Author Topic: For Pyro AHII Gunnery  (Read 3558 times)

Offline Furious

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For Pyro AHII Gunnery
« Reply #90 on: May 25, 2003, 05:59:19 PM »
Hey Clouds, I don't care.  Having 5 or more years experience in video games means nothing to me.

If you are presented with the answers to your questions and then continue to ask the same questions, you may very well have a comprehension problem.  Either that or you are intentionally being obnoxious.

Anyway, read my signature and you will see how much I am bothered by what people write about me.

Offline BenDover

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« Reply #91 on: May 25, 2003, 07:35:34 PM »
which thread was that one from?

Offline Karnak

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« Reply #92 on: May 26, 2003, 01:24:34 PM »
I have been thinking about the air-to-air gunnery issue and have come to the opinion that in order for AH to move to the next level sim wise the effects of turbulance and gun recoil on the mounting point need to be simulated or faked.

The change is just as important as the correction in energy bleed that was done in AH v1.04.

Air-to-air gunnery needs more of the real world complexity modeled.
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Offline clouds

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For Pyro AHII Gunnery
« Reply #93 on: May 26, 2003, 07:27:51 PM »
Some things I havent yet seen in any combat flight sim are:

1) contrails
2) a functioning rear view mirror in Hurricanes and spits
3) a windshield opacization due to the oil leackage from a damaged engine
4) an airplane hiding between me and the sun
5) the flames coming from the exaut pipes during the night flight
6) wingtips red and green light
7) landing gear beams for the night land
8) more postations allowed in bombers not only a pilot and a gunner so the permission to carry more than 2 persons aboard.
9) mechanicals faults and guns bloching.
10) aircrafts lined up besides a runway waiting for pilots while a strike force is coming on the field.
11) a not unlimited number of fighters and bombers allowed on each field like if any field could be a McAir shop (like today it is)
12) the fighters and some bombers can roll on the grass as well as on a runway so what does the runways represents ?
13) a SAR force (on the ground as well as on the sea) to save chuted pilots bringing them to the nearest field

I think these things could bring some realism more in any simulator, don't you ? ;)
« Last Edit: May 26, 2003, 07:50:24 PM by clouds »

Offline Suave

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« Reply #94 on: May 26, 2003, 07:56:53 PM »
I've never seen 9 and 13 in any sim, but some of those items have been modeled in sims since the 1980s .

Offline BenDover

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« Reply #95 on: May 26, 2003, 09:00:27 PM »
I've seen: 1,3,4,8,9 in b17 2

Offline Seeker

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« Reply #96 on: May 27, 2003, 05:34:02 AM »
Air Warrior had:

2) a functioning rear view mirror in Hurricanes and spits

8) more postations allowed in bombers not only a pilot and a gunner so the permission to carry more than 2 persons aboard.

9) mechanicals faults (but it was hated and not very good)

11) a not unlimited number of fighters and bombers allowed on each field like if any field could be a McAir shop (like today it is)


4) an airplane hiding between me and the sun  (I think AW had this, can't remember; but in any case it's already a feature of AH)

Offline type_char

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For Pyro AHII Gunnery
« Reply #97 on: May 27, 2003, 05:38:15 AM »
HTC will have to model a thumb and provide a key for activating it. The thumb button in these cases.

Offline BenDover

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« Reply #98 on: May 27, 2003, 08:07:39 AM »
I think that would be confusing.

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Offline clouds

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For Pyro AHII Gunnery
« Reply #99 on: May 27, 2003, 09:45:22 AM »
I'm sorry m8s.

What I was intended is an online combat flight simulator and not  a simple combat flight simulator.

So apply that points to an online flight sim.

Maybe only IL2 have some of those specs implemented but it is still a limited online flight sim and maybe some others have WW2online.

However the best of all WW2online have is the range icon representation that make the icons showing up and take consistence if you are looking for more seconds in a fixed direction (without distance numbers changing obviously).
« Last Edit: May 27, 2003, 09:52:22 AM by clouds »

Offline Batz

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« Reply #100 on: May 27, 2003, 10:53:24 AM »

Offline hitech

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For Pyro AHII Gunnery
« Reply #101 on: May 27, 2003, 11:59:58 AM »
Just some notes on gunnery what is and isn't modeled.

1. Wind is modeled. Wind in fighter gunnery realy has no effect , the resone for this is that both target and shooter are also moving with the wind, so in a steady state wind ( which in the real world is the case most of the time unless you are at low alt.) shooter,bullet,target are all effected the same amount with the wind. and every thing looks the same in relation to eachother.

2. Altitude effects the gun ranges do to low densities.

3. Gun recoil is modeled, along with some random dispersion to account for turbulance and gun consitancy. Test it with .target .

  A large  Missconception is that dispersion makes gunnery harder at long ranges, it acctualy helps you in getting a lucky hit.

4. All icon ranges are in yards.

5. Big misconception is there are a lot of players who can get kills a lot at longer ranges. Funny thing about this, it's always some one else, ask yourself at what range can you get kills at regularly. Most people are like you.

6. Ask a newbie, say with 1 month of playing, he already has more combat experiance than almost all WWII vets how well he can shoot.

HiTech

Offline Suave

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« Reply #102 on: May 27, 2003, 01:19:30 PM »
Quote
Originally posted by hitech
Just some notes on gunnery what is and isn't modeled.

1. Wind is modeled. Wind in fighter gunnery realy has no effect , the resone for this is that both target and shooter are also moving with the wind, so in a steady state wind ( which in the real world is the case most of the time unless you are at low alt.) shooter,bullet,target are all effected the same amount with the wind. and every thing looks the same in relation to eachother.


Yeah well it's pretty annoying when you're trying to kill tanks with rockets :mad:
Quote

4. All icon ranges are in yards.


I had just allways assumed it was meters, learn something new everyday.

Offline MANDOBLE

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For Pyro AHII Gunnery
« Reply #103 on: May 27, 2003, 01:55:24 PM »
Is dispersion dependant on constant firing time, that is, long bursts? AFAIK, a "cold" gun will be more accurate than a reheated one.

Offline bfreek

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« Reply #104 on: May 28, 2003, 12:53:13 AM »
OIO is correct.  Einstien not needed to figure that out.