Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: fullmetalbullet on March 23, 2011, 10:37:34 AM
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Now i know HTC doesn't model engine problem, but wouldn't taking a tiny piece of debris damage the turbines of the 262s delicate engines?
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What debris?
We do a thorough FOD check before each sortie.
wrongway
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Well, if your plane is to close to an explosion in can damage your a/c engine. 30mms can damage your engine as well if you hit a target to close to your nose. These are in prop planes of course.
With a jet engine taking damage from a blown up plane id give this a +1
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Well, if your plane is to close to an explosion in can damage your a/c engine. 30mms can damage your engine as well if you hit a target to close to your nose. These are in prop planes of course.
With a jet engine taking damage from a blown up plane id give this a +1
that's what i mean. i was in a set of B-17s over strats, and got chased down by a 262. puffy ack popping all around. and a ack round bursts right in front of his plane, and i was thinking hmm foreign debris sucked into a jet engine should damage the engine. but no smoke came from his plane. so i wonder does this happen in the game and he didn't lose an engine because of lag. or did HTC not model damage of jet engines via foreign object ingestion?
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Now i know HTC doesn't model engine problem, but wouldn't taking a tiny piece of debris damage the turbines of the 262s delicate engines?
The 262 engines were only good for 10 hours. Shortages made them sandwich aluminum and carbon steel if I remember correctly.
Thr radials were the best for ground/low level sorties.
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If we model damage to jet engines than we need to model damage to prop engines. A peace of debris (or a bullet) can hit your prop blade causing extreme vibration, or if it hits your engine you can lose a few cylinders (not the whole engine) causing a partial loss of power. All this would be to hard to mode, and modeling it partially is not good either.
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If we model damage to jet engines than we need to model damage to prop engines. A peace of debris (or a bullet) can hit your prop blade causing extreme vibration, or if it hits your engine you can lose a few cylinders (not the whole engine) causing a partial loss of power. All this would be to hard to mode, and modeling is partially is not good either.
Agreed
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If we model damage to jet engines than we need to model damage to prop engines. A peace of debris (or a bullet) can hit your prop blade causing extreme vibration, or if it hits your engine you can lose a few cylinders (not the whole engine) causing a partial loss of power. All this would be to hard to mode, and modeling it partially is not good either.
i wasnt saying they should. i just thought of asking if they modeled it into the game. thats all
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i wasnt saying they should. i just thought of asking if they modeled it into the game. thats all
cc
No, I don't think they modeled it.
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If we model damage to jet engines than we need to model damage to prop engines. A peace of debris (or a bullet) can hit your prop blade causing extreme vibration, or if it hits your engine you can lose a few cylinders (not the whole engine) causing a partial loss of power. All this would be to hard to mode, and modeling it partially is not good either.
it's not "hard to model"...the problem is such events are variables that could cause random damage...meaning any number of things could happen under the circumstances and when it comes to damage, i have been told that hitech doesn't want to do random.
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it's not "hard to model"...the problem is such events are variables that could cause random damage...meaning any number of things could happen under the circumstances and when it comes to damage, i have been told that hitech doesn't want to do random.
Nothing is random, it's physics. Bullet is fired from one spot at the certain speed speed, altitude, and distance, it hits the prop (or what ever) at a certain spot, bases on that specific prop, and speed that it's moving at it might simply depart the airplane (and hit something else on it's way) or just take damage.
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auto puffy ack seems pretty random.
it's based on an imaginary hit probability box based upon the aircraft's speed. no?
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Nothing is random, it's physics. Bullet is fired from one spot at the certain speed speed, altitude, and distance, it hits the prop (or what ever) at a certain spot, bases on that specific prop, and speed that it's moving at it might simply depart the airplane (and hit something else on it's way) or just take damage.
I have seen a Jetstar business jet suck two large geese through it's engines at takeoff and it was fine after.
I have also seen much smaller debris shred a J-79 on an F-4 which is a MUCH more robust design. Alot of it
seems to be the luck of the draw.
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I have seen a Jetstar business jet suck two large geese through it's engines at takeoff and it was fine after.
I have also seen much smaller debris shred a J-79 on an F-4 which is a MUCH more robust design. Alot of it
seems to be the luck of the draw.
I'm sure there is an explanation for everything you described. Nobody just cares enough to do an investigation, you would have to tear down the engine either way.
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that's what i mean. i was in a set of B-17s over strats, and got chased down by a 262. puffy ack popping all around. and a ack round bursts right in front of his plane, and i was thinking hmm foreign debris sucked into a jet engine should damage the engine. but no smoke came from his plane. so i wonder does this happen in the game and he didn't lose an engine because of lag. or did HTC not model damage of jet engines via foreign object ingestion?
It is modeled That is called getting hit by ack. Either you are hit or not. It shouldn't matter if a piece of steel hits a prop or a jet It is going to eff crap up.
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It is modeled That is called getting hit by ack. Either you are hit or not. It shouldn't matter if a piece of steel hits a prop or a jet It is going to eff crap up.
Right next to the puff, yes, but those fragments quickly slow down to the point where they don't have enough KE to do much damage by themselves. The game doesn't model every little fragment or what happens to them outside the effective damage radius of the ack burst, but they have to go somewhere. At 300mph one little free-falling fragment might crack the canopy or ding the airframe if you happen to run into it, but that's not enough velocity for it to do serious damage. If it gets into the jet engine, it's another matter, because the turbine has its own kinetic energy which is why something like a pigeon can shred one on a bad day. I don't know what would happen if your prop hit it; it doesn't take much to cause a nasty vibration, but a prop is going to be sturdier and slower-moving than a jet turbine.
I would imagine the same holds true for empty brass: it isn't going to hurt the airframe if you run into it, but it could be serious trouble for a jet engine.
However, I don't think the game suffers for lack of modeling the pure bad luck of flying into very scattered debris.
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Nothing is random, it's physics. Bullet is fired from one spot at the certain speed speed, altitude, and distance, it hits the prop (or what ever) at a certain spot, bases on that specific prop, and speed that it's moving at it might simply depart the airplane (and hit something else on it's way) or just take damage.
there is your randomness right there...projectile hitting a prop blade does not have an exact result...the result is a random event.
ever notice that hits produce either exact damage or none at all? hit the top of a cylinder head with a .30 cal round, depending on velocity and angle of deflection, it may nor may not cause damage to the engine...if it deflects, it could exit the cowling, or bounce around inside the compartment, maybe hit a fuel line or wire...whatever it hits while it's bouncing around, it may or may not cause damage...that is the randomness.
just from my observation, an engine hit produces 1 of 2 results...oil leak, or engine dies...no engine fire, no rough running from a blown cylinder, no electrical malfunctions.
maybe random was the wrong word to use...perhaps variables would have been proper...there aren't a lot of variables to the damage system. that sound better?
perhaps a wish for more extensive damage variables is in order...broken gun sight, damaged gauges, engine fire, electrical malfunction, prop damage, etc...etc..etc..