Author Topic: For Pyro AHII Gunnery  (Read 3650 times)

Offline Suave

  • Gold Member
  • *****
  • Posts: 2950
For Pyro AHII Gunnery
« Reply #45 on: May 19, 2003, 07:42:52 PM »
Ok Kweassa, as long as you concede that the people whining that AH gunnery is "ridiculous" because it doesn't feel right and comparing it to gunnery in a game where gunnery is in fact nerfed and nuetered are straight out of mandoland .

The biggets adversity to aiming would be buffeting from turbulance and propwash . This would be very difficult and complex to model the right way. The game designers could just arbitrarily throw in some buffeting affects when you are following in another planes flight path. But we've been here long enough to know that HTC doesn't do things like that. Call it integrity or call it obsessive compulsion, but they build things from the ground up .
« Last Edit: May 19, 2003, 07:55:17 PM by Suave »

Offline gunnss

  • Nickel Member
  • ***
  • Posts: 632
      • https://grantvillegazette.com/wp/lastname-firstname/evans-kevin-h/
For Pyro AHII Gunnery
« Reply #46 on: May 19, 2003, 11:56:49 PM »
Quote
Originally posted by Batz
You would be hard pressed to melt a barrel but thats not what I'm talking about. Guns and inparticilar wing mounted guns react  with recoil. The longer you hold the trigger down the greater the vibration and the more dispersion. Not to mention the movement of the wing.

A barrel wont melt but the lands and groves my wear down  and will effect the rounds ballistics.


 



Hmm I melted a M60 barrel while I was in the Army and I had to pay for it too. after 2 linked belts running through the "60" the parrel actually sagged.


__________________
Bun-Bun Rules, Ka-Click

Gunns
5,486 HP 110 MPH @500 tons
My other "ride"
http://nmslrhs.org/Photos/photos.php
Alt History, The butterfly made me do it.....
https://grantvillegazette.com/wp/lastname-firstname/evans-kevin-h/

Offline Kweassa

  • Platinum Member
  • ******
  • Posts: 6425
For Pyro AHII Gunnery
« Reply #47 on: May 20, 2003, 01:36:28 AM »
Quote
...comparing it to gunnery in a game where gunnery is in fact nerfed and nuetered are straight out of mandoland


 Incidentally, just which comparative game are we talking about?

 ...

 Suave, m8, every game is arbitrary in its own way. Whatever factors technology allows us to throw in, it is always 'only a game', a simulated event of the real thing.

 'Laws of physics' and what they suggest, is a way to regulate a partial portion of the whole arbitrary situation for the attempt to make it at least coincide with some part of 'reality' as we know.

 In short, 'physics' don't make anything real or trustworthy. If the people who have gripes about gunnery only 'feel' that it is wrong, much the same, the people who advocate current gunnery only 'feel' nothing's wrong with it!

 Simulation, literally, is something recreated to make people 'feel' a certain machine/event/history(etc etc..) at second-hand :) That 'feel' is a powerful thing.

 Thus the problem always inevidently comes to which 'feel' 'feels more right', and thus 'evidence' is drawn up to discuss.

 Physics alone will not explain history(or, 'anecdotal evidence' if you will... ;) ). It would certainly represent a certain factor that contributed to the history, yes, but the "AH uses correct physics as known, therefore, it is correct, and doesn't need to be fixed" argument just won't cut it.

 Therefore, some deveopers would choose to put in artificial regulators which would force the game to give it a feel they think it is right - 'neutering', such as making bullets disappear over 500meters and etc etc.

 Others, would choose to put in more factors previously unnoticed, ignored or deemed unnecessary, and see if the factors can interact better along with the 'physics' part, to recreate something that 'feels' even better. And in my opinion, they succeeded in doing that with IL-2 and Forgotten Battles.  

 ....

 Take out the ammo counters, change the hit sprites realistically, change the DM into something more subtle etc etc.. - as you mentioned, these are not itself gunnery, true. But each of those factors affect it in its own way.

 Let's just pretend AH has gone through all those changes - hey, that's just the very chance to prove the "we're better shots than real pilots" theory, no?

 Since the 'physics' will remain unchanged, "no ammo counters" and "different hit sprites according to shell type/hit distances" won't stop the 'experienced' from still taking long range shots, right? The physics would suggest the possibility is always there, even if other factors would act to lower the probability - if AH gamers are that skilled, those puny changes won't effect the player's terrific marksmanship!

 ....



 Or.. maybe not?




 ...

 Nobody's asking the bullets disappear over 500yards or something.  I'm asking other factors be introduced in conjuction with the physics we already have. Turbulence is hard to model? Fine. Forget turbulence. But taking out ammo counters or changing hit sprites is feasible, is it not?

 THAT, would be 'improvement'.

 If those changes still don't bother 500 meter shots(as suggested by your faith in physics), then I humbly rest my case.

ps) while your exempt for the 'mandoland', which derives from nasty attitudes and rude remarks of people arguing what they want, is quite understandable... not all of the people who are not satisfied with what AH currently is, come from that territory.
« Last Edit: May 20, 2003, 01:41:47 AM by Kweassa »

Offline bozon

  • Platinum Member
  • ******
  • Posts: 6037
For Pyro AHII Gunnery
« Reply #48 on: May 20, 2003, 04:32:43 AM »
800-100 yards shots?

1. get your favorite assult rifle (in america I think you can buy one of those in the grocery, showing a note from your mama... :) ). No scope.

2.Go out to an open field or a shooting range. Put a car size target at 800m (about the same crosssection as a plane from dead 6).

3. try to hit it. try it laying down, with support with whatever you like. Shoot one bullet at a time for accuracy.

Did you hit anything?
If you did, sign-up for the olympic team.

over 400-500m all assult rifles are pretty worthless as an aimed weapon, not because it can't reach there, but because you can't aim it there.
try to do the same from a vibrating plane. Just holding your head in the line of the gunsight is a challange even under light G. Add to that that the platform (not the gunmount) is shaking like a gogo dancer.

in AH if the target is perfectly level, I can hit it from 800 yards pretty easily.
Mosquito VI - twice the spitfire, four times the ENY.

Click!>> "So, you want to fly the wooden wonder" - <<click!
the almost incomplete and not entirely inaccurate guide to the AH Mosquito.
https://www.youtube.com/watch?v=RGOWswdzGQs

Offline straffo

  • Persona Non Grata
  • Plutonium Member
  • *******
  • Posts: 10029
For Pyro AHII Gunnery
« Reply #49 on: May 20, 2003, 04:46:53 AM »
Someone said hit sprite are too big in AH ?

http://mezek.valka.cz/texty/filmy/data/utok4.mpeg

http://mezek.valka.cz/texty/filmy/data/utok3.mpeg

From http://mezek.valka.cz/texty/filmy.htm


@Bozon :
it depend also of the plane you fly for exemple :
in a P47 I'm not afraid to open fire on a steady target at 1 to 1.2 K
in a Yak I won't waste my ammo at such target.

Offline Michele

  • Zinc Member
  • *
  • Posts: 3
For Pyro AHII Gunnery
« Reply #50 on: May 20, 2003, 07:29:54 AM »
WTG BOZON!!!

NO MORE PROOF NEEDED!!

Anyway, no range icon below 1k should be an important change!

Ciao

Michele

Offline Midnight

  • Silver Member
  • ****
  • Posts: 1809
      • http://www.brauncomustangs.org
For Pyro AHII Gunnery
« Reply #51 on: May 20, 2003, 08:07:37 AM »
Quote
Originally posted by fffreeze220
Yes but at least u cant tell in IL-2 if u hit for sure or not. If u shooting regulary non Exploding bullets u only see little parts falling of and u cant tell how bad ur hits are.
In AH every bullet that hit u can tell exactly. That should be chnaged. Also in AH only essential parts falling of the plane. I would like to see little fragments come off when u score a hit.


That is one of the biggest reasons poeple fire long range. They can tell if they are hitting you or not. I think even with .50 API, it would be very difficult to see if individual bullets were hitting. Many of them would simply penatrate the A/C skin and not much else would show except a hole (and you wouldn't see the hole from 300 yards)

Long range shooting in AH is just another gamey feature made possible through exact range, unmistakable hit sprites and 0 atmospheric effects.

This is especially true at higher altitudes. Above 10K, you could see constant crosswinds of exceeding 10MPH, above 15, even more. Those winds would have a mjor impact on ballistics at ranges more than a few hundred yards.

Offline bozon

  • Platinum Member
  • ******
  • Posts: 6037
For Pyro AHII Gunnery
« Reply #52 on: May 20, 2003, 09:14:31 AM »
Quote

This is especially true at higher altitudes. Above 10K, you could see constant crosswinds of exceeding 10MPH, above 15, even more. Those winds would have a mjor impact on ballistics at ranges more than a few hundred yards.


? ?

the planes are moving with the chunk of air, it is stationary to them unless there's a speed gradient to the wind.

do you mean windspeed fluctuations? please explain.
Bozon
Mosquito VI - twice the spitfire, four times the ENY.

Click!>> "So, you want to fly the wooden wonder" - <<click!
the almost incomplete and not entirely inaccurate guide to the AH Mosquito.
https://www.youtube.com/watch?v=RGOWswdzGQs

Offline SKurj

  • Gold Member
  • *****
  • Posts: 3630
For Pyro AHII Gunnery
« Reply #53 on: May 20, 2003, 09:29:56 AM »
wind does affect shots...   I can't say for sure if it affects aircraft guns in AH, but it sure affects Tank rounds.


But think for a moment... how fast does the round travel 500 yrds...  how much effect do you expect a 10mph wind to have?  I'd think the bullet's path would only change very minimally, maybe a couple feet from straight and true at the most..


SKurj

Offline BenDover

  • Platinum Member
  • ******
  • Posts: 5803
For Pyro AHII Gunnery
« Reply #54 on: May 20, 2003, 09:45:57 AM »
They do effect aircraft guns, but only below a certain speed.

Offline BenDover

  • Platinum Member
  • ******
  • Posts: 5803
For Pyro AHII Gunnery
« Reply #55 on: May 20, 2003, 09:47:45 AM »
straffo, those are explosive rounds.

Offline 2Hawks

  • Nickel Member
  • ***
  • Posts: 530
      • http://daniel.clanbaker.com
Bozon, Might I point out:
« Reply #56 on: May 20, 2003, 11:36:59 AM »
Might I point out:

That the U.S. Measurement system is in FEET. FEET Not Meters or Yards. When your talking 800 Yards/Meters your saying place the target 2400 FEET away. Now while it IS possible to hit that target if you account for the drop of the bullet, (I forget the technical term for it) but not for someone who hasn't lived wiht Guns their entire life and much less expect anyone who hasn't touched a gun to be able to hit something like that. Poor comparison in that respect but *Does* go back to the argument of practice. The more you shoot, the better you get. Only N00bs cry about getting nailed when they are trying to flee. :)

Further, I keep seeing ppl relate Aces High to IL2. If IL2 is such a superiour game then why are you Master-Debating the lack of similar features in AH? Could it be the _gameplay_ which is HTC's actual product? I would think so, otherwise I would go back to MSCFS, or some other such cold lonesome, single to 8 person AI-Driven realms that is nothing like a virtual world.

Let me know when you get on some night, I would love to meet you in the DA. :)

2Hawks

Offline Furious

  • Gold Member
  • *****
  • Posts: 3243
For Pyro AHII Gunnery
« Reply #57 on: May 20, 2003, 01:49:26 PM »
Quote
Originally posted by Michele
WTG BOZON!!!

NO MORE PROOF NEEDED!!

Anyway, no range icon below 1k should be an important change!

Ciao

Michele
Bozon gave us an anecdotal question.  

THERE WAS NO PROOF SHOWN!!  Keep reaching, though.


Bozon,
why not at least make it an apple to pear comparison.  Use a plane sized target and a tripod mounted 50 cal.  I found it easy enough to hit a raft sized target bobbing up and down on the ocean from 500+ yds away within the first 10 rounds.


... On the chart I have of the Fw190a8 armement installation the Mg151/20 are shown to be harmonized with the sighting line at 550m (601yds) with crossover at 600m/800m/900m (656yds/874yds/984yds).  Seems someone thought it was possible to hit something over 300m away.

Anyone claiming to consistently get kills in AH at 900+ is full of crap.  It does happen, but its pretty rare.  Hell, I don't even remember the last time I was killed from that far out.  If you let someone 800+ away from you shoot you down, you deserved it.


F.
« Last Edit: May 20, 2003, 01:53:38 PM by Furious »

Offline Suave

  • Gold Member
  • *****
  • Posts: 2950
For Pyro AHII Gunnery
« Reply #58 on: May 20, 2003, 01:58:23 PM »
Bozon you're trying to compare assault rifles with 30cal and larger machine guns .

I've hit 800m targets with machine guns in real life. In fact anybody who qualified with the m60 in the us army has, it's not a big deal.

As for the m2 50cal, the one on the m3 halftrack, it's max effective range on point targets is 2,000 yard . It's maximum range is something like 7,500 yards . The Japanese, and soviet 12.7mm mgs perform just as well if not better .
« Last Edit: May 20, 2003, 02:08:35 PM by Suave »

Offline Suave

  • Gold Member
  • *****
  • Posts: 2950
For Pyro AHII Gunnery
« Reply #59 on: May 20, 2003, 02:12:24 PM »
There is crosswind in the ma, and it does affect projectiles . You can play with the wind settings offline and see for yourself .