Not counting any times where I vulched, I've gotten 8 kills in a sortie only once, in my P-38, and I reloaded once.  I can never seem to get more than 6 kills in one flight, and that's if I'm having a good gunnery day.

I don't think there is anything wrong with gunnery or lethality in the MA.  My bellybutton has been saved several times by my opponent's poor gunnery.

Here's a good example of a fight where I thought I was surely going to be killed, in at least two instances, but survived and made my attacker pay for his inaccuracy.

It only reinforces my belief that gunnery comes before ACM skill in a fight.  ACM makes things easier, and it helps you survive, but it's your gunnery that wins the battle.


http://www.ecf.utoronto.ca/~wilson/ShouldHaveDied.ace

Offline BenDover

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8 or more kills per sortie
« Reply #5 on: December 31, 2002, 11:48:02 PM »
what the balls is a .ace file?

My ah film files are .ahf

Offline Innominate

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8 or more kills per sortie
« Reply #6 on: January 01, 2003, 12:54:00 AM »
1. AH pilots have disgusting amounts of trigger time, FAR more than any ww2 pilot.
2. The difference in skill between the average pilot, and the "above average" pilot is HUGE.
3. The vast majority of pilots also don't bother trying(too hard) to stay alive, making themselves easy targets.

Most ww2 pilots could probably count the number of times they shot at an enemy plane on thier hands, a few might need toes.  The rest were the best of the best.

In AH I've shot at THOUSANDS of planes.
« Last Edit: January 01, 2003, 11:38:15 AM by Innominate »

Offline Suave

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8 or more kills per sortie
« Reply #7 on: January 01, 2003, 04:11:56 AM »
Gunnery is not too easy in fact gun ranges in AH are shorter than real life . 30cal bullets don't disappear at 800 meters in real life, they keep on truckin' .

Maybe you have become accustomed to games where the bullets vanish at even shorter ranges . Or maybe you're basing your judgment on anectdotal information you've read in real life accounts of pilots who would only fire when their windscreen was filled with enemy airplane .

You can't go wrong with logic.
It's simple, if simulated bullets are occupying the same virtual space a simulated airplane.. well you know the rest .

Offline meddog

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Aerial Gunnery
« Reply #8 on: January 01, 2003, 11:44:08 AM »
I will be the first one to admit my aerial gunnery skills are lacking. I don't know how many times I missed a kill that should have been one because I screwed up the gunnery.  maybe someone can teach me
Yes I know I suck, other wise youuuuu would be dead so stop bragging.

Offline Toad

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8 or more kills per sortie
« Reply #9 on: January 01, 2003, 12:33:53 PM »
Anyone here have a fighter gunnery % of 100%?  No?

How about 50%?  No?

Probably some 25% 'ers, then, right? Ah, I see a few hands.

How many are consistently 15% or better?

I'd wager the VAST majority of the player base is under 10% in fighter hit percentage. Is that "too easy"? I don't know; that's a judgement or "gameplay" call for the folks that run the game.

I think you get my drift. For most of us, firing 100 rounds and getting 15 hits on a consistent basis would be an exceptional gunnery % that we'd brag about.

So in the above mentioned example of an aircraft with 3400 rounds available, a 15% sortie would net you 510 hits.

Now should 510 hits bring down 8 aircraft? I don't know. I'd say it depends on where you hit them. 8 different rounds through the back of 8 different pilots heads would sure do it.

510 rounds through one tailwheel wouldn't.

In short, I have no problems with the guns, especially since ballistic computation is a pretty "known" science and one that computers are particularly suited to perform.

On the other hand, damage models are and always will be subjective.

Just my .02.
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Offline Ecliptik

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8 or more kills per sortie
« Reply #10 on: January 01, 2003, 04:15:27 PM »
Quote
what the balls is a .ace file?


It's a compressed file, like zip file.  Winace is an excellent program.

Here's the uncompressed file.

http://www.ecf.utoronto.ca/~wilson/ShouldHaveDied.ahf

Offline F4UDOA

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8 or more kills per sortie
« Reply #11 on: January 01, 2003, 04:33:20 PM »
Dedalu,

The biggest problem with request to make either the flight model, gunnery model or torque more difficult is the belief that it was surely more difficult to fly these A/C than it could possibly be represented in AH or any other video game/simm.

This is a myth. Here are a few easier things than you might think.

1. Visual identication of A/C is actually easier in real life.

2. Ever fire a long rifle? Hitting targets at 300yards is pretty easy. Firing a thousand rounds per minute from a .50cal your bound to hit something.

3. Ever fly an A/C? It's easier than driving a car. I have approx 16 hours of stick time logged and one hour at AirCombat USA. Dogfighting or at least the Geometry of the dogfight is right on with AH. The A/C I flew was very responsive with good e retention and the acceleration and climb could really be felt in the seat of your pants.

4. The myth of torque and wild stalls and stabilty. The F4U has the worst reputation of just about any WW2 A/C for killing pilots. Reading Jeffery Ethells, The Old Fly Machine Company or the Experamental A/C Socioty would tell you it was "docile" in the stall and a joy to fly arobatics and that torque can be trimmed out easily. Remember we have unlimited lives to learn to fly these virtual machines. Real life piolts only had one chance.

This is what I think is harder in real life.

1. Pulling G's hurts real bad. Try pulling 4 to 5 G's through a 5 minutes dogfight and you will want about 6 asprin and a nap. At least I did.

2. Engine management was allot harder when you had to worry about MAP, engine temp, fuel mixture, cowl flaps, carburator air temp etc. This is not modelled in AH. I wish it was but we would need two keyboards for all the keymapping. Oh well.

So just because you read it is easy doesn't mean it's not realistic.

Offline AKDejaVu

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8 or more kills per sortie
« Reply #12 on: January 01, 2003, 04:45:34 PM »
I kind of think of it this way...

Remember the first 5-10 times you shot at someone in AH?  How did you do?

That is more than most WW2 pilots ever did.

AKDejaVu

Offline GRUNHERZ

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8 or more kills per sortie
« Reply #13 on: January 01, 2003, 05:39:35 PM »
Getting some 8 kills not really that hard, I can do that often enough in a Bf109G6 using only 1 20mm with 150 rds and 2 13mm with 600rds - then have to land with 30-40 cannon and 200 mg left because I run out of gas. I average maybe 10-15% gunnery overal I think with that setup. But I tend to get close, real close for the 8 kill sorties.

I dont mind, seems this was possible to do in RL with similarly armed Bf109s.

F4UDOA I still dont think precision hunting/sniper rifles fired from a bench or prone or anyhow not moving or vibrating are a good comparison to rapid fire MG fired from a dynamic shaking mount such as a WW2 fighter.

Offline Shiva

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8 or more kills per sortie
« Reply #14 on: January 01, 2003, 05:48:20 PM »
Quote
Originally posted by F4UDOA
4. The myth of torque and wild stalls and stabilty. The F4U has the worst reputation of just about any WW2 A/C for killing pilots. Reading Jeffery Ethells, The Old Fly Machine Company or the Experamental A/C Socioty would tell you it was "docile" in the stall and a joy to fly arobatics and that torque can be trimmed out easily. Remember we have unlimited lives to learn to fly these virtual machines. Real life piolts only had one chance.


And this can't be overstressed. The Corsair was called the 'Ensign Eliminator' becase, back before the little stall plate was attached to the wing, it would do some very ugly things if you made a mistake while you were a) low, b) slow, and c) had lots of garbage hanging out in the airstream (like gear and flaps) that meant you required lots of power to change either of a or b.  How well did you do the first couple of times you tried to land on a carrier? And all you were doing was trying to put the plane down on the deck; you didn't have to watch the engine controls, fly the plane, and watch the LSO to follow his directions.

Quote
Remember the first 5-10 times you shot at someone in AH? How did you do?

That is more than most WW2 pilots ever did.


If I am remembering the statistic correctly, the average lifespan for a WWI pilot once they entered combat was 15 minutes. Think of all the famous aces from WWI who flew for years, and then consider how many pilots had to die in the first few seconds of an engagement for the average to be that low.

I see people squeaking about how they're flying a bomber formation and someone in a fighter makes one pass on them, and suddenly two if not all three of their planes are going down. There may have been, and still are, bugs in the way damage to bombers is modelled, but I saw the exact same screaming in both Warbirds and Air Warrior about fighters making one-pass kills, and how no B-17 ever went down in one pass from a single fighter in WWII unless they completely blew away the cockpit. Well, ignoring the fact that that claim is false-to-fact, what they're not seeing is that the people making these one-pass kills have been attacking bombers for years, making mistakes and getting shot up when they do. They've learned what works and what doesn't. During WWII, except for a few rare experten, most of the fighter pilots attacking bomber groups were lucky if they had as much as an hour of actual combat time. You either didn't make a mistake bad enough to keep you from getting home, or you died; you didn't have the chance to get 'killed' fifty, a hundred, even two hundred times figuring out the best way to attack a bomber.

And that's one of the things that makes AH -- or any air-combat simulation -- inherently unrealistic. People get shot down, and it's nothing more serious than a statistic; they (hopefully) learn from what they did wrong, take off again, and dive back into the fight. That's why the people who run places like Air Combat USA say that their customers who have played air-combat sims do better, and why the military is so gung-ho on training programs like Top Gun and Red Flag, and on developing simulators to let pilots make their stupid mistakes on the ground where they're safe. It may take orders of magnitude more repetitions to beat the lesson through your head if you only experience it in a simulation, rather than in combat, but you're not betting your life in a simulation. This is why the average AH player will find a lot more people playing AH who are better than they are than they would in the same situation in the USAAF, Luftwaffe, RAF, or VVS -- pilots don't die finding out they made a mistake.