Author Topic: relationship between FR and hits??  (Read 504 times)

Offline Wlfgng

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relationship between FR and hits??
« on: April 14, 2003, 04:38:18 PM »
just wondered if there is a relationship between FR and the number of hits one gets..
saw a thread on AGW where in the 'other' sim it does...

same here?  HT?  anyone?

Offline AKS\/\/ulfe

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relationship between FR and hits??
« Reply #1 on: April 14, 2003, 04:43:34 PM »
Depends, I'm not quite sure what you are talking about.

You mean when you are getting hit? Highly unlikely, the person who is nailing you is doing the damage computation on his FE and is sending you the information of what's damaged for your FE to break off.

Only way you could suffer a FR slowdown would be from wav file overload (the wav file for the hit sounds is >200kb and is played 5000 times in a second), or.. actually I'm pretty sure that's the only way.

If you mean on your FE when you are dealing the damage, it's entirely possible using a highly detailed damage model that has to do a lot of calculations/second to compute the damage being done. Good example of this is in FB using the Hurri MkIIb, it has 12 .303 MGs which have a very high ROF. This leads to a LOT of calculations for (supposedly) each round and how it's effecting the plane it's hitting.

I get terrible slow downs when using the Hurri IIbs to attack He111s.
-SW
« Last Edit: April 14, 2003, 04:50:23 PM by AKS\/\/ulfe »

Offline Wlfgng

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relationship between FR and hits??
« Reply #2 on: April 15, 2003, 09:02:57 AM »
word is from AGW that if a person has a FR of less than 25 (or something like that) then they start losing hits.. (on the nme)

they taxied up to a hangar.. point blank.
fast FR = 100% hits..
slow FR = way less.. sometimes down to single digits

wtf widat???

Offline Eagler

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relationship between FR and hits??
« Reply #3 on: April 15, 2003, 10:03:00 AM »
then why was shane able to kill when his fr was in the teens and single digits?

good computers/jsticks & connections help (usually those of us who need as much help as possible)  but they ain't everything
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Offline Wlfgng

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relationship between FR and hits??
« Reply #4 on: April 15, 2003, 10:28:45 AM »
we're talking about a different game here..
I was wondering if AH had the same issues.. aparently not.

Offline Siaf__csf

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relationship between FR and hits??
« Reply #5 on: April 15, 2003, 12:16:36 PM »
Quote
Only way you could suffer a FR slowdown would be from wav file overload (the wav file for the hit sounds is >200kb and is played 5000 times in a second), or.. actually I'm pretty sure that's the only way.


Rofl!

Hint: 1/s = Herz

Offline AKS\/\/ulfe

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relationship between FR and hits??
« Reply #6 on: April 15, 2003, 01:01:22 PM »
Hint: Sound cards do sound file processing and have limited throughput to them.
-SW

Offline Wlfgng

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relationship between FR and hits??
« Reply #7 on: April 15, 2003, 03:11:45 PM »
check this out.. woah
FR problem on AGW

Offline Furball

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relationship between FR and hits??
« Reply #8 on: April 15, 2003, 03:52:14 PM »
i recently got a new computer and i find AH much easier. before with FR about 15. i got a k/d ratio of around 3.8.  With a new computer last tour i got a k/d ratio of 25 (i was working on it last tour ;)) and this tour flying back as i usually do im getting around 6.8 -7

Made a huge difference going from PIII 500mhz 32mb graphics card to XP2600+ 128mb ATI.  I find the difference is not in the hit's i get, but aiming is much easier
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Offline Wlfgng

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relationship between FR and hits??
« Reply #9 on: April 15, 2003, 04:18:26 PM »
same here.. got a hot-rod computer now I'm better at almost all my Sims'      anything that stops stuttering graphics is an improvement..

but this thing in WB (described on AGW) blows me away.
I can hardly believe it works like that.

I was curious, in my  original post, whether AH had any such issues.   my guess/hope is no