Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: TheDudeDVant on October 15, 2011, 01:51:41 PM

Title: What are we going
Post by: TheDudeDVant on October 15, 2011, 01:51:41 PM
to have to do to get rid of or update our Air Warrior Puffy Ack (AwpA). I only call it AwpA b/c it is just like that ack of ages ago.. Random puffs and boom.. I guess it's HTC paying homage to the late great Air Warrior.. I can only guess Air Warrior holds a special place in Hitech's special place.  I can think of no other reason why Aces High ack is just like AwpA..  :old:
Title: Re: What are we going
Post by: titanic3 on October 15, 2011, 01:56:16 PM
I say reduce the hit percentage of puffy ack to 1%. It's a game, we want to fly and get killed by real players, not some random number generator.
Title: Re: What are we going
Post by: gyrene81 on October 15, 2011, 02:20:43 PM
<snicker>  reduce speed to decrease the chances of getting hit
Title: Re: What are we going
Post by: Seanaldinho on October 15, 2011, 02:36:15 PM
or fly at 2999 feet AGL  :ahand
Title: Re: What are we going
Post by: Slash27 on October 15, 2011, 02:37:46 PM
<snicker>  reduce speed to decrease the chances of getting hit
And put it on auto. Try and evade and you're a dead man. And forget trying to hide behind that mountain.
Title: Re: What are we going
Post by: pervert on October 15, 2011, 02:58:52 PM
You can prob guess I am not a big tank fan but kinda annoys me that they get so much attention in a game thats supposed to be about air combat and nothing has really been changed or improved with the puffy ack.

Same goes for cliche damage modelling I got 8 sorties ended from rad hits on 190d in a row, less tanks more sorting out the annoying parts of the game. While I'm at it PWs so when you get slower it induces a PW how does that work??  :bhead
Title: Re: What are we going
Post by: CAP1 on October 15, 2011, 03:18:23 PM
i never seem to have trouble flying lancs through it. including over hq.
Title: Re: What are we going
Post by: B-17 on October 15, 2011, 03:20:38 PM
Same. That and B-17s :D I shoot the shells before they hit me :P
Title: Re: What are we going
Post by: MK-84 on October 15, 2011, 03:37:06 PM
Same. That and B-17s :D I shoot the shells before they hit me :P

I hope you're joking
Title: Re: What are we going
Post by: Ack-Ack on October 15, 2011, 03:42:25 PM
The only thing that needs to be changed for the puffy ack is fixing its ability to track and fire targets on other side of mountains.

ack-ack
Title: Re: What are we going
Post by: Lusche on October 15, 2011, 03:57:27 PM
We had much more puffy ack for many years. It has already been reduced.  :old:
 
Title: Re: What are we going
Post by: SEraider on October 15, 2011, 04:05:48 PM
We had much more puffy ack for many years. It has already been reduced.  :old:
 

Reduce it more.  It's needless.
Title: Re: What are we going
Post by: CAP1 on October 15, 2011, 04:11:55 PM
Reduce it more.  It's needless.

 it adds to the immersion when in bombers, over target, in the bombsight, hearing it go off only a couple hundred yards away....or when i take an occasional hit.
Title: Re: What are we going
Post by: guncrasher on October 15, 2011, 04:13:49 PM
Reduce it more.  It's needless.

actually increase it a bit.  I love vulching as much as the next guy but the current ack doesnt really stop many from deacking a field.  as for the cv ack.  just bring a buff and sink the cv, only the fighters seem to be affected by it.

semp
Title: Re: What are we going
Post by: FLS on October 15, 2011, 04:19:45 PM
Somebody posted a link recently to an 8th AF document about flak in WW2. Most of the 8th AF fighter losses were to flak. Most were machine gun and light cannon i.e. 37 and 20 mm but it also mentioned first shot fighter kills at 20000 - 28000 ft from German 75mm guns and stated that the American 3" flak was even more accurate than the German.

In other words our puffy ack is an accurate representation of flak in WW2.
Title: Re: What are we going
Post by: B-17 on October 15, 2011, 04:21:36 PM
Is it possible to increase how much puffy ack is fired at us? Over a CV, for example?
Title: Re: What are we going
Post by: TheDudeDVant on October 15, 2011, 05:20:47 PM

reminds me of that first airwarrior cd i bought.. was a p38 mission in it.. Get the ackack before it gets you! or something.. so you'd be flying along and poof here poof there... you could try to weave.. but sometimes you'd just go boom..   just like our puffy 8)
Title: Re: What are we going
Post by: FLS on October 15, 2011, 05:27:32 PM
The best thing about the puffy ack model is that it combines randomness with a decreased chance of hitting you as your speed and/or G load increases.
Title: Re: What are we going
Post by: lunatic1 on October 15, 2011, 06:17:35 PM
Somebody posted a link recently to an 8th AF document about flak in WW2. Most of the 8th AF fighter losses were to flak. Most were machine gun and light cannon i.e. 37 and 20 mm but it also mentioned first shot fighter kills at 20000 - 28000 ft from German 75mm guns and stated that the American 3" flak was even more accurate than the German.

In other words our puffy ack is an accurate representation of flak in WW2.
--I agree :aok
Title: Re: What are we going
Post by: Ack-Ack on October 15, 2011, 07:09:44 PM
Somebody posted a link recently to an 8th AF document about flak in WW2. Most of the 8th AF fighter losses were to flak. Most were machine gun and light cannon i.e. 37 and 20 mm but it also mentioned first shot fighter kills at 20000 - 28000 ft from German 75mm guns and stated that the American 3" flak was even more accurate than the German.

In other words our puffy ack is an accurate representation of flak in WW2.

It was the same over Japan as well, more B-29s were lost over Japan from AAA fire than from enemy fighters. 
Title: Re: What are we going
Post by: Ardy123 on October 15, 2011, 07:19:27 PM
  as for the cv ack.  just bring a buff and sink the cv, only the fighters seem to be affected by it.

This is actually the problem, its ineffective against serious targets and strangely effective against non-threats. Furthermore, it is usually abused and used as a offensive weapon, to prevent the defenders of a base to have a shot at defending. This is done by bringing the CV oddly close to a field such that the defenders of the field can't get above a certain alt to mount an effective defense.
Title: Re: What are we going
Post by: bj229r on October 15, 2011, 07:28:56 PM
The only thing that needs to be changed for the puffy ack is fixing its ability to track and fire targets on other side of mountains.

ack-ack
that, and figure out why small, nimble, FAST fighters at 15k are more likely to get hit than large, SLOW, bombers at 5k
Title: Re: What are we going
Post by: gyrene81 on October 15, 2011, 07:45:51 PM
that, and figure out why small, nimble, FAST fighters at 15k are more likely to get hit than large, SLOW, bombers at 5k
that information was posted by hitech or skuzzy right here in the general discussion forum on another puffy ack whine last year...there was mention that the faster you go the higher the probability that you will get hit.
Title: Re: What are we going
Post by: Ack-Ack on October 15, 2011, 07:56:28 PM
that information was posted by hitech or skuzzy right here in the general discussion forum on another puffy ack whine last year...there was mention that the faster you go the higher the probability that you will get hit.

Its been explained many times how the acks work but it's always falls mostly on deaf ears.  What people want is not to make the puffy or even field acks more realistic, it's basically to neuter them for one reason or another.

ack-ack
Title: Re: What are we going
Post by: TheDudeDVant on October 15, 2011, 09:51:27 PM
Its been explained many times how the acks work but it's always falls mostly on deaf ears.  What people want is not to make the puffy or even field acks more realistic, it's basically to neuter them for one reason or another.

ack-ack

ni! not for one reason or another.. for the reason i pay to play and shoot YOU and your like down.. Not be shotdown by ai b/c I spent  2.6secs above 3k instead of 2.4secs above 3k.

I am for having all the player manned puffy you can fit on the ship..
Title: Re: What are we going
Post by: MK-84 on October 15, 2011, 09:54:55 PM
     Puffy ack is very much needed.  I agree that it is annoying to be pinged by something that literally is in effect impossible to "dodge" (it's been covered, and there are still ways to minimize the risks, flying slower is NOT one of them) However it helps to prevent certain players who come screaming down on a carrier practically burning up from reentry to bomb it with zero hope  (or cares) of ever pulling out of their dive.  It acts as a minor deterrence, and sometimes may be a minor annoyance.
Title: Re: What are we going
Post by: CAP1 on October 15, 2011, 10:04:56 PM
ni! not for one reason or another.. for the reason i pay to play and shoot YOU and your like down.. Not be shotdown by ai b/c I spent  2.6secs above 3k instead of 2.4secs above 3k.

I am for having all the player manned puffy you can fit on the ship..

uumm...you don't REALLY hafta fly into it ya know.  :old:
Title: Re: What are we going
Post by: TheDudeDVant on October 16, 2011, 02:38:46 AM
uumm...you don't REALLY hafta fly into it ya know.  :old:

oh hell, really??? i don't hafta? u mean i could fly on the other side of the map with possibly no badguys?  man.. you've truly inspired me!  :huh
Title: Re: What are we going
Post by: TheDudeDVant on October 16, 2011, 02:42:02 AM
    Puffy ack is very much needed.

+1
 line the cv with support ships full of batteries of player manned puffy ack!
Title: Re: What are we going
Post by: uptown on October 16, 2011, 06:11:51 AM
I don't mind the ack, that's part of it. But what I do think is crap, is the planes from the boat can fly through it with immunity. That's not the way it works in real life. Ack, puffy or otherwise can not tell who is friendly and who is not. The way it is now, the enemy can grab all the alt and time they need while the defending side can't get above 3k without risking getting blown out of the sky. I'm all for manned ack but the AI stuff... I ain't so hip on.
Title: Re: What are we going
Post by: bj229r on October 16, 2011, 08:05:48 AM
uumm...you don't REALLY hafta fly into it ya know.  :old:
really? Hmmmmm...hadn't considerEd that..... It's the illogical part of it which vexes me. Small, nimble things should be far less likely to be hit than large, plodding things. That, and I NEVER fly over the things, even at 15k, unless I have a mind to bomb it. I've been blown out of the sky by CV puffy that was so far away I couldn't even see any of the ships. But, if that sort of thing is a coading nightmare, so be it.
Title: Re: What are we going
Post by: captain1ma on October 16, 2011, 08:39:21 AM
it can be adjusted in the custom arena's so that you can fly through it with impunity! if that is your wish.
Title: Re: What are we going
Post by: Spikes on October 16, 2011, 08:49:35 AM
it adds to the immersion when in bombers, over target, in the bombsight, hearing it go off only a couple hundred yards away....or when i take an occasional hit.
Too bad it doesn't do a damn thing to bombers.
Title: Re: What are we going
Post by: FLS on October 16, 2011, 09:33:13 AM
really? Hmmmmm...hadn't considerEd that..... It's the illogical part of it which vexes me. Small, nimble things should be far less likely to be hit than large, plodding things. That, and I NEVER fly over the things, even at 15k, unless I have a mind to bomb it. I've been blown out of the sky by CV puffy that was so far away I couldn't even see any of the ships. But, if that sort of thing is a coading nightmare, so be it.

Flying faster decreases the chances of a hit. The ack hits a random spot in a box centered on your aircraft. More speed and more G load makes that box bigger. I expect a bigger target might be able to take more damage.

Title: Re: What are we going
Post by: hitech on October 16, 2011, 10:12:55 AM
I don't mind the ack, that's part of it. But what I do think is crap, is the planes from the boat can fly through it with immunity. That's not the way it works in real life. Ack, puffy or otherwise can not tell who is friendly and who is not. The way it is now, the enemy can grab all the alt and time they need while the defending side can't get above 3k without risking getting blown out of the sky. I'm all for manned ack but the AI stuff... I ain't so hip on.

Just so I am sure I understand this, you are saying you wish your own attack to intentionally shoot at you?

Because it will already damage a friendly if it hits them.

HiTech


Title: Re: What are we going
Post by: Slash27 on October 16, 2011, 10:20:31 AM
This is actually the problem, its ineffective against serious targets and strangely effective against non-threats. Furthermore, it is usually abused and used as a offensive weapon, to prevent the defenders of a base to have a shot at defending. This is done by bringing the CV oddly close to a field such that the defenders of the field can't get above a certain alt to mount an effective defense.
It's no fun when people fight back.
Title: Re: What are we going
Post by: doc1kelley on October 16, 2011, 10:40:44 AM
Just so I am sure I understand this, you are saying you wish your own attack to intentionally shoot at you?

Because it will already damage a friendly if it hits them.

HiTech




Ah HA!  I've stated many a time that I had been hit by friendly ACK and everybody would tell me that I was just drinking too much.  Thank you Dale for clearing my name and sordid reputation. :D

All the Best...

   Jay
Title: Re: What are we going
Post by: CAP1 on October 16, 2011, 11:29:50 AM
Too bad it doesn't do a damn thing to bombers.
it doesn't? i'll hafta search one of my older versions, to see if i can find the film of one of my lancs going down to it.
Title: Re: What are we going
Post by: CAP1 on October 16, 2011, 11:31:50 AM
really? Hmmmmm...hadn't considerEd that..... It's the illogical part of it which vexes me. Small, nimble things should be far less likely to be hit than large, plodding things. That, and I NEVER fly over the things, even at 15k, unless I have a mind to bomb it. I've been blown out of the sky by CV puffy that was so far away I couldn't even see any of the ships. But, if that sort of thing is a coading nightmare, so be it.

 i attacked a set of lancs at only about 12k, in my peeee38. they ran for the closest ack they could find, which was a cv group just offshore. the puffy was thick, and non-stop. it tagged me once or twice, but it didn't take me down. that was done my my sheer stupidity, and my flying right into one of the lancs.  :bhead :rofl
Title: Re: What are we going
Post by: bj229r on October 16, 2011, 11:41:01 AM
Flying faster decreases the chances of a hit. The ack hits a random spot in a box centered on your aircraft. More speed and more G load makes that box bigger. I expect a bigger target might be able to take more damage.


I know what doomed the Bismark was the Swordfish was so frikkin slow that the auto-aimed guns couldn't track it. I suppose I would no longer be annoyed with it if the game modeled the puffys NOT changing course in mid-flight to follow your moves, it (seems) quite instantaneous. I prolly get killed by auto-puffy twice a month, not a big deal in the overall scheme of things, though it remains an annoyance
Title: Re: What are we going
Post by: CAP1 on October 16, 2011, 12:46:30 PM
I know what doomed the Bismark was the Swordfish was so frikkin slow that the auto-aimed guns couldn't track it. I suppose I would no longer be annoyed with it if the game modeled the puffys NOT changing course in mid-flight to follow your moves, it (seems) quite instantaneous. I prolly get killed by auto-puffy twice a month, not a big deal in the overall scheme of things, though it remains an annoyance

 i believe it was said that they were also flying too low for the guns to come to bear on them.
Title: Re: What are we going
Post by: uptown on October 16, 2011, 12:55:24 PM
In response to HiTech,


 Well ummm yeah. If all the boat guns were player controlled instead of AI, it would lessen the chances of the planes off the CV to use it as an unfair advantage by staying in it. Yes I know it's possible to get killed by friendly ack now as it's set up, but that is very very rare. I can think of only twice it has happened to me in 5 or 6 yrs.
In the real world planes fly out away from the CV to protect it from a distance, because for one, if their shipmates were firing at the enemy in close and the ships planes followed the enemy in, they also would get nailed by friendly fire. Once the ship guns were silent the task force planes could land.
The CV already has an endless supply of PT boats that could also provide additional protection in close. The way it is now, the CV pulls damned near on the base and the puffy ack keeps the defenders below 3k for almost a whole sector while the invaders can grab alt or run to the boats guns for protection without any risk to themselves. It's like a airbase on steroids. All I'm saying is make it more realistic and player controlled.
I hope I'm making sense here. I've been up all night getting my butt kicked in the MA and am exhausted  :lol I'll try to clarify better if I can after some sleep.  :salute & (http://i279.photobucket.com/albums/kk121/TheAmish/Good_night.gif)
Title: Re: What are we going
Post by: Tordon22 on October 16, 2011, 12:59:30 PM
Have we considered paying war beast 14.95 a month to man every cv ack at once?
Title: Re: What are we going
Post by: whiteman on October 16, 2011, 01:03:21 PM
In response to HiTech,


 Well ummm yeah. If all the boat guns were player controlled instead of AI, it would lessen the chances of the planes off the CV to use it as an unfair advantage by staying in it. Yes I know it's possible to get killed by friendly ack now as it's set up, but that is very very rare. I can think of only twice it has happened to me in 5 or 6 yrs.

happened to me 2-3 times a week
Title: Re: What are we going
Post by: uptown on October 16, 2011, 01:09:49 PM
Ah HA!  I've stated many a time that I had been hit by friendly ACK and everybody would tell me that I was just drinking too much.  Thank you Dale for clearing my name and sordid reputation. :D

All the Best...

   Jay
The AUTO CONTROLLED ack yes, but I have fired at friends at point blank range from the ship's guns and they take no damage. If I'm wrong and just can't hit a plane 20 feet away with quad 40s, I'd like to see film of someone doing it. I say do away with computer controlled guns and make it all player controlled. If some putz from your CV shoots ya down just to get his jollys...well that's where the report process begins.  :salute
Title: Re: What are we going
Post by: titanic3 on October 16, 2011, 01:34:08 PM
The thing is, you're almost never going to find enough players to make full use of a CV's AAA guns. Which in turn, turns the CV into a floating runway and nothing else.

However, if you make the CV's AAA guns the way it is now, controlled by AI, (personally) I feel like punching a wall everytime I get shot down by it because this is A GAME. It is NOT a 100% Simulator, it is a game using simulator physics and attempting to balance fun factor AND realism.
And IN a game, I prefer to fight other players, and be killed by other players, not by some random computer number generator that just decided it's your turn to die.

So, how can we solve this problem and not turn the task group into a floating runway or a floating death star?

My solution is this:

Make the CV's AAA lethality scale with the amount of friendly players near it. I'm sure HTC can come up with their own formula for that. Say 10 players = 1.0 Lethality. Every player above 10 only adds 0.25 Lethality. (Ex: 13 players equals 1.75 Lethality).

So you still have a sense of realism of AAA guns hitting your plane and causing damage and giant puffs of black smoke everywhere, but not to the point where it's certain death flying above 3K.
Title: Re: What are we going
Post by: Megalodon on October 16, 2011, 02:22:09 PM
to have to do to get rid of or update our Air Warrior Puffy Ack (AwpA). I only call it AwpA b/c it is just like that ack of ages ago.. Random puffs and boom.. I guess it's HTC paying homage to the late great Air Warrior.. I can only guess Air Warrior holds a special place in Hitech's special place.  I can think of no other reason why Aces High ack is just like AwpA..  :old:


Hahahaha... I remember that mountain top ack west of 83, you would be flying along and all the sudden pow. Just played the AW2 mission where ya start off in an oscar chasin the f4u's... :lol :lol  ahhh the good ole days.


Has a special place for me,
Title: Re: What are we going
Post by: TheDudeDVant on October 16, 2011, 10:07:50 PM
The thing is, you're almost never going to find enough players to make full use of a CV's AAA guns. Which in turn, turns the CV into a floating runway and nothing else.

whooooaaaa right here a min.. there is an argument here.. it will come to me.. just a sec..
 

wait...






if they want to keep it, they will defend it. :aok
Title: Re: What are we going
Post by: TheDudeDVant on October 16, 2011, 10:12:07 PM
The CV already has an endless supply of PT boats that could also provide additional protection in close. The way it is now, the CV pulls damned near on the base and the puffy ack keeps the defenders below 3k for almost a whole sector while the invaders can grab alt or run to the boats guns for protection without any risk to themselves. It's like a airbase on steroids. All I'm saying is make it more realistic and player controlled.

 :aok
Title: Re: What are we going
Post by: Tank-Ace on October 17, 2011, 12:13:58 AM
You can prob guess I am not a big tank fan but kinda annoys me that they get so much attention in a game thats supposed to be about air combat and nothing has really been changed or improved with the puffy ack.

Same goes for cliche damage modelling I got 8 sorties ended from rad hits on 190d in a row, less tanks more sorting out the annoying parts of the game. While I'm at it PWs so when you get slower it induces a PW how does that work??  :bhead


Well, they've kind of neglected the GV's at first, so they're making up for lost time.


Also, fact of the matter is that you can better represent a wider range of scenarios with our current aircraft lineup than with our current GV lineup. We're still missing a Panzer III, an M3/M5, a Valentine, a Cromwell,  Churchill, a StuG, and many many ohters.
Title: Re: What are we going
Post by: FLS on October 17, 2011, 07:24:50 AM
I know what doomed the Bismark was the Swordfish was so frikkin slow that the auto-aimed guns couldn't track it. I suppose I would no longer be annoyed with it if the game modeled the puffys NOT changing course in mid-flight to follow your moves, it (seems) quite instantaneous. I prolly get killed by auto-puffy twice a month, not a big deal in the overall scheme of things, though it remains an annoyance

When you change course you are still in the box of possible hits. The ack never shoots directly at you. It just shoots in your general area.
Title: Re: What are we going
Post by: Shuffler on October 17, 2011, 12:03:49 PM
I think ack should not harm P-38s
Title: Re: What are we going
Post by: grizz441 on October 17, 2011, 12:36:58 PM
(http://i379.photobucket.com/albums/oo237/grizz441/PUFFY.png)

Keep the accuracy on it the same, just create a function that incorporates a probability of it even firing at you based on your altitude.  As you climb above 3k it becomes more violent and capping at the current settings at a high altitude.  At the very least, it will get rid of the archaic atari like realism of going above a magic 3k altitude and being ferociously fired at with absolutely no transition.

The only thing that needs to be changed for the puffy ack is fixing its ability to track and fire targets on other side of mountains.

ack-ack

I also don't see why that is so hard to do, if you draw a vector from the task group to an aircraft and it intersects a mountain or terrain polygon at a distance less than that of the aircraft then it should not fire.
Title: Re: What are we going
Post by: Ack-Ack on October 17, 2011, 12:47:13 PM
Imagine if our ack was like this, the whines would be heard around the world.

(http://omgmod.org/wiki/images/8/81/Flak.jpg)

(http://www.hamsexy.com/flak.jpg)

(http://www.oldcmp.net/Images/neilsmith/25.9denh-1.jpg)
Those little white puffs are AAA bursts.


ack-ack
Title: Re: What are we going
Post by: grizz441 on October 17, 2011, 12:50:14 PM
Imagine if our ack was like this, the whines would be heard around the world.

(http://omgmod.org/wiki/images/8/81/Flak.jpg)

(http://www.hamsexy.com/flak.jpg)

(http://www.oldcmp.net/Images/neilsmith/25.9denh-1.jpg)
Those little white puffs are AAA bursts.

ack-ack

They're also pretty high.  Regardless, no one wants to fly a game where you instantly get shot out of the sky by AI guns.  Albeit more realistic, there's nothing fun about it.
Title: Re: What are we going
Post by: Ack-Ack on October 17, 2011, 01:03:13 PM
They're also pretty high.  Regardless, no one wants to fly a game where you instantly get shot out of the sky by AI guns.  Albeit more realistic, there's nothing fun about it.

What you guys want is to make it easier to attack and get close to the CV for whatever reasons without fear of any risk for doing so.  Be thankful our puffy AAA isn't as lethal as it was in real life.

(http://1.bp.blogspot.com/-i2pZu-vHOSU/Tgna1tlyulI/AAAAAAAAA7A/IrNvkALUZ0o/s1600/USS-Kitkun-Bay.png)

ack-ack
Title: Re: What are we going
Post by: icepac on October 17, 2011, 01:11:49 PM
I understand the "box" gets larger with G-load and speed but I was wondering if plane size also dictates box size?

If the fighter starts out with a smaller box, that would explain why a fighter twisting and turning at 400mph at 37,000 feet stands little chance of surviving puffy ack.
Title: Re: What are we going
Post by: titanic3 on October 17, 2011, 01:14:14 PM
So change the lethality for the MA. This is a game, not a simulator. We fly for fun and as close to realism as possible, but there are factors that would probably bore/annoy most players. There is no engine warm-up, there is no taxiing, no fuel mixture, no prop pitch, no mechanical failures. So why should there be a random deaths from AI guns?

The auto-ack on CV's and fields/towns are there for a reason. But they don't kill from 10k+ away, 15,000ft in the air. They only affect a small area.
Puffy ack on the other hand, kills people in the most random fashion: through mountains, zig-zagging/in a dogfight 10,000ft in the air, or as soon as they break the magic 3,000ft line.

Puffy ack needs to either affect a smaller area, have its lethality reduced if the same "killzone" is kept, or have diminishing amounts of accuracy based on distance/altitude/speed.

I don't know about the guys who are FOR puffy ack, but I like to fight other players and if killed, killed by them, not some random computer generator.
Title: Re: What are we going
Post by: Ardy123 on October 17, 2011, 01:15:09 PM
What you guys want is to make it easier to attack and get close to the CV for whatever reasons without fear of any risk for doing so.  Be thankful our puffy AAA isn't as lethal as it was in real life.

(http://1.bp.blogspot.com/-i2pZu-vHOSU/Tgna1tlyulI/AAAAAAAAA7A/IrNvkALUZ0o/s1600/USS-Kitkun-Bay.png)

ack-ack

If your going to play that card, then CVs can't park themselves right up against the shore (without running aground) in RL either but yet AH they do that frequently. OR puffy ack shells flying through mountains, etc...


EDIT: I do appreciate the quest for realism, but if realism is the goal then strive for it.... Bombers flying straight and level at 10k shouldn't be able to get through to a CV as easy as they do, where as 1 fighter at 18k get hit almost every time.
Title: Re: What are we going
Post by: Ack-Ack on October 17, 2011, 01:30:52 PM
If your going to play that card, then CVs can't park themselves right up against the shore (without running aground) in RL either but yet AH they do that frequently. OR puffy ack shells flying through mountains, etc...

Parking a CV right on the shore line has nothing to do with the lethality or other complaints about the puffy AAA, apples and oranges actually.



Quote
EDIT: I do appreciate the quest for realism, but if realism is the goal then strive for it.... Bombers flying straight and level at 10k shouldn't be able to get through to a CV as easy as they do, where as 1 fighter at 18k get hit almost every time.


Not saying it's your aim but the majority that want to dumb down the puffy acks want to do so to make it easier for them to attack or approach CVs or strat targets.

ack-ack
Title: Re: What are we going
Post by: CAP1 on October 17, 2011, 01:32:49 PM
Imagine if our ack was like this, the whines would be heard around the world.

(http://omgmod.org/wiki/images/8/81/Flak.jpg)

(http://www.hamsexy.com/flak.jpg)

(http://www.oldcmp.net/Images/neilsmith/25.9denh-1.jpg)
Those little white puffs are AAA bursts.


ack-ack

 ya know? not to side track the thread....but i will anyway.....

 can you even imagine having to sit in those aluminum cigar tubes, knowing that those 88mm's are going off all around ya, and there's no possibility of defending yourself against it?

 that said, those are great pics.
Title: Re: What are we going
Post by: titanic3 on October 17, 2011, 01:34:10 PM
Parking a CV right on the shore line has nothing to do with the lethality or other complaints about the puffy AAA, apples and oranges actually.


Sure it does, as mentioned before, you can't get above 3K without risk of being insta killed by some random AI.
Title: Re: What are we going
Post by: CAP1 on October 17, 2011, 01:34:27 PM
What you guys want is to make it easier to attack and get close to the CV for whatever reasons without fear of any risk for doing so.  Be thankful our puffy AAA isn't as lethal as it was in real life.

(http://1.bp.blogspot.com/-i2pZu-vHOSU/Tgna1tlyulI/AAAAAAAAA7A/IrNvkALUZ0o/s1600/USS-Kitkun-Bay.png)

ack-ack

 'cause they wanna capture em and hide em.

 just the other night, i flew mw for the first time online in months.......started off on knights, and sure enough, there was a cv being taken all the way to the south west corner of the map, to hide it.
Title: Re: What are we going
Post by: grizz441 on October 17, 2011, 01:58:46 PM
Parking a CV right on the shore line has nothing to do with the lethality or other complaints about the puffy AAA, apples and oranges actually.



Not saying it's your aim but the majority that want to dumb down the puffy acks want to do so to make it easier for them to attack or approach CVs or strat targets.

ack-ack

My major complaint is the simplicity of model, 3k being this magical altitude that if below it does not fire and above it does fire with no transition in between.
Title: Re: What are we going
Post by: Ack-Ack on October 17, 2011, 02:05:14 PM
Sure it does, as mentioned before, you can't get above 3K without risk of being insta killed by some random AI.

It doesn't, but you try and use it to help shore up your argument about the lethality of the puffy acks because so far all the other arguments have failed.

My major complaint is the simplicity of model, 3k being this magical altitude that if below it does not fire and above it does fire with no transition in between.

Personally, puffy acks should fire at all altitudes it was capable of.  The 5" guns that are modeled in game were capable of firing AA rounds at planes below 200ft.  My only issue with the puffy AA is how it is able to track and fire with large obstacles (mountains) between you and puffy AAA. 

ack-ack
Title: Re: What are we going
Post by: uptown on October 17, 2011, 02:23:39 PM


Personally, puffy acks should fire at all altitudes it was capable of.  The 5" guns that are modeled in game were capable of firing AA rounds at planes below 200ft.  My only issue with the puffy AA is how it is able to track and fire with large obstacles (mountains) between you and puffy AAA.  

ack-ack
Taking control of the puffy ack away from AI would fix that I would think. So how does one go about that without making a unmanned boat a easy target? Increase dar ring and have the system put out a country wide alert in the buffer when it's crossed. This would allow enough time for defenders to man their ack guns. And hopfully discourge late night strat milking without atleast someone else knowing about it.
Now as far as the ack over bases. You'd still have it but with the added risk that the gunners could also hit their own guys in the process. I believe this would cut down on that and direct it to where it should be......medium and high alt jabos and bombers. I would guess that this would make the puffy ack even more lethal as it'd be more concentrated at incoming targets and less so in the middle of a furball and over bases.
I don't know if this idea would work or not. What are your thoughts?
Title: Re: What are we going
Post by: titanic3 on October 17, 2011, 02:32:36 PM
It doesn't, but you try and use it to help shore up your argument about the lethality of the puffy acks because so far all the other arguments have failed.



Failed how?

Getting killed by random computer generator is fun to you?  :huh
This is a game, people look to have fun, not a sim where everything is as realistic as possible.

If the defenders had any intentions of keeping the CV, they would jump in the manned 5" guns, which is probably even more deadly than the AI guns right now. But the fact that I'm being killed by a person and not some random computer makes it "fun" for the shooter, and for the guy trying to kill the CV.

Parking the CV off shore limits the defender's ability to defend. Again, You can't go above 3K without risking getting blown up instantly.
Title: Re: What are we going
Post by: Ack-Ack on October 17, 2011, 03:03:52 PM
Failed how?

By repeatedly using an argument that really has nothing to do with puffy ack lethality.


Quote
Getting killed by random computer generator is fun to you?  :huh
This is a game, people look to have fun, not a sim where everything is as realistic as possible.

Getting shot down by acks is a risk I take for getting close to a CV, field or strat target.  It sucks when I get shot down but it's the risk I take.  I'm also willing to venture that if it was just purely manned acks that you'd find another reason to nerf acks because you don't like it when acks shoot you down.  Endless cycle.


Quote
If the defenders had any intentions of keeping the CV, they would jump in the manned 5" guns, which is probably even more deadly than the AI guns right now. But the fact that I'm being killed by a person and not some random computer makes it "fun" for the shooter, and for the guy trying to kill the CV.

The AI is a game play concession because you will not have a CV that is 100% manned in order to defend itself if there wasn't an AI to help with the defense. 

Quote
Parking the CV off shore limits the defender's ability to defend. Again, You can't go above 3K without risking getting blown up instantly.

Again, apples and oranges as parking a CV off shore has nothing to do with the lethality of the acks.  If you were to park the CV 4 sectors off shore, the lethality of the acks would still be the same.  That is why your argument has failed repeatedly.

The simple fact is, the wish to nerf puffy acks has nothing to do with anything else other than making it easier for people to attack the CV without very little risk to themselves. 

ack-ack
Title: Re: What are we going
Post by: FLS on October 17, 2011, 03:28:09 PM
I understand the "box" gets larger with G-load and speed but I was wondering if plane size also dictates box size?

If the fighter starts out with a smaller box, that would explain why a fighter twisting and turning at 400mph at 37,000 feet stands little chance of surviving puffy ack.

Hitech would have to give the definitive answer but I would guess the same box is centered on the CG of the player aircraft regardless of a/c size or whether it's a single bomber or a bomber  formation. 

I don't trust the anecdotal assertions of ack always killing so and so and haven't seen any data to support those claims. My own experience is that I usually survive puffy ack.
Title: Re: What are we going
Post by: uptown on October 17, 2011, 03:36:24 PM
ya know? not to side track the thread....but i will anyway.....

 can you even imagine having to sit in those aluminum cigar tubes, knowing that those 88mm's are going off all around ya, and there's no possibility of defending yourself against it?

 that said, those are great pics.
I'd be terrified. Those young men displayed bravery on a scale I can't even begin to fathom.
Title: Re: What are we going
Post by: CAP1 on October 17, 2011, 03:54:27 PM
I'd be terrified. Those young men displayed bravery on a scale I can't even begin to fathom.

 my thoughts exactly. i don't think i can ever begin to imagine what it felt like.
Title: Re: What are we going
Post by: TheDudeDVant on October 17, 2011, 04:42:42 PM
What you guys want is to make it easier to attack and get close to the CV for whatever reasons without fear of any risk for doing so.  Be thankful our puffy AAA isn't as lethal as it was in real life.

(http://1.bp.blogspot.com/-i2pZu-vHOSU/Tgna1tlyulI/AAAAAAAAA7A/IrNvkALUZ0o/s1600/USS-Kitkun-Bay.png)

ack-ack

no akak, you're wrong. again akak it just flys right over your head.. come on down off that advocate horse and listen to the idea.. a little change now and then is ok akak.. sometimes it even improves things..

I would be just fine if our ack in game was just like your pictures.. Just as long as all that ack is fired by players and not AI... Surround the CV with player manned ack positions.. if they want to keep it, they will protect it... right?
Title: Re: What are we going
Post by: TheDudeDVant on October 17, 2011, 04:48:27 PM
Taking control of the puffy ack away from AI would fix that I would think. So how does one go about that without making a unmanned boat a easy target?


the boats still have ack.. puffy ack is little deterrent from bombers bombing the unmanned boats... nothing will change imo..  

edit.. hell, it'd prolly make them harder to find.. as it is now, you don't have to look.. just fly around till puffy starts firing and you know you're within about 18miles then.. hehe
Title: Re: What are we going
Post by: TheDudeDVant on October 17, 2011, 04:57:49 PM
It doesn't, but you try and use it to help shore up your argument about the lethality of the puffy acks because so far all the other arguments have failed.
ack-ack

he is not arguing the lethality at all.. calm down ack-ack..  he is simply stating how the cv puffy ack can be used offensively instead of defensively by parking the boat 4 miles from a enemy base..

now akak, do you believe this to be the intended function of the 'AI puffy ack'? for an offensive function?
Title: Re: What are we going
Post by: RTHolmes on October 17, 2011, 05:35:59 PM
Imagine if our ack was like this, the whines would be heard around the world.

not if it was modelled correctly. personally I'd like to see 10x the amount of ack, but modelled realistically.


ideally it needs remodelling from scratch, but a cheap jury rig would be to introduce a ?5s delay in the tracking, then interpolate the planes position in 5s time. that way buffs and incoming jabos would be tracked quite accurately and maneuvering fighters would not.


edit: btw our 40mms are severely nerfed, these should be the real killers ...
Title: Re: What are we going
Post by: ARSNishi on October 17, 2011, 06:54:56 PM
have diminishing amounts of accuracy based on distance/altitude/speed.

^^^^ This :aok
Title: Re: What are we going
Post by: Ardy123 on October 17, 2011, 07:09:00 PM
Parking a CV right on the shore line has nothing to do with the lethality or other complaints about the puffy AAA, apples and oranges actually.

Be thankful our puffy AAA isn't as lethal as it was in real life.

If your rebuttal to nurfing puffy ack was that it was more accurate in RL, then the context of its use in RL is relevant. Although puffy ack can appear over cities, the most common interaction players have with it are over CVs.  That being said, I believe most of the 'nurf it' calls are a reaction to its unrealistic behavior, such as...

1) hitting fighters at 15k which are constantly changing direction and speed but not hitting bombers at 10k which are flying level, at a constant speed and straight.
2) puffy ack tracking planes through mountains and clouds
3) being used as an offensive weapon
4) (this list can go on but you get the point)

As such, some see the solution as relegating it to only being player controlled. Personally I don't think that's the best idea but I do agree that the puff ack logic needs to be revisited and improved.

EDIT: I am not calling for puffy ack to be nurfed, but rather improved as well as the logic around what its mounted on. A simple fix would be to force CVs to be a fixed distance from the shore and have puffy ack's accuracy be effected by the range, alt and speed of the target. Another, would be to make a vector from the puffy gun to the target and only 'track' the target if that vector did not intersect any other objects (such as mountains etc).
Title: Re: What are we going
Post by: FLS on October 17, 2011, 07:46:13 PM
You guys seem to be missing the point that the ack isn't accurate at all. It's random within a box around the aircraft. It works very much like real WW2 human controlled ack. Saying it's too accurate because you got hit is simply a baseless whine.
Title: Re: What are we going
Post by: RTHolmes on October 17, 2011, 07:54:01 PM
The accuracy of the box is the problem ...


Edit: and like WWII? you really think 10 WWII gunners could consistenly group rounds within 50yds of a violently manoeuvring fighter manually as far out as the AI does in AH?
Title: Re: What are we going
Post by: FLS on October 17, 2011, 08:01:21 PM
The accuracy of the box is the problem ...

I think you don't understand what the word random means. Perhaps you're asking for a bigger box? Maneuvering fighters would still get hit with the first shot and bombers flying straight would still be untouched. The complaints would be the same. The problem is people don't want to get killed by ack and they will complain as long as it happens.

WW2 gunners got first shot kills on fighters at 20,000 ft. They hit fighters at 28,000 ft. Read the 8th AF deacking document posted on this forum. Sorry I don't have a link.
Title: Re: What are we going
Post by: CAP1 on October 17, 2011, 08:42:10 PM
If your rebuttal to nurfing puffy ack was that it was more accurate in RL, then the context of its use in RL is relevant. Although puffy ack can appear over cities, the most common interaction players have with it are over CVs.  That being said, I believe most of the 'nurf it' calls are a reaction to its unrealistic behavior, such as...

1) hitting fighters at 15k which are constantly changing direction and speed but not hitting bombers at 10k which are flying level, at a constant speed and straight.
2) puffy ack tracking planes through mountains and clouds
3) being used as an offensive weapon
4) (this list can go on but you get the point)

As such, some see the solution as relegating it to only being player controlled. Personally I don't think that's the best idea but I do agree that the puff ack logic needs to be revisited and improved.

EDIT: I am not calling for puffy ack to be nurfed, but rather improved as well as the logic around what its mounted on. A simple fix would be to force CVs to be a fixed distance from the shore and have puffy ack's accuracy be effected by the range, alt and speed of the target. Another, would be to make a vector from the puffy gun to the target and only 'track' the target if that vector did not intersect any other objects (such as mountains etc).

in rl, puffy ack wasn't necessarily "accurate" as we tend to use the word within the game. it didn't have to be though. the 88's that the germans used, and i'm sure whatever we used was pretty much the same, were kind of like reverse depth charges.
 all they really needed to do, was be close on altitude, and the shrapnel did the rest. they also used fire control systems to aid in aiming them.

An American military observer who had many opportunities to witness this gun in Germany in 1940, speaks of this weapon as follows:

    "The 88 MM is basically a gun for firing on moving targets. The crew is also specially trained for firing on highly rapid moving targets, primarily on airplanes. The whole control apparatus is designed for fast moving targets with a very rapid rate of fire: 25 rounds per minute. The gun is capable of great volume fire and extreme accuracy against moving targets of any type. It is equally efficient on targets on the ground as well as in the air. For attacks on armored vehicles, it is provided with a special armor-piercing shell."
 

 bearing this in mind, the allies also used fire control systems, and once again....they needed only be close, as close did count in this instance.

 if i recall also, the 8th air force lost more aircraft to flak, than to anything else.......so yea...it was somewhat deadly, and as stated earlier, i could not for the life of me imagine how those young men on all side could sit in those aluminum death traps, with virtually no defense against this. sheer terror would possibly begin to describe it i thinkl.
Title: Re: What are we going
Post by: Ardy123 on October 17, 2011, 10:48:13 PM
in rl, puffy ack wasn't necessarily "accurate" as we tend to use the word within the game. it didn't have to be though. the 88's that the germans used, and i'm sure whatever we used was pretty much the same, were kind of like reverse depth charges.
 all they really needed to do, was be close on altitude, and the shrapnel did the rest. they also used fire control systems to aid in aiming them.

An American military observer who had many opportunities to witness this gun in Germany in 1940, speaks of this weapon as follows:

    "The 88 MM is basically a gun for firing on moving targets. The crew is also specially trained for firing on highly rapid moving targets, primarily on airplanes. The whole control apparatus is designed for fast moving targets with a very rapid rate of fire: 25 rounds per minute. The gun is capable of great volume fire and extreme accuracy against moving targets of any type. It is equally efficient on targets on the ground as well as in the air. For attacks on armored vehicles, it is provided with a special armor-piercing shell."
  

 bearing this in mind, the allies also used fire control systems, and once again....they needed only be close, as close did count in this instance.

 if i recall also, the 8th air force lost more aircraft to flak, than to anything else.......so yea...it was somewhat deadly, and as stated earlier, i could not for the life of me imagine how those young men on all side could sit in those aluminum death traps, with virtually no defense against this. sheer terror would possibly begin to describe it i thinkl.


I understand how RL flack guns worked but.... so you do you want HTC to make the puffy ack to simulate an alt fuse on every puffy ack shell?
Title: Re: What are we going
Post by: Ack-Ack on October 17, 2011, 11:25:30 PM
I understand how RL flack guns worked but.... so you do you want HTC to make the puffy ack to simulate an alt fuse on every puffy ack shell?

Over strat targets, yes they should be as they're supposed to be 88mm flak guns.  However, over the CV, since they are modeled on the US 5", they used proximity fuses.

ack-ack
Title: Re: What are we going
Post by: CAP1 on October 18, 2011, 12:04:20 AM
I understand how RL flack guns worked but.... so you do you want HTC to make the puffy ack to simulate an alt fuse on every puffy ack shell?

it already does.

when you fly a bomber into an area of flak, you get constant bursts going off around your flight. if you had a flight of 100 bombers, then it would be constantly going off all around all of them. just as it did in real life.
Title: Re: What are we going
Post by: CAP1 on October 18, 2011, 12:05:02 AM
Over strat targets, yes they should be as they're supposed to be 88mm flak guns.  However, over the CV, since they are modeled on the US 5", they used proximity fuses.

ack-ack

bolded.....i never knew that.
Title: Re: What are we going
Post by: Ardy123 on October 18, 2011, 01:20:32 AM
it already does.

when you fly a bomber into an area of flak, you get constant bursts going off around your flight. if you had a flight of 100 bombers, then it would be constantly going off all around all of them. just as it did in real life.

so you are not interested in improving or changing it at all.
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 08:40:22 AM
so you are not interested in improving or changing it at all.

We fear change.

(http://4.bp.blogspot.com/_PWR3w2VkSZs/TCuEa9mXUDI/AAAAAAAACKg/mRHEt4tcJf8/s1600/ifearchange.jpg)
Title: Re: What are we going
Post by: Vinkman on October 18, 2011, 08:48:08 AM
in rl, puffy ack wasn't necessarily "accurate" as we tend to use the word within the game. it didn't have to be though. the 88's that the germans used, and i'm sure whatever we used was pretty much the same, were kind of like reverse depth charges.
 all they really needed to do, was be close on altitude, and the shrapnel did the rest. they also used fire control systems to aid in aiming them.

An American military observer who had many opportunities to witness this gun in Germany in 1940, speaks of this weapon as follows:

    "The 88 MM is basically a gun for firing on moving targets. The crew is also specially trained for firing on highly rapid moving targets, primarily on airplanes. The whole control apparatus is designed for fast moving targets with a very rapid rate of fire: 25 rounds per minute. The gun is capable of great volume fire and extreme accuracy against moving targets of any type. It is equally efficient on targets on the ground as well as in the air. For attacks on armored vehicles, it is provided with a special armor-piercing shell."
  

 bearing this in mind, the allies also used fire control systems, and once again....they needed only be close, as close did count in this instance.

 if i recall also, the 8th air force lost more aircraft to flak, than to anything else.......so yea...it was somewhat deadly, and as stated earlier, i could not for the life of me imagine how those young men on all side could sit in those aluminum death traps, with virtually no defense against this. sheer terror would possibly begin to describe it i thinkl.



anacdotal. What does "extreme acuaracy" and "effective" mean?


I guess it means picking off the bad guy in a dog fight at over 3 miles, because that's what we have in game.


Puffy should be accurate against planes with vectors headed towards the carrier as a defense againsts bombers and attack plane. It should be very in-accurate against planes not flying towards the carrier so that it doesn't interfere with dog fights outside of a mile or two from the carrier.  The accuracy should grow the longer the plane is on a vector towards the carrier, and the closer it gets.

It's so annoying to fight near a carrier the way it's currently modelled (in combination with the Aircraft Super Snipers in the 5") that I avoid flying near carriers altogther.
Title: Re: What are we going
Post by: IrishOne on October 18, 2011, 09:06:42 AM
We fear change.

(http://4.bp.blogspot.com/_PWR3w2VkSZs/TCuEa9mXUDI/AAAAAAAACKg/mRHEt4tcJf8/s1600/ifearchange.jpg)


 :lol
Title: Re: What are we going
Post by: CAP1 on October 18, 2011, 09:53:55 AM

anacdotal. What does "extreme acuaracy" and "effective" mean?


I guess it means picking off the bad guy in a dog fight at over 3 miles, because that's what we have in game.


Puffy should be accurate against planes with vectors headed towards the carrier as a defense againsts bombers and attack plane. It should be very in-accurate against planes not flying towards the carrier so that it doesn't interfere with dog fights outside of a mile or two from the carrier.  The accuracy should grow the longer the plane is on a vector towards the carrier, and the closer it gets.

It's so annoying to fight near a carrier the way it's currently modelled (in combination with the Aircraft Super Snipers in the 5") that I avoid flying near carriers altogther.

 last line.....unless i'm in buffs headed in to bomb the cv, i generally just stay away from them. if the con wants to run into the ack for protection, thenso be it......i'll find another fight, although i will be annoyed for a few seconds, if i have to be honest.
Title: Re: What are we going
Post by: FLS on October 18, 2011, 10:56:17 AM

anacdotal. What does "extreme acuaracy" and "effective" mean?


I guess it means picking off the bad guy in a dog fight at over 3 miles, because that's what we have in game.


Puffy should be accurate against planes with vectors headed towards the carrier as a defense againsts bombers and attack plane. It should be very in-accurate against planes not flying towards the carrier so that it doesn't interfere with dog fights outside of a mile or two from the carrier.  The accuracy should grow the longer the plane is on a vector towards the carrier, and the closer it gets.

It's so annoying to fight near a carrier the way it's currently modelled (in combination with the Aircraft Super Snipers in the 5") that I avoid flying near carriers altogther.

Let me repeat this a few more times.   :old: Puffy ack in AH is not accurate. Puffy ack is arguably inaccurate because Puffy ack is random. When you get killed by ack it isn't an accurate shot, it's a random hit. There is no accuracy adjustment that can be made. It  can not be made more accurate. It can not be made less accurate. When the box size increases from increasing speed or G load the probability of being hit decreases. Accuracy is irrelevant to the discussion. The variable is probability bbased on box size. If you want a bigger box you can ask for that but there may be a good reason why Hitech set it up as it is now.

In WW2 ack picked off fighters 5 miles above the guns.
Title: Re: What are we going
Post by: Ack-Ack on October 18, 2011, 12:19:33 PM
Let me repeat this a few more times.   :old: Puffy ack in AH is not accurate. Puffy ack is arguably inaccurate because Puffy ack is random. When you get killed by ack it isn't an accurate shot, it's a random hit. There is no accuracy adjustment that can be made. It  can not be made more accurate. It can not be made less accurate. When the box size increases from increasing speed or G load the probability of being hit decreases. Accuracy is irrelevant to the discussion. The variable is probability bbased on box size. If you want a bigger box you can ask for that but there may be a good reason why Hitech set it up as it is now.

In WW2 ack picked off fighters 5 miles above the guns.

As FLS has tried to point out, our 5" CV guns aren't even as accurate in game as they were in real life.  The fire control system for the 5" was so accurate that a gunnery control officer could snipe individual soldiers if within sight.


ack-ack
Title: Re: What are we going
Post by: RTHolmes on October 18, 2011, 12:30:01 PM
As FLS has tried to point out, our 5" CV guns aren't even as accurate in game as they were in real life.  The fire control system for the 5" was so accurate that a gunnery control officer could snipe individual soldiers if within sight.

 :rofl
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 12:34:19 PM
Let me repeat this a few more times.   :old: Puffy ack in AH is not accurate. Puffy ack is arguably inaccurate because Puffy ack is random. When you get killed by ack it isn't an accurate shot, it's a random hit. There is no accuracy adjustment that can be made. It  can not be made more accurate. It can not be made less accurate. When the box size increases from increasing speed or G load the probability of being hit decreases. Accuracy is irrelevant to the discussion. The variable is probability bbased on box size. If you want a bigger box you can ask for that but there may be a good reason why Hitech set it up as it is now.

In WW2 ack picked off fighters 5 miles above the guns.

Are you sure the box size varies based on aircraft velocity?  What about distance to aircraft? If I am directly above a carrier ~ 5000 feet away, is this the same accuracy as traveling perpendicular to the carrier 10,000 ft away?  Does the accuracy take into account relative change of coordinates?  If I am flying directly at the carrier in range, the carrier gunner just sees my plane getting bigger and not moving relative to his position, should be an easier shot.  If I am diving at a 45 degree angle perpendicular to his line of sight, I am changing directions in two different axes relative to his position.  Is the probability of being hit the same?  If I go to 3.1k I have a x% probability of being hit yet if I drop .101k I have a 0% probability of being hit.  How can you account for the drop in probability over a infinitesimally small change in altitude?  How does a carrier shoot me when there is a solid body between me and the carrier such as a mountain or a dip in terrain?  If there are 30 planes in range of a carrier, the carrier is somehow shooting at all 30 planes at once if they are above the magic altitude, even though the carrier does not have that many guns to be able to specifically target each and every plane.  

How is ANY of this realistic?
Title: Re: What are we going
Post by: Vinkman on October 18, 2011, 12:35:29 PM
Let me repeat this a few more times.   :old: Puffy ack in AH is not accurate. Puffy ack is arguably inaccurate because Puffy ack is random. When you get killed by ack it isn't an accurate shot, it's a random hit. There is no accuracy adjustment that can be made. It  can not be made more accurate. It can not be made less accurate. When the box size increases from increasing speed or G load the probability of being hit decreases. Accuracy is irrelevant to the discussion. The variable is probability bbased on box size. If you want a bigger box you can ask for that but there may be a good reason why Hitech set it up as it is now.

In WW2 ack picked off fighters 5 miles above the guns.

I do understand all that. I'm saying change the algorythm from random location in changing box size to something that is based on the direction the incoming plane is flying.  :salute
Title: Re: What are we going
Post by: Ack-Ack on October 18, 2011, 12:46:08 PM
:rofl

Quote
From his perch in the gun director, Lt. Hagen spied a Japanese officer on the beach, waving a saber, rallying his troops to the fight, and thought, Why not?  He put the officer in the sights of his slewing device.  The fire-control computer clicked and whirred and zipped coordinates to Johnston's five main gun turrets.  When Hagen closed the firing key, they all barked as one.  The technology lived up to its brutal promise.  The five-shell salvo obliterated the man.

"Mr. Hagen, that was very good shooting," called Capt. Evans from the bridge.  "But in the future, try not to waste so much ammunition on one individual."

The above took place when the destroyer escort, USS Johnston, was taking part in the bombardment of Kwajalein in support of the invasion landings.  The Mark 1A fire control computer and the Mark 37 radar that controlled the US Navy 5" guns was far more accurate than is represented in game.

ack-ack
Title: Re: What are we going
Post by: Ardy123 on October 18, 2011, 12:47:14 PM
Are you sure the box size varies based on aircraft velocity?  What about distance to aircraft? If I am directly above a carrier ~ 5000 feet away, is this the same accuracy as traveling perpendicular to the carrier 10,000 ft away?  Does the accuracy take into account relative change of coordinates?  If I am flying directly at the carrier in range, the carrier gunner just sees my plane getting bigger and not moving relative to his position, should be an easier shot.  If I am diving at a 45 degree angle perpendicular to his line of sight, I am changing directions in two different axes relative to his position.  Is the probability of being hit the same?  If I go to 3.1k I have a x% probability of being hit yet if I drop .101k I have a 0% probability of being hit.  How can you account for the drop in probability over a infinitesimally small change in altitude?  How does a carrier shoot me when there is a solid body between me and the carrier such as a mountain or a dip in terrain?  If there are 30 planes in range of a carrier, the carrier is somehow shooting at all 30 planes at once if they are above the magic altitude, even though the carrier does not have that many guns to be able to specifically target each and every plane.  

How is ANY of this realistic?

When any change is 'a problem' any rational discussion is impossible....

One could start with, how could ack shoot you through a mountain? or one could just hand them a Jello salad and a invitation to a bingo party.

Title: Re: What are we going
Post by: Vinkman on October 18, 2011, 12:51:34 PM
The above took place when the destroyer escort, USS Johnston, was taking part in the bombardment of Kwajalein in support of the invasion landings.  The Mark 1A fire control computer and the Mark 37 radar that controlled the US Navy 5" guns was far more accurate than is represented in game.

ack-ack


Acuracy of hitting a stationary target is evidence of acuracy in hitting a 300 mph, maneuvering airplane? I don't think it's the same thing Ack.  :salute
Title: Re: What are we going
Post by: Ack-Ack on October 18, 2011, 12:53:38 PM
Acuracy of hitting a stationary target is evidence of acuracy in hitting a 300 mph, maneuvering airplane? I don't think it's the same thing Ack.  :salute

It shows a degree of accuracy that the 5" gun system was capable of, something that is not reflected in game.  Even with manual aiming we have in game that models the fire control system, we do not have that degree of accuracy.

ack-ack
Title: Re: What are we going
Post by: Vinkman on October 18, 2011, 12:56:11 PM
It shows a degree of accuracy that the 5" gun system was capable of, something that is not reflected in game.  Even with manual aiming we have in game that models the fire control system, we do not have that degree of accuracy.

ack-ack

Acuracy of a gun, and the effectiveness of puffy ack to disrupt dog fights at 3 miles are different things.  :salute

I'm personally OK with ack shooting down bombers if in real life the fleet had that capability. But applying that to each individual plane that's within 3 miles of the boat is a stretch. But my real beef is the way it attacks enemy planes even if they are in a furball with friendly planes 3 miles from the ship. If a dog fight was going on, do you think the ship guns would open up on the friendlies? The current ack model artificially and unrealistically ruins dogfights. that is counter to good game play, and unrealistic to boot. I'm suggesting a modification to that programming.

How about  ACK won't shoot towards friendly planes?  :salute
Title: Re: What are we going
Post by: RTHolmes on October 18, 2011, 01:03:22 PM
The above took place when the destroyer escort, USS Johnston, was taking part in the bombardment of Kwajalein in support of the invasion landings.  The Mark 1A fire control computer and the Mark 37 radar that controlled the US Navy 5" guns was far more accurate than is represented in game.

static, land-based target.



Title: Re: What are we going
Post by: FLS on October 18, 2011, 01:38:49 PM
Are you sure the box size varies based on aircraft velocity?  What about distance to aircraft? If I am directly above a carrier ~ 5000 feet away, is this the same accuracy as traveling perpendicular to the carrier 10,000 ft away?  Does the accuracy take into account relative change of coordinates?  If I am flying directly at the carrier in range, the carrier gunner just sees my plane getting bigger and not moving relative to his position, should be an easier shot.  If I am diving at a 45 degree angle perpendicular to his line of sight, I am changing directions in two different axes relative to his position.  Is the probability of being hit the same?  If I go to 3.1k I have a x% probability of being hit yet if I drop .101k I have a 0% probability of being hit.  How can you account for the drop in probability over a infinitesimally small change in altitude?  How does a carrier shoot me when there is a solid body between me and the carrier such as a mountain or a dip in terrain?  If there are 30 planes in range of a carrier, the carrier is somehow shooting at all 30 planes at once if they are above the magic altitude, even though the carrier does not have that many guns to be able to specifically target each and every plane.  

How is ANY of this realistic?

Grizz you have 3 different issues there. I'm just commenting on the complaints that the ack is too accurate. I don't think ack should shoot through mountains. As for the altitude limit I don't know if that models a fuzing issue or if it's for some other reason.

Title: Re: What are we going
Post by: gyrene81 on October 18, 2011, 01:48:22 PM
ya'll too lazy to do a search...

http://bbs.hitechcreations.com/smf/index.php/topic,312766.0.html (http://bbs.hitechcreations.com/smf/index.php/topic,312766.0.html)

The stuff people shoot is a proximity fuse.

The auto puffy ack randomness varies with speed range and g's.

HiTech

I'm not sure I can because the above is fairly self evident but Ill try.

The system starts with a fixed dimension cuboid, and randomly creates flack bursts inside.
Your plane is positioned at the center of this cuboid.


As you fly faster that cuboid gets bigger.
As you fly father away the cuboid gets bigger.
As you turn harder the cuboid gets bigger.


There idea that a p51 gets target more is simply insane.
Here is the code that chooses a flacks target.
Note the bbs removed the i index after after the word CollideList


   for(i=0;i<Cnt;++i)
   {
      if(CollideList->ObjectClass == obOC_BAD_GUY_OBJECT ||
         CollideList->ObjectClass == obOC_USER_OBJECT ||
         CollideList->ObjectClass == obOC_USER_DRONE ||
         CollideList->ObjectClass == obOC_WEAPON)
      {
         if(bgclntGetObjectModelType(CollideList) == 32)//Hack for sheep
            continue;

#ifndef syscfgAUTO_TESTING

         if(AutoGun->ParentObject->Country != CollideList->Country)
#endif
         {

            maSUB_POINTS(Vec,AutoPnt,CollideList->Pnt);
            if(fabs(Vec.y) < _MIN_FLAK_ALT)
            {
               continue;
            }

            DistSqr = maVEC_LENGTH_SQR(Vec);
            if(DistSqr < MinDistSqr)
            {
               MinDistSqr = DistSqr;
               NewTargetObject = CollideList;
            }
         }
      }
   }

HiTech
Title: Re: What are we going
Post by: Vinkman on October 18, 2011, 01:56:35 PM
ya'll too lazy to do a search...

http://bbs.hitechcreations.com/smf/index.php/topic,312766.0.html (http://bbs.hitechcreations.com/smf/index.php/topic,312766.0.html)


we're not lazy, we knew that and our posts reflect that.  :salute
Title: Re: What are we going
Post by: gyrene81 on October 18, 2011, 02:01:43 PM
we're not lazy, we knew that and our posts reflect that.  :salute
yours don't...   :neener:    :lol
Title: Re: What are we going
Post by: Vinkman on October 18, 2011, 02:06:01 PM
yours don't...   :neener:    :lol

I'm sure they do... :neener:
Title: Re: What are we going
Post by: RTHolmes on October 18, 2011, 02:14:42 PM
The Mark 1A fire control computer and the Mark 37 radar that controlled the US Navy 5" guns was far more accurate than is represented in game.

thats just not true, the Mk37 (used on DEs, not sure about our fletcher class) had a useful range of ~7500yds and only resolved 3mils. there is no way it could group rounds as close as the AH box, even on an aircraft flying on a constant vector. for a maneuvering aircraft, not a chance of hitting it.


a big improvement to the modelling as I hinted earlier would be to move from a realtime system which depends on speed, Gs etc to a sampled system, which predicts the aircrafts position in a few seconds time (or even in 10-20s time like the very best WWII directors ...)
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 02:16:43 PM
Grizz you have 3 different issues there. I'm just commenting on the complaints that the ack is too accurate. I don't think ack should shoot through mountains. As for the altitude limit I don't know if that models a fuzing issue or if it's for some other reason.



What about the issues of:

1) Simultaneously targeting every enemy aircraft in a given area regardless of how many planes that is, completely neglecting how many guns the ships actually have.

and

2) How in an infinitesimally small change in altitude can the probability of being hit be infinitely larger?
Title: Re: What are we going
Post by: RTHolmes on October 18, 2011, 02:19:13 PM
for 1) theres one director on every ship, so our typical CV group could track and fire on 7 different targets.
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 02:46:48 PM
for 1) theres one director on every ship, so our typical CV group could track and fire on 7 different targets.

In the current code, a carrier group could fire at 40 enemy aircraft at once if they are all above 3k.
Title: Re: What are we going
Post by: RTHolmes on October 18, 2011, 02:53:03 PM
for 1) theres one director on every ship, so our typical CV group should track and fire on 7 different targets.

fixed :)
Title: Re: What are we going
Post by: FLS on October 18, 2011, 03:27:51 PM
What about the issues of:

1) Simultaneously targeting every enemy aircraft in a given area regardless of how many planes that is, completely neglecting how many guns the ships actually have.

and

2) How in an infinitesimally small change in altitude can the probability of being hit be infinitely larger?

1. Where do you see that all aircraft are targeted? I haven't experienced that.

2. Hyperbole aside, if you go from in range to out of range, whether it's altitude or distance, that seems to explain it adequately.  You may disagree with the modeling decisions but they are consistent and apply to everybody equally.
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 03:31:32 PM
1. Where do you see that all aircraft are targeted? I haven't experienced that.

If you go above 3k then you are fired at.  This is on your front end.  So it reasons that if 100 planes are above 3k they will all be being fired at on their front ends by a carrier that does not have 100 guns.

2. Hyperbole aside, if you go from in range to out of range, whether it's altitude or distance, that seems to explain it adequately.  You may disagree with the modeling decisions but they are consistent and apply to everybody equally.

No transition?  It's just in range or not in range?  This is 2011! I think we can model better than that.  Just because bad modeling is the same for everyone doesn't provide validation to the bad modeling.
Title: Re: What are we going
Post by: morfiend on October 18, 2011, 03:38:43 PM
 If you read HTC's code you will find the answer!

  It appears there is a problem with the puffy ack..........  We have no sheep!  Check the 6th line of code.... Hack for sheep, since the sheep are missing  thats likely the cause of the said issue........................ ........... :neener:








   :salute
Title: Re: What are we going
Post by: FLS on October 18, 2011, 03:49:59 PM
If you go above 3k then you are fired at.  This is on your front end.  So it reasons that if 100 planes are above 3k they will all be being fired at on their front ends by a carrier that does not have 100 guns.

No transition?  It's just in range or not in range?  This is 2011! I think we can model better than that.  Just because bad modeling is the same for everyone doesn't provide validation to the bad modeling.

It doesn't follow that all aircraft are fired at. You are begging the question, i.e. using a conclusion for a premise.

The 3k alt limit is bad coding? You know that's the reason for it or are you begging the question again?
Title: Re: What are we going
Post by: hitech on October 18, 2011, 03:58:10 PM
If you go above 3k then you are fired at.  This is on your front end.  So it reasons that if 100 planes are above 3k they will all be being fired at on their front ends by a carrier that does not have 100 guns.

Hmm you may have to go back and study reasons 101.

Because you seem to miss the piece where it targets the CLOSEST plane above 3k.

HiTech
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 04:04:30 PM
Hmm you may have to go back and study reasons 101.

Because you seem to miss the piece where it targets the CLOSEST plane above 3k.

HiTech

How can that be?  Anytime I fly above 3k I am instantly bombarded by puffy ack, regardless of the allies around me or who is closer.  In fact, I cannot remember an instance where I flew above 3k and was not instantly shot at by the puffy, while I was within range.
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 04:05:37 PM
The 3k alt limit is bad coding? You know that's the reason for it or are you begging the question again?

Um, what?
Title: Re: What are we going
Post by: FLS on October 18, 2011, 04:14:00 PM
How can it always be?
the puffy targets me
no matter how I fly
the ack will make me die

The coding is a mess
but Hitech won't confess
the line put in the code
that makes Grizz soon explode

Grizz finally figured out
and knows without a doubt
no matter how he flies
the ack will make him die   :bhead

 :devil
Title: Re: What are we going
Post by: SunBat on October 18, 2011, 04:27:48 PM
Hmm you may have to go back and study reasons 101.

Because you seem to miss the piece where it targets the CLOSEST plane above 3k.

HiTech

BLOL (That's Belly laugh out loud, btw.)

I have popped up above 3k out over land when there is a huge CV furball with other planes above 3k between me and the boat and the ack is still stuck to me like stink on Ink. 
Title: Re: What are we going
Post by: Ack-Ack on October 18, 2011, 04:28:10 PM
for 1) theres one director on every ship, so our typical CV group could track and fire on 7 different targets.

There is one main control officer that has the ability (in US Navy ships) to control all the guns.  However, each gun has its own gun director that can control and fire independently if so ordered.

ack-ack
Title: Re: What are we going
Post by: Crash Orange on October 18, 2011, 05:09:32 PM
he is not arguing the lethality at all.. calm down ack-ack..  he is simply stating how the cv puffy ack can be used offensively instead of defensively by parking the boat 4 miles from a enemy base..

now akak, do you believe this to be the intended function of the 'AI puffy ack'? for an offensive function?

That's coming at it from the wrong side, though. The problem isn't that the ack is too deadly, it's that you can park a CV less than 2000 yards offshore from an enemy base, which is absurd. Leave the ack alone and make CVs unable to come within 5 miles of an enemy base. (Even that is unrealistically close, but it's a more reasonable concession to gameplay.) At that point the ack will be back to doing what it's supposed to, close-in defense of the task group, not suppression of the field.
Title: Re: What are we going
Post by: ink on October 18, 2011, 05:13:16 PM
BLOL (That's Belly laugh out loud, btw.)

I have popped up above 3k out over land when there is a huge CV furball with other planes above 3k between me and the boat and the ack is still stuck to me like stink on Ink. 

hey now..... :neener:
Title: Re: What are we going
Post by: TheDudeDVant on October 18, 2011, 05:13:44 PM
Hmm you may have to go back and study reasons 101.

Because you seem to miss the piece where it targets the CLOSEST plane above 3k.

HiTech


sir, you are wrong in as much as it will not always fire at the closest target above 3k.. Many many a time I have been fired at with others higher/lower but still above 3k between me and the boat.. Now it may not be 'targeting' me as you use the word, but I will make a hefty wager it will fire at me..
Title: Re: What are we going
Post by: titanic3 on October 18, 2011, 05:14:31 PM
Hmm you may have to go back and study reasons 101.

Because you seem to miss the piece where it targets the CLOSEST plane above 3k.

HiTech

HiTech, I don't know if there might be a flaw with your code or not, but like others said, the moment you pop 3K, you start getting hit by puffy ack. I've been in furballs off CV's, and those puffy ack guns go for whoever is above 3K.

It's not ALL guns focus one target then once that target is dead/under 3K,  then it jumps to the next. ALL guns fire on ALL planes above 3K.

Not telling you how you run your game, or that you don't know your own game, it's just my observation and the observation of others.
Title: Re: What are we going
Post by: TheDudeDVant on October 18, 2011, 05:21:40 PM
The way it is now, the CV pulls damned near on the base and the puffy ack keeps the defenders below 3k for almost a whole sector while the invaders can grab alt or run to the boats guns for protection without any risk to themselves. It's like a airbase on steroids. All I'm saying is make it more realistic and player controlled.

QFT
Title: Re: What are we going
Post by: FLS on October 18, 2011, 05:32:48 PM

sir, you are wrong in as much as it will not always fire at the closest target above 3k.. Many many a time I have been fired at with others higher/lower but still above 3k between me and the boat.. Now it may not be 'targeting' me as you use the word, but I will make a hefty wager it will fire at me..

I think this is where film would be helpful.
Title: Re: What are we going
Post by: Melvin on October 18, 2011, 05:37:24 PM
Leave the ack alone and make CVs unable to come within 5 miles of an enemy base.

Yes, do this.

I'm sure nobody will mind a two hour LVT run to the beach.
Title: Re: What are we going
Post by: TheDudeDVant on October 18, 2011, 05:37:28 PM
I think this is where film would be helpful.

I bet enough of the player base will back up the claim... I just never realized it was a question so I never thought to make a film of it. I thought it was common knowledge that puffy can shoot at anyone and everyone above 3k if in range...

edit: also it has been my observation that everyone does not see all the puffy firing.. Meaning I can have puffy firing and hitting me on my frontend and a wingman be nearby and not see puffy at all. Was he just out of range? I have experienced this vice-versa as well.
Title: Re: What are we going
Post by: SunBat on October 18, 2011, 05:50:43 PM
I bet enough of the player base will back up the claim... I just never realized it was a question so I never thought to make a film of it. I thought it was common knowledge that puffy does shoot at anyone and everyone above 3k if in range...

Sometimes it is firing at so many people at the same time it would have to have the equivalent of 50 CV group's guns to have that much fire power.  If I were an artist, I would draw a cartoon of a AH CV with 20 enemy planes above 3K.  I would request Fugitive to do it, but being that he is an AH Justice Leaguer, I don't think he will.  And that is a shame...
Title: Re: What are we going
Post by: FLS on October 18, 2011, 05:52:31 PM
I bet enough of the player base will back up the claim... I just never realized it was a question so I never thought to make a film of it. I thought it was common knowledge that puffy does shoot at anyone and everyone above 3k if in range...

Given that it's a common occurrence it should be easy for somebody currently playing to post a film. If you're flying near another player's box of ack it might look like you're being shot at but it should be easy enough to see what's going on with film. To me it always looked like only a few players were targeted at any one time but I never thought to count how many were actually being tracked.
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 06:56:52 PM
Given that it's a common occurrence it should be easy for somebody currently playing to post a film. If you're flying near another player's box of ack it might look like you're being shot at but it should be easy enough to see what's going on with film. To me it always looked like only a few players were targeted at any one time but I never thought to count how many were actually being tracked.

Post a film, why?  Anyone who flies or has flown in the MA for the past couple years knows the puffy ack acts exactly like kappa, fester, sunbat, uptown, titanic, and I describe it to.  That's just the way it is, it targets anyone that pops 3k, with the ability to shoot at everyone at the same time above 3k within range.  That's just common knowledge.  If you don't believe me go film yourself flying over 3k in range of the carrier with an ally above 3k closer to the carrier than you and with you not being shot at.  Putting the burden of proof on us is as laughable as asking us to post evidence that the sun rises every morning.  My guess is that you don't fly in the main arena often or you just aren't a very observant person/pilot.
Title: Re: What are we going
Post by: FLS on October 18, 2011, 06:58:54 PM
Post a film, why?  Anyone who flies or has flown in the MA for the past couple years knows the puffy ack acts exactly like kappa, fester, sunbat, uptown, titanic, and I describe it to.  That's just the way it is, it targets anyone that pops 3k, with the ability to shoot at everyone at the same time above 3k within range.  That's just common knowledge.  If you don't believe me go film yourself flying over 3k in range of the carrier with an ally above 3k closer to the carrier than you and with you not being shot at.  Putting the burden of proof on us is as laughable as asking us to post evidence that the sun rises every morning.  My guess is that you don't fly in the main arena often or you just aren't a very observant person/pilot.

I guess you have a choice. You can post proof of your allegations or you could just attack me in lieu of any sort of convincing argument.  :D
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 07:02:21 PM
I guess you have a choice. You can post proof of your allegations or you could just attack me in lieu of any sort of convincing argument.  :D

You film it, I already gave enough information to get the issue fixed.
Title: Re: What are we going
Post by: Masherbrum on October 18, 2011, 07:04:42 PM
I guess you have a choice. You can post proof of your allegations or you could just attack me in lieu of any sort of convincing argument.  :D

They're correct, I noticed the very thing many times in the past.  
Title: Re: What are we going
Post by: FLS on October 18, 2011, 07:07:55 PM
They're correct, I noticed the very thing many times in the past.  

Similar evidence was given for the world being flat. This is becoming a catalog of fallacious reasoning.

You film it, I already gave enough information to get the issue fixed.

I already gave enough information to refute you.
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 07:08:58 PM
Similar evidence was given for the world being flat. This is becoming a catalog of fallacious reasoning.

I already gave enough information to refute you.

Put your money where your mouth is, comp my account for a year if I'm right, I'll comp yours for a year if you're right.  Deal?
Title: Re: What are we going
Post by: FLS on October 18, 2011, 07:12:09 PM
Put your money where your mouth is, comp my account for a year if I'm right, I'll comp yours for a year if you're right.  Deal?

Post a film to Hitech so he can see what the problem is. If he's wrong he'll fix it. Deal?
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 07:14:52 PM
Post a film to Hitech so he can see what the problem is. If he's wrong he'll fix it. Deal?

I already told him what the problem is and he tried to zing me instead of taking a look.  I take it you aren't taking my bet.  :lol
Title: Re: What are we going
Post by: Melvin on October 18, 2011, 07:15:45 PM
Put your money where your mouth is, comp my account for a year if I'm right, I'll comp yours for a year if you're right.  Deal?

(http://i44.photobucket.com/albums/f36/redferrarigirl/oh_snap.gif)

Post a film to Hitech so he can see what the problem is. If he's wrong he'll fix it. Deal?

(http://i827.photobucket.com/albums/zz192/denistephenson/smileys/smiley%20text/boooo.gif)
Title: Re: What are we going
Post by: FLS on October 18, 2011, 07:25:45 PM
I already told him what the problem is and he tried to zing me instead of taking a look.  I take it you aren't taking my bet.  :lol

You told him what you think is a problem and he told you why you were wrong. We're done.
Title: Re: What are we going
Post by: grizz441 on October 18, 2011, 07:33:58 PM
You told him what you think is a problem and he told you why you were wrong. We're done.

Can you frame that cute little poem you wrote for me on page 8 and send it to me?  It's the least you could do for acting like such a fool in this thread.
Title: Re: What are we going
Post by: Ack-Ack on October 18, 2011, 08:01:02 PM
I guess you have a choice. You can post proof of your allegations or you could just attack me in lieu of any sort of convincing argument.  :D

On some maps you can park the CV close to the shore so acks can cover the base.  However, this has nothing to do with the OP's original argument that ack needs to be toned down.

ack-ack
Title: Re: What are we going
Post by: Ardy123 on October 18, 2011, 08:04:02 PM
Post a film, why?  Anyone who flies or has flown in the MA for the past couple years knows the puffy ack acts exactly like kappa, fester, sunbat, uptown, titanic, and I describe it to.  That's just the way it is, it targets anyone that pops 3k, with the ability to shoot at everyone at the same time above 3k within range.  That's just common knowledge.  If you don't believe me go film yourself flying over 3k in range of the carrier with an ally above 3k closer to the carrier than you and with you not being shot at.  Putting the burden of proof on us is as laughable as asking us to post evidence that the sun rises every morning.  My guess is that you don't fly in the main arena often or you just aren't a very observant person/pilot.

hey you left my name out if it.... I also said the same thing
Title: Re: What are we going
Post by: TheDudeDVant on October 18, 2011, 08:59:17 PM
On some maps you can park the CV close to the shore so acks can cover the base.  However, this has nothing to do with the OP's original argument that ack needs to be toned down.

ack-ack

Sorry again akak.. But it was this very circumstance that prompted me to be the OP.. The whole above 3k for 2.6secs instead of 2.4secs and I got hit by the puffy inland of our field.. It was actually the 2nd time in as many flights.. and my original request was update or 86 it.. not tone down..
Title: Re: What are we going
Post by: Tank-Ace on October 18, 2011, 09:41:02 PM
IMO, give the puffy ack a boost so its actually a deterent (such as increase the density and accuracy, but only let it update the true possition, vector, and speed of the target every 10 seconds), and drop most of the manned guns (from what AKAK has told me in-game, they were slaved to the Radar to improve accuracy, but I'm not sure on this).


If they (the 5" Dual Purpose guns on the ships) WERE slaved to the radar, remove the manned puffy ack entirely, if they weren't (or were only radar DIRECTED) then something needs to be done about them. Perhaps model the inside of the gun sponson, let them look around through the vision slits (you can use your radar to find the bearing of targets, and move the gun accordingly) when they are "unzoomed" and give them the crappy optics that the tankers have to use when they 'zoom in'.
Title: Re: What are we going
Post by: Ack-Ack on October 19, 2011, 02:17:41 AM
IMO, give the puffy ack a boost so its actually a deterent (such as increase the density and accuracy, but only let it update the true possition, vector, and speed of the target every 10 seconds), and drop most of the manned guns (from what AKAK has told me in-game, they were slaved to the Radar to improve accuracy, but I'm not sure on this).


If they (the 5" Dual Purpose guns on the ships) WERE slaved to the radar, remove the manned puffy ack entirely, if they weren't (or were only radar DIRECTED) then something needs to be done about them. Perhaps model the inside of the gun sponson, let them look around through the vision slits (you can use your radar to find the bearing of targets, and move the gun accordingly) when they are "unzoomed" and give them the crappy optics that the tankers have to use when they 'zoom in'.

I never said they were "radar guided", I told you that the Mark 37 Gun Control Fire System (of which the Mark 1A was a part of) was both capable of optical and radar range finding. 


ack-ack
Title: Re: What are we going
Post by: RTHolmes on October 19, 2011, 03:07:03 AM
the 5" batteries were also often slaved to the 40mm optical guidance as it was found to be more accurate against closer/maneuvering targets.


Title: Re: What are we going
Post by: uptown on October 19, 2011, 03:41:48 AM
I think this is where film would be helpful.
Man just go up from a base where the CV is parked right off shore and film it yourself. Your reguest for a film is ridiculous. You're just grasping at straws and you know it.
Title: Re: What are we going
Post by: uptown on October 19, 2011, 03:45:21 AM
Post a film, why?  Anyone who flies or has flown in the MA for the past couple years knows the puffy ack acts exactly like kappa, fester, sunbat, uptown, titanic, and I describe it to.  That's just the way it is, it targets anyone that pops 3k, with the ability to shoot at everyone at the same time above 3k within range.  That's just common knowledge.  If you don't believe me go film yourself flying over 3k in range of the carrier with an ally above 3k closer to the carrier than you and with you not being shot at.  Putting the burden of proof on us is as laughable as asking us to post evidence that the sun rises every morning.  My guess is that you don't fly in the main arena often or you just aren't a very observant person/pilot.
This  :aok
Title: Re: What are we going
Post by: FLS on October 19, 2011, 06:53:55 AM
Man just go up from a base where the CV is parked right off shore and film it yourself. Your reguest for a film is ridiculous. You're just grasping at straws and you know it.

When somebody tells Hitech that the code he wrote for puffy ack doesn't work the way Hitech thinks it works then film is exactly what is required.
Title: Re: What are we going
Post by: uptown on October 19, 2011, 07:25:29 AM
When somebody tells Hitech that the code he wrote for puffy ack doesn't work the way Hitech thinks it works then film is exactly what is required.
FLS, no one is saying that. What we're saying is his thinking is unrealistic. Why don't one of you show us a  film of puffy ack above Tokyo or Iwo Jima where American planes are flying around in it unscathed while the Jap planes are held down on the deck by it. Until that is done we're just going to have to agree to disagree on the subject of CV ack.  :salute 
Title: Re: What are we going
Post by: grizz441 on October 19, 2011, 08:09:16 AM
FLS, no one is saying that.

I am saying that.  

Hitech, respectfully, your puffy code does not work as intended.
Title: Re: What are we going
Post by: uptown on October 19, 2011, 08:24:08 AM
I am saying that.  

Hitech, respectfully, your puffy code does not work as intended.
I'm not ready to suggest I know what the man intended when he and his staff developed this feature in the game. But you go right ahead. This should be good. (http://i279.photobucket.com/albums/kk121/TheAmish/smiley-eatdrink014.gif)

P.S. You might want to stay away from CVs for awhile...just saying  :bolt:http://www.youtube.com/watch?v=a8gHii2CHes (http://www.youtube.com/watch?v=a8gHii2CHes)
Title: Re: What are we going
Post by: FLS on October 19, 2011, 08:46:03 AM
It looks like we're all on the same page now.  :salute
Title: Re: What are we going
Post by: grizz441 on October 19, 2011, 09:27:08 AM
I'm not ready to suggest I know what the man intended when he and his staff developed this feature in the game. But you go right ahead. This should be good. (http://i279.photobucket.com/albums/kk121/TheAmish/smiley-eatdrink014.gif)

P.S. You might want to stay away from CVs for awhile...just saying  :bolt:http://www.youtube.com/watch?v=a8gHii2CHes (http://www.youtube.com/watch?v=a8gHii2CHes)

He said just two pages ago that his puffy code targets the CLOSEST aircraft to the the CV and above 3k and I should have learned that in Reasons 101.  Since that is not true and it targets anyone above 3k simultaneously, then there seems to be a misunderstanding, or it is not working like he intends for it to.
Title: Re: What are we going
Post by: uptown on October 19, 2011, 12:50:46 PM
oooo snap. That one I missed.  :uhoh
Title: Re: What are we going
Post by: FLS on October 19, 2011, 01:31:43 PM
oooo snap. That one I missed.  :uhoh

You should read what Hitech was actually responding to.

If you go above 3k then you are fired at.  This is on your front end.  So it reasons that if 100 planes are above 3k they will all be being fired at on their front ends by a carrier that does not have 100 guns.


Hmm you may have to go back and study reasons 101.

Because you seem to miss the piece where it targets the CLOSEST plane above 3k.

HiTech
Title: Re: What are we going
Post by: grizz441 on October 19, 2011, 01:38:23 PM
You should read what Hitech was actually responding to.


My post which is 100% accurate as to how the current set up works.  If you don't believe me go test it and see for yourself.
Title: Re: What are we going
Post by: uptown on October 19, 2011, 02:21:56 PM
I'm not buying it FLS. The boat ack still singles out just the enemy aircraft while the planes from the boat are unaffected by it. This is a HUGE advantage, especially when you're stuck below 3k above your own base. I have no idea what HiTechs' intentions were when he came up with the puffy ack model, but it's effect is indeed incorrect IMHO. I just don't know what else has to be said to make you understand that point.

I'm not here to insult HiTech's intellengence in any way. I just don't understand his reasoning. From my way of thinking it would be both easier to model/coad and more realistic to give to power of puffy ack to the players and allow it to hit any aircraft it comes into contact with. That's the only point I'm trying to make here.   :salute
Title: Re: What are we going
Post by: hitech on October 19, 2011, 03:51:53 PM
I took a look. And it does target the closest enemy, but there is/was a bug where it would only target the closest enemy with in 3 mile radius. If no one else is in a 3 - 4 mile radius it would target you.

HiTech
Title: Re: What are we going
Post by: FLS on October 19, 2011, 04:13:16 PM
I'm not buying it FLS. The boat ack still singles out just the enemy aircraft while the planes from the boat are unaffected by it. This is a HUGE advantage, especially when you're stuck below 3k above your own base. I have no idea what HiTechs' intentions were when he came up with the puffy ack model, but it's effect is indeed incorrect IMHO. I just don't know what else has to be said to make you understand that point.

I'm not here to insult HiTech's intellengence in any way. I just don't understand his reasoning. From my way of thinking it would be both easier to model/coad and more realistic to give to power of puffy ack to the players and allow it to hit any aircraft it comes into contact with. That's the only point I'm trying to make here.   :salute

Friendly aircraft being damaged is a different issue from puffy targeting 100 aircraft all at the same time instead of targeting the closest aircraft. Mixing issues doesn't move the conversation forward. Hitech said the puffy damages any aircraft that is too close to it. Friendly or enemy. If you want player controlled puffy that is able to damage friendlies then you need to think about the potential for abuse. 
Title: Re: What are we going
Post by: Ardy123 on October 19, 2011, 04:17:30 PM
I took a look. And it does target the closest enemy, but there is/was a bug where it would only target the closest enemy with in 3 mile radius. If no one else is in a 3 - 4 mile radius it would target you.

HiTech

Are you opposed to improving it so that objects (such as mountains) that obscure the puffy ack shells (and aim), are accounted for?
Title: Re: What are we going
Post by: hitech on October 19, 2011, 04:24:58 PM
Are you opposed to improving it so that objects (such as mountains) that obscure the puffy ack shells (and aim), are accounted for?

Yes I am opposed.

HiTech
Title: Re: What are we going
Post by: CAP1 on October 19, 2011, 04:53:38 PM
Are you opposed to improving it so that objects (such as mountains) that obscure the puffy ack shells (and aim), are accounted for?

 they would obscure the aim.....but the shells would be "lobbed".  :devil
Title: Re: What are we going
Post by: grizz441 on October 19, 2011, 04:58:07 PM
How can it always be?
the puffy targets me
no matter how I fly
the ack will make me die

The coding is a mess
but Hitech won't confess
the line put in the code
that makes Grizz soon explode

Grizz finally figured out
and knows without a doubt
no matter how he flies
the ack will make him die
Title: Re: What are we going
Post by: TheDudeDVant on October 19, 2011, 05:42:12 PM
I took a look. And it does target the closest enemy, but there is/was a bug where it would only target the closest enemy with in 3 mile radius. If no one else is in a 3 - 4 mile radius it would target you.

HiTech

Sir,

What does the above mean red text mean?   :salute
Title: Re: What are we going
Post by: TheDudeDVant on October 19, 2011, 05:43:12 PM
Yes I am opposed.

HiTech

b/c if Is becomes Was... I'd be opposed too.. I mean.. whats the odds of being the closest to the boat AND in range behind a hill.. noway it could happen 8)
Title: Re: What are we going
Post by: Tank-Ace on October 19, 2011, 06:23:58 PM
I never said they were "radar guided", I told you that the Mark 37 Gun Control Fire System (of which the Mark 1A was a part of) was both capable of optical and radar range finding.

ack-ack

Right, sorry sir, my mistake. So they could/would be radar-directed then,  even if they weren't radar-guided, or would that not be quite the right term?


And since you seem to have a fairly deep knowledge of the guns/fire control system used on our ships, would modeling the interior of the gun sponson, and requiring the gunner to either look through a vision slit, or the optical sight similar to the ones used on tanks (i.e., not the infinitly adjustable zoomed view we have from the fire control station we have now, and with the grey haze) be unrealistic.

More specificly, would it be unrealistic for the specific ships used, the specific fire control system, or just inaccurate regardless of the qualifiers?
Title: Re: What are we going
Post by: Crash Orange on October 19, 2011, 07:03:54 PM
Yes, do this.

I'm sure nobody will mind a two hour LVT run to the beach.

LVTs don't spawn at the task group.
Title: Re: What are we going
Post by: Melvin on October 19, 2011, 07:05:55 PM
LVTs don't spawn at the task group.

Surely you've noticed that the closer the TG is to the beach, the closer the LVT's spawn as well.
Title: Re: What are we going
Post by: Crash Orange on October 19, 2011, 07:27:16 PM
And since you seem to have a fairly deep knowledge of the guns/fire control system used on our ships, would modeling the interior of the gun sponson, and requiring the gunner to either look through a vision slit, or the optical sight similar to the ones used on tanks (i.e., not the infinitly adjustable zoomed view we have from the fire control station we have now, and with the grey haze) be unrealistic.

More specificly, would it be unrealistic for the specific ships used, the specific fire control system, or just inaccurate regardless of the qualifiers?

The trouble with doing that is that those guns weren't manned by individuals, they were manned by crews, including spotters, so the gun as a whole was not limited to the one guy actually looking through the sight. On the ship as a whole you're talking about dozens or even hundreds of individuals with a sophisticated (for the day) command and communications system to coordinate their efforts. That's why IMO getting rid of auto-ack on ships would be a mistake, it would be absurdly unrealistic to have a whole CV task force in a combat zone with no lookouts aside from the radar and no one manning a single gun. That never happened and never would happen. (Of course, the fact that they automatically spot every incoming enemy 100% of the time is also inaccurate, but I think 0% would be orders of magnitude more unrealistic.)
Title: Re: What are we going
Post by: Crash Orange on October 19, 2011, 07:30:03 PM
Surely you've noticed that the closer the TG is to the beach, the closer the LVT's spawn as well.

So tweak the formula. But allowing CVs to get within a mile of the field so you have a better LVT spawn is from a game design standpoint letting the tail wag the dog.
Title: Re: What are we going
Post by: Tank-Ace on October 19, 2011, 08:23:05 PM
I was talking about the manned-guns.
Title: Re: What are we going
Post by: CAP1 on October 19, 2011, 09:52:00 PM
Surely you've noticed that the closer the TG is to the beach, the closer the LVT's spawn as well.

tg's on the beach?  :noid :noid
Title: Re: What are we going
Post by: FLS on October 20, 2011, 06:44:16 AM
My post which is 100% accurate as to how the current set up works.  If you don't believe me go test it and see for yourself.

If you go above 3k then you are fired at.  This is on your front end.  So it reasons that if 100 planes are above 3k they will all be being fired at on their front ends by a carrier that does not have 100 guns.


The poor reasoning Hitech was referring to is that each of the 100 front ends sees the other 99 aircraft and only sees one of those aircraft as being closest to the CV and that one is targeted.

Because relative position information is less accurate the further away the aircraft is from the front end, it's possible that all 100 front ends don't see the same aircraft as being closer but they all see only one as being closest.

Anyone flying close to the targeted aircraft is likely to think they're being targeted too, especially if a miss of the targeted aircraft kills them.

The bug Hitech squashed was only in play when nobody else was within 16000 - 20000 ft of the CV so that's an unrelated issue but obviously that would cause some anomalous behavior which, if somebody had sent in film, could have been squashed earlier.
Title: Re: What are we going
Post by: TheDudeDVant on October 20, 2011, 07:28:42 AM
The poor reasoning Hitech was referring to is that each of the 100 front ends sees the other 99 aircraft and only sees one of those aircraft as being closest to the CV and that one is targeted.

Because relative position information is less accurate the further away the aircraft is from the front end, it's possible that all 100 front ends don't see the same aircraft as being closer but they all see only one as being closest.

Anyone flying close to the targeted aircraft is likely to think they're being targeted too, especially if a miss of the targeted aircraft kills them.

The bug Hitech squashed was only in play when nobody else was within 16000 - 20000 ft of the CV so that's an unrelated issue but obviously that would cause some anomalous behavior which, if somebody had sent in film, could have been squashed earlier.

Are you really still trying to explain to us what we observe in game? Thats kinda funny since you tried so hard to keep our game down and bugged. Lay down the obstruction junction..
Title: Re: What are we going
Post by: Slate on October 20, 2011, 07:43:33 AM
  I want MORE puffy ack.  :x Over bases to stop the vulch and have a few puffy ack stations that would have to be taken down like mannned guns and reup after 10 min.  :banana:
Title: Re: What are we going
Post by: FLS on October 20, 2011, 08:02:28 AM
Are you really still trying to explain to us what we observe in game? Thats kinda funny since you tried so hard to keep our game down and bugged. Lay down the obstruction junction..

I don't mind if you think 100 people all get targeted by the puffy ack at the same time but other people read these posts and they should get accurate information.
Title: Re: What are we going
Post by: LCADolby on October 20, 2011, 08:04:06 AM
Take away Man-able ack!

Otto Ack is A-OK for it has no kill club :aok
Title: Re: What are we going
Post by: TheDudeDVant on October 20, 2011, 08:21:46 AM
I don't mind if you think 100 people all get targeted by the puffy ack at the same time but other people read these posts and they should get accurate information.

Oh, I see the crease now..  We're the ones wrong here....still....
Title: Re: What are we going
Post by: grizz441 on October 20, 2011, 08:27:35 AM
I took a look. And it does target the closest enemy, but there is/was a bug where it would only target the closest enemy with in 3 mile radius. If no one else is in a 3 - 4 mile radius it would target you.

HiTech

Hmmm.  While this is certainly more believable to be the only issue than before, I'm still not convinced.  Mainly because of the fact that with this explanation, it would reason that in large furballs close to CV's where everyone is withing 3 miles of the carrier, I would not be shot at by puffy ack when I break 3k but I am every damn time.  I have never flown up above 3k and not been shot at in range, period.  Had I been above 3k and not been shot at, I would have noticed there were times where my perception of the puffy ack rules were incorrect.  If you said the range bug was within 500 ft of the carrier I could believe that a lot more because that plane would die so fast it would never really govern over me being shot at.  

Long story short, with your explanation, it would reason that I would only be shot at sometimes while above 3k and not being the closest, but I am shot at every time I am above 3k.
Title: Re: What are we going
Post by: grizz441 on October 20, 2011, 08:34:11 AM
I don't mind if you think 100 people all get targeted by the puffy ack at the same time but other people read these posts and they should get accurate information.

If you want people to get accurate information, then maybe you should stop posting.
Title: Re: What are we going
Post by: Tordon22 on October 20, 2011, 08:37:32 AM
Wizards sleeve!
Title: Re: What are we going
Post by: kvuo75 on October 20, 2011, 09:05:02 AM
why 3000 ft? why not 200 ft? 

since some people think the puffy is just fine, with 200ft  automagic puffy ack it would be even more effective, they could park cv's 2 miles off shore, let the computer keep the fighters down, and use the real teamwork to show the town buildings who's boss.   :rolleyes:
Title: Re: What are we going
Post by: uptown on October 20, 2011, 09:17:03 AM
Yes I am opposed.

HiTech
:bhead (http://i279.photobucket.com/albums/kk121/TheAmish/Pulling_hair.gif)
Title: Re: What are we going
Post by: captain1ma on October 20, 2011, 09:22:05 AM
if someone is within 3miles of the carrier, are you not sure that someone is in a 5inch gun shooting at you, as opposed to puffy ack?
Title: Re: What are we going
Post by: grizz441 on October 20, 2011, 09:28:10 AM
if someone is within 3miles of the carrier, are you not sure that someone is in a 5inch gun shooting at you, as opposed to puffy ack?

Yes man, the two are not even comparable.
Title: Re: What are we going
Post by: hitech on October 20, 2011, 09:36:37 AM
Hmmm.  While this is certainly more believable to be the only issue than before, I'm still not convinced.  Mainly because of the fact that with this explanation, it would reason that in large furballs close to CV's where everyone is withing 3 miles of the carrier, I would not be shot at by puffy ack when I break 3k but I am every damn time.  I have never flown up above 3k and not been shot at in range, period.  Had I been above 3k and not been shot at, I would have noticed there were times where my perception of the puffy ack rules were incorrect.  If you said the range bug was within 500 ft of the carrier I could believe that a lot more because that plane would die so fast it would never really govern over me being shot at.  

Long story short, with your explanation, it would reason that I would only be shot at sometimes while above 3k and not being the closest, but I am shot at every time I am above 3k.

Send a film.

HiTech
Title: Re: What are we going
Post by: grizz441 on October 20, 2011, 10:42:38 AM
See rule #4
Title: Re: What are we going
Post by: TheDudeDVant on October 20, 2011, 10:48:39 AM
Send a film.

HiTech

Lol

Do, I get $5 off my bill?
Title: Re: What are we going
Post by: Wiley on October 20, 2011, 10:55:04 AM
Geez, you guys that're making the claims about the ack not working like Hitech says have been in this thread for 5 days, and still no film?

If it happens every time, why is it so hard to head for the nearest CV being attacked, and film what you're talking about?  It's such a simple request that I just can't see a good reason for not doing it.

One sortie of flying, all the vindication you could ask for.

Wiley.
Title: Re: What are we going
Post by: grizz441 on October 20, 2011, 11:26:05 AM
Geez, you guys that're making the claims about the ack not working like Hitech says have been in this thread for 5 days, and still no film?

If it happens every time, why is it so hard to head for the nearest CV being attacked, and film what you're talking about?  It's such a simple request that I just can't see a good reason for not doing it.

One sortie of flying, all the vindication you could ask for.

Wiley.

It's not hard at all, if you have an active account.  It's so common that I am surprised no one has posted film yet either.  Maybe you can be the first.   :)
Title: Re: What are we going
Post by: Wiley on October 20, 2011, 11:38:38 AM
It's not hard at all, if you have an active account.  It's so common that I am surprised no one has posted film yet either.  Maybe you can be the first.   :)

I haven't been playing a lot this week (Arkham Asylum is fun) but if I find myself in the position to do it, I will.  I was just surprised that out of the 3 or 4 guys saying they're seeing something different, they couldn't take the 20 minutes to group up and prove it but everybody could devote all kinds of time to posting about it.  That's not the way to get things fixed or explained around here.

Wiley.
Title: Re: What are we going
Post by: grizz441 on October 20, 2011, 11:42:54 AM
I haven't been playing a lot this week (Arkham Asylum is fun) but if I find myself in the position to do it, I will.  I was just surprised that out of the 3 or 4 guys saying they're seeing something different, they couldn't take the 20 minutes to group up and prove it but everybody could devote all kinds of time to posting about it.  That's not the way to get things fixed or explained around here.

Wiley.

Unfortunately I don't have aces high installed on my work computer.  I think only the HTC staff does.  :D

So Wiley, weigh in, am I crazy? Or does the ack always shoot at you as soon as you pop 3k?  Or am I both crazy and correct?
Title: Re: What are we going
Post by: Wiley on October 20, 2011, 12:06:37 PM
Unfortunately I don't have aces high installed on my work computer.  I think only the HTC staff does.  :D

That's a valid reason I suppose...

Quote
So Wiley, weigh in, am I crazy? Or does the ack always shoot at you as soon as you pop 3k?  Or am I both crazy and correct?

I believe I've got a pretty firm grasp on what you're saying happens.  I'm not quite sure I'm understanding Hitech's statement of how it works.

If I'm reading Hitech's statement right, he's saying the puffy targets the closest plane to the boats.  I assume that means it targets the single closest plane, and only that plane until it's destroyed?

I haven't paid really precise attention to the specifics of what puffy ack does around me.  I have noticed times where I was above a CV group and there were other friendly planes nearby.  My perception was that they were closer, and I still got a burst around me as well as seeing one around them.

I've also been in the crowd headed out to defend against a CV and have seen there was stuff in front of me above 3k, and I was getting shot at.

Again, this is not stuff I'd be willing to stake anything on without video.  If Hitech is saying it only attacks the closest plane, I believe based on the fuzzy memories I have that I could get film that shows contrary to that relatively easily, I'd just need to find a squaddie who's up for helping me show it.

As far as it shooting at you every time you pop 3k, I don't know about that.  When I've noticed puffy open up on me as I cross 3k, I have been generally occupied with the cloud of red I was flying into, and it was quite possible I was the closest to the carrier group.  If I read Hitech's comment right, that scenario would be working as intended.

So, the TL;DR version is, if Hitech's saying it only targets the closest plane above 3k until it's dead, I'm pretty sure I can get film showing that's not happening, and will try to get some the next time the opportunity presents itself.

Wiley.
Title: Re: What are we going
Post by: hitech on October 20, 2011, 12:54:44 PM
Wiley: the ack checks if it needs to re target every 3 secs.

Also see my post explaining 1 bug on targets farther then 3 miles out.

HiTech
Title: Re: What are we going
Post by: CAP1 on October 20, 2011, 12:57:41 PM
i'm thinking there's more fishermen in the water than fish.
Title: Re: What are we going
Post by: Wiley on October 20, 2011, 01:06:51 PM
Wiley: the ack checks if it needs to re target every 3 secs.

Also see my post explaining 1 bug on targets farther then 3 miles out.

HiTech

That post was what confused me.

I just want to understand what I'm checking for.  Is this how it is supposed to work?

If there are multiple bandits within 3 miles above 3k feet, it targets the closest plane, rechecking that condition every 3 seconds.  If you are the only bandit within 4 miles above 3k feet, it also targets you?  Is that all there is to it?

Wiley.
Title: Re: What are we going
Post by: hitech on October 20, 2011, 02:00:22 PM
Yes except the 3 mile could be between just over 2 miles to just under 5.65 miles.

Basically there is a 3 x 3 grid where each cell is 2x2 miles. The CV/ack is always some where in the middle 2 mile square. If you are in this grid (depending you are you could be just outside the grid at over 2 mile range if the cv is right on the inside cell boundary to just under 5.6 miles if the cv is in a corner and you are in the other far corner).

The bug was simply I needed to check more squares for the squares object list.


HiTech

Title: Re: What are we going
Post by: Delirium on October 20, 2011, 02:43:53 PM
If someone gets shot down by ack at 2.99 miles, does it make a sound?


No, unless you count the forums.  :devil
Title: Re: What are we going
Post by: FLS on October 20, 2011, 04:26:15 PM

I haven't paid really precise attention to the specifics of what puffy ack does around me.  I have noticed times where I was above a CV group and there were other friendly planes nearby.  My perception was that they were closer, and I still got a burst around me as well as seeing one around them.


Wiley keep in mind that the puffy ack explodes in random locations in a box around the targeted aircraft. If you happen to be flying inside that same box you are being shot at even though you aren't being targeted. Just flying near the ack box could be enough to make you feel like you are being shot at.  If you fly near puffy ack by yourself in the TA or offline you can get an idea of the size of the box.
Title: Re: What are we going
Post by: Wiley on October 20, 2011, 05:07:46 PM
Does it calculate the distance based on your actual distance from the task group, or from the center of the 'box'?

Say for example the CV is at the midpoint of the west edge of the box, and I am flying toward the CV from due east of it.  If I have a friendly that's in the very southwest corner of the box heading north, who should it fire at?

Me, who is ~1 mile from the center of the box, while the friendly is ~1.41 miles southwest from the center of the box.

or

The friendly, who is ~1 mile south of the task group, while I am ~2 miles east of the task group.

If (as I suspect) it is from the center of the box, that offers a pretty plausible explanation for why I'm fairly sure I've noticed guys between me and the CV group are not getting shot at but I am.

Also, based on Hitech's description, is it safe to assume alt plays no factor, that it's purely lateral distance?

Wiley.
Title: Re: What are we going
Post by: titanic3 on October 20, 2011, 05:25:20 PM
Careful Hitech....I might just use your codes for my upcoming WW2 Flight Sim... :noid :D
Title: Re: What are we going
Post by: grizz441 on October 20, 2011, 06:02:11 PM
Does it calculate the distance based on your actual distance from the task group, or from the center of the 'box'?

Say for example the CV is at the midpoint of the west edge of the box, and I am flying toward the CV from due east of it.  If I have a friendly that's in the very southwest corner of the box heading north, who should it fire at?

Me, who is ~1 mile from the center of the box, while the friendly is ~1.41 miles southwest from the center of the box.

or

The friendly, who is ~1 mile south of the task group, while I am ~2 miles east of the task group.

If (as I suspect) it is from the center of the box, that offers a pretty plausible explanation for why I'm fairly sure I've noticed guys between me and the CV group are not getting shot at but I am.

Also, based on Hitech's description, is it safe to assume alt plays no factor, that it's purely lateral distance?

Wiley.

It should calculate the 3 dimensional distance if that is how it works.  Pretty easy calculation... coordinate of CV = (0,0,0) Coordinate of Airplane (x,y,z). Distance btwn = sqrt(x^2+y^2+z^2)

Being "closer" should not be a function of just lateral distance.
Title: Re: What are we going
Post by: TheDudeDVant on October 20, 2011, 06:02:57 PM
well heck.. after 137 threads, 1000s of whines, dozens of ah justice leaguers, 578,354 AH airplanes, 1 ungrateful owner, years of dedication, and the belief that this couldn't be planned.. perhaps we've found resolution.. perhaps..

Title: Re: What are we going
Post by: FLS on October 20, 2011, 06:34:47 PM
Does it calculate the distance based on your actual distance from the task group, or from the center of the 'box'?

Say for example the CV is at the midpoint of the west edge of the box, and I am flying toward the CV from due east of it.  If I have a friendly that's in the very southwest corner of the box heading north, who should it fire at?

Me, who is ~1 mile from the center of the box, while the friendly is ~1.41 miles southwest from the center of the box.

or

The friendly, who is ~1 mile south of the task group, while I am ~2 miles east of the task group.

If (as I suspect) it is from the center of the box, that offers a pretty plausible explanation for why I'm fairly sure I've noticed guys between me and the CV group are not getting shot at but I am.

Also, based on Hitech's description, is it safe to assume alt plays no factor, that it's purely lateral distance?

Wiley.

Wiley the "ack box" is centered on the targeted aircraft. If you are targeted you are the center of the box. This 3d box is not the grid Hitech referred to. It sounds like you're mixing up the box with the grid.  The grid is the area on the map that has ack coverage. Once you are targeted the ack doesn't shoot right at you. The ack appears randomly  somewhere in a 3d box that is centered on your aircraft. The size of this box increases with distance from the ack as well as your speed and G load. By increasing the size of the box the probability of being hit decreases. The bigger box also makes it more likely that other players near you will be in your box and may get hit even though they are not targeted.
Title: Re: What are we going
Post by: Wiley on October 20, 2011, 06:42:38 PM
Sorry, replace 'box' with 'grid' for the previous post.

Wiley.
Title: Re: What are we going
Post by: FLS on October 20, 2011, 08:05:47 PM
Hitech posted that it's the distance to the CV. I think the point of the grid is that the range where you are threatened by the ack could be different based on the CV location in the center square but once you are in the grid it's the aircraft closest to the CV that is targeted.
Title: Re: What are we going
Post by: TheRapier on October 20, 2011, 08:14:52 PM
Not that it will make any difference at all but the puffy ack implementation in the game is horrible to live with. It takes the fun out of the game and  its being used by those who lack skill to get kills they can't get any other way. IMO its is the most seriously flawed aspect of the game and I just won't willingly fly in it. Being killed by a crappy implementation of a random number generator is not my idea of fun. For those of you who enjoy that, may I suggest Russian Roulette? Flying in puffy ack is just that STUPID. At the very least make it so that the CVs can't drive up on shore in an ridiculous way. No admiral would ever risk a CV like that.

If this implementation is good, why don't we just have a random number generator decide that any time you are over enemy territory you can be killed? After all there could be an 88 down there with a good gun crew. Why not? Because its NOT FUN! This is where game departs from reality, the point here is theoretically to have fun. The random number generator is not the customer and doesn't need to feel fulfilled. The players DO or they don't come back.

This discussion seems to have focused on all puffy ack being the same. It wasn't. In this discussion we are being very US centric. German 88s firing at bomber boxes flying on a predictable course from IP and US CV Task Force units with radar guided guns and proximity fuses, and low level field ack have all been lumped in the same bucket. This just wasn't the case. They worked differently and had different results. For CVs alone there was a great deal of difference between US and Japanese flak and the results.

This is my experience, and people can take it or leave it. I don't require you to believe me.



To finally demonstrate the anecdotal accuracy of ack, this is a joke that was told in Germany, It is tale of a soldier who had been condemned to death and given his choice of several means of execution. In the story, the soldier chose execution by anti-aircraft fire. He was placed in a tower surrounded by flaks, which fired at him for three weeks. When they checked he was found dead not from flak but from starvation
Title: Re: What are we going
Post by: Kingpin on October 20, 2011, 08:53:48 PM

If I've read this correctly, the puffy ack model might have some flaws if it is only checking G-load to determine if a target is maneuvering.

Does the calculation use an instantaneous G-load reading or does it take in account your HIGHEST G-load over the previous 3 seconds (the period since box calculation was last made)?

If it is only measuring instantaneous G-load every 3 seconds, then it may not even be aware you are jinking.  A jinking aircraft is not making a continuous high-G turn, but rather is making course and/or altitude changes every few seconds to throw off the gun solution of the ack (possibly even using negative G-s to do so, which raises that issue as well).  So, if the puffy ack system happens to take a G-load reading at the moment you are in an unloaded state (between jinks) then you are getting no benefit out of maneuvering.  It also appears changes in altitude don't seem to be factored in at all.

The system should be taking into account CHANGES in the target's state (speed, altitude, and course) since the system last checked (3 seconds prior).

If my conclusions above are all true, it certainly explains why typical jinking methods don't seem to be very effective against puffy ack, and only putting your nose down and increasing speed (a continuous state that the ack box calculation detects) seems to be effective.

This would also explain why bombers can come in fast, but straight and level (with no added G-load) and don't seem to take the additional punishment they should from ack for being a much easier target to get a solution on.

If the system took an actual reading of course CHANGES (direction and altitude) in to account, perhaps we could have much more realistic puffy ack and hopefully see more realistic doctrines used in game as a result – i.e. dive bombing would become more effective than level bombing a moving CV!

<S>
Title: Re: What are we going
Post by: FLS on October 20, 2011, 09:04:11 PM
It seems like you're assuming the ack is shooting directly at you. The puffy ack is hitting randomly around you in a box whose size changes according to range, speed, and G load. As far as being tracked by regular ack I agree and it seems to be modeled so jinking is effective. The problem with jinking and puffy ack is that you are as likely to jink into trouble as you are to jink out of trouble. All you have to do is fly close to a CV offline or in the TA and watch where the ack is exploding around you. The ack seems very accurate when it hits you but you'll see that it mostly misses, regardless of how you fly.
Title: Re: What are we going
Post by: kvuo75 on October 21, 2011, 12:12:19 AM
Why 3000MSL is the magic alt is still a mystery to me...  Why not 200 or 1000 or 8000?
Title: Re: What are we going
Post by: Kingpin on October 21, 2011, 01:23:29 AM
It seems like you're assuming the ack is shooting directly at you. The puffy ack is hitting randomly around you in a box whose size changes according to range, speed, and G load. As far as being tracked by regular ack I agree and it seems to be modeled so jinking is effective. The problem with jinking and puffy ack is that you are as likely to jink into trouble as you are to jink out of trouble. All you have to do is fly close to a CV offline or in the TA and watch where the ack is exploding around you. The ack seems very accurate when it hits you but you'll see that it mostly misses, regardless of how you fly.

FLS sir,

I think that is kind of my point.  How you fly doesn't seem to matter much.  But shouldn't it?

G-load is factored into the equation, so wasn't how you fly supposed to matter?

My point is course and altitude changes as key factors (in addition to range and speed) would make the ack model less random and more realistic than it seems to be now.  The target box should actually become smaller over time as you maintain course and make yourself a more predictable target.  Jinking would reduce your chances of being hit (while not eliminating the possibility) and flying straight and level would increase the chances.  G-load as a factor doesn't seem to be doing this.

Actually, I think a change of this nature could have TWO very positive results on game play.  First, it could reduce ack effectiveness against maneuvering fighters who are dogfighting (and are really non-threats to the CV).  Second, as a side benefit, it could increase ack effectiveness against level bombers (the true threat to a CV as the game is played now).  In my opinion, anything that reduces the effectiveness of level-bombing CV's is a good thing, even if it takes ack to do it.  Level bombing moving ships by heavy bombers was largely unsucessful in WWII and the method was virtually abandoned as a doctrine by axis and allies alike.  In Aces High however, it is the most successful method.  This has always stood out as a major flaw in the game in my mind.

I'd like to see more historically acurate methods of CV attack (torpedo and dive bombing) become the preferred methods over the gamey one-pass one-kill CV level-bombing we see now.  If changing the ack code also has that second effect, that would also be an improvement too.  (Two birds with one 5" shell, as it were.  :))

<S>

Title: Re: What are we going
Post by: FLS on October 21, 2011, 04:39:29 AM
G load and distance do make a difference. But because most of the misses are already so far away from you they don't make the difference you're taking about. People complain that maneuvering fighters are hit instantly and bombers flying level aren't hit. Consider that what  they're really saying, because the puffy ack is the same in both cases, is that they get hit too often but the enemy doesn't get hit often enough.  :D

Bombing effectiveness in WW2 vs AH is about bombing accuracy and ship steering not puffy ack effectiveness. Different issue.
Title: Re: What are we going
Post by: Wiley on October 21, 2011, 11:58:26 AM
Played around a bit last night with it, thought I had an example on film on my first encounter with a CV group, but turned out the closer guy was below 3k.  After the reset, I went and played around a CV group porpoising above and below 3k rapidly, it worked as Hitech described.  Every 3 seconds if I was above 3k, pop pop pop.

Interestingly enough, during the porpoising, I wasn't taking damage even though I probably was targeted by 4 or 5 bursts.  Also as I was heading toward the carrier groups, I was making it a point to fly straight and level until they shot first.  No damage.

I film all my sorties, I'll be making it a point to seek out enemy carrier battles the next little while.  I'm hoping to play a fair bit this weekend.  I believe I can snare a squaddie or two to help me with it some.  If I find anything I don't understand I'll post it.

Wiley.
Title: Re: What are we going
Post by: grizz441 on October 21, 2011, 12:26:52 PM
Played around a bit last night with it, thought I had an example on film on my first encounter with a CV group, but turned out the closer guy was below 3k.  After the reset, I went and played around a CV group porpoising above and below 3k rapidly, it worked as Hitech described.  Every 3 seconds if I was above 3k, pop pop pop.

Interestingly enough, during the porpoising, I wasn't taking damage even though I probably was targeted by 4 or 5 bursts.  Also as I was heading toward the carrier groups, I was making it a point to fly straight and level until they shot first.  No damage.

I film all my sorties, I'll be making it a point to seek out enemy carrier battles the next little while.  I'm hoping to play a fair bit this weekend.  I believe I can snare a squaddie or two to help me with it some.  If I find anything I don't understand I'll post it.

Wiley.

So correct me if I'm wrong, but did it not fire at you above 3k when there was an ally between you and the task group that was above?  If that's the case, did HiTech already fix the issue he said there was? 

I don't know what to believe because I have been well above 3k in a horde of allies over a task group before and got bombarded by puffy ack regardless of my location relative to my allies.  HiTech's analysis of the distance bug would not be consistent with this observation I, along with many others, have seen consistently.
Title: Re: What are we going
Post by: moot on October 21, 2011, 12:44:18 PM
If you mean that CV flak's supposed to target nearest enemy, that "bug" has been around a long time.   And... I distinctly remember a couple times where I wouldn't see anyone else being targeted, but friendlies on range saying the same - that they were targeted but without any flak on me on their front end.
Title: Re: What are we going
Post by: grizz441 on October 21, 2011, 12:52:32 PM
If you mean that CV flak's supposed to target nearest enemy, that "bug" has been around a long time.   And... I distinctly remember a couple times where I wouldn't see anyone else being targeted, but friendlies on range saying the same - that they were targeted but without any flak on me on their front end.

Yep, I've had allies telling me they are getting blasted by the puffy ack and I don't see it on my end, then I pop 3k and I am getting blasted on my end and they are still getting hit on their end, when we are both further than 1.5k apart.
Title: Re: What are we going
Post by: Wiley on October 21, 2011, 01:18:25 PM
Grizz- That's something I'm intending to check out with a squaddie or two.  I wasn't noticing it last night, but I didn't get to put a lot of time in. Actually, if any interested parties are going to be on this weekend, maybe we can hook up to knock around the MA with film rolling and see what we can see.

Wiley.
Title: Re: What are we going
Post by: moot on October 21, 2011, 01:29:11 PM
You probably want as large a sample population as you can manage.
Title: Re: What are we going
Post by: Wiley on October 21, 2011, 01:50:55 PM
I'm thinking 3-4 guys at least, separated around 1.5-2k all in range of the puffy and recording, and seeing what we can see.

The tricky part will be understanding if the guys in the 5" are doing their thing.

Wiley.
Title: Re: What are we going
Post by: Shuffler on October 21, 2011, 02:07:16 PM
Not that it will make any difference at all but the puffy ack implementation in the game is horrible to live with. It takes the fun out of the game and  its being used by those who lack skill to get kills they can't get any other way. IMO its is the most seriously flawed aspect of the game and I just won't willingly fly in it. Being killed by a crappy implementation of a random number generator is not my idea of fun. For those of you who enjoy that, may I suggest Russian Roulette? Flying in puffy ack is just that STUPID. At the very least make it so that the CVs can't drive up on shore in an ridiculous way. No admiral would ever risk a CV like that.

If this implementation is good, why don't we just have a random number generator decide that any time you are over enemy territory you can be killed? After all there could be an 88 down there with a good gun crew. Why not? Because its NOT FUN! This is where game departs from reality, the point here is theoretically to have fun. The random number generator is not the customer and doesn't need to feel fulfilled. The players DO or they don't come back.

This discussion seems to have focused on all puffy ack being the same. It wasn't. In this discussion we are being very US centric. German 88s firing at bomber boxes flying on a predictable course from IP and US CV Task Force units with radar guided guns and proximity fuses, and low level field ack have all been lumped in the same bucket. This just wasn't the case. They worked differently and had different results. For CVs alone there was a great deal of difference between US and Japanese flak and the results.

This is my experience, and people can take it or leave it. I don't require you to believe me.

  • Ship Puffy ack absolutely will start popping the instant you clear 3k. I've done it so many times I don't need to prove it to myself again.
  • Random or not, it is insanely accurate. I can't count the number of times it has killed me instantaneously in one shot the moment I crossed into its space.


To finally demonstrate the anecdotal accuracy of ack, this is a joke that was told in Germany, It is tale of a soldier who had been condemned to death and given his choice of several means of execution. In the story, the soldier chose execution by anti-aircraft fire. He was placed in a tower surrounded by flaks, which fired at him for three weeks. When they checked he was found dead not from flak but from starvation

If you have a better implimentation spit it out.

If you have a film post it.

I'll doubt you'd find any bomber crew stating flak was inaccurate in WWII.

Title: Re: What are we going
Post by: Lusche on October 21, 2011, 02:17:53 PM
I don't know what to believe because I have been well above 3k in a horde of allies over a task group before and got bombarded by puffy ack regardless of my location relative to my allies. 

I have. A lot of times.

My own experience:

As long as I haven't been targeted by this very CV before, it did work more or less the way FLS and Hitech had stated: If some poor guy was closer to the CV than me, I wasn't attacked by puffy. Unless I was going really close, then it didn't matter - probably due to the bug HT mentioned. Sometimes, at larger battles, I was able to get comparatively close to the CV  before ack opened fire at me.
But once I had been fired at, the puffy ack was stuck on me. From that point on distance to the CV didn't matter (much?). Instant puffy when going over 3k, regardless of mine or any other player's distance.

Title: Re: What are we going
Post by: Vinkman on October 21, 2011, 02:31:51 PM
I have. A lot of times.

My own experience:

As long as I haven't been targeted by this very CV before, it did work more or less the way FLS and Hitech had stated: If some poor guy was closer to the CV than me, I wasn't attacked by puffy. Unless I was going really close, then it didn't matter - probably due to the bug HT mentioned. Sometimes, at larger battles, I was able to get comparatively close to the CV  before ack opened fire at me.
But once I had been fired at, the puffy ack was stuck on me. From that point on distance to the CV didn't matter (much?). Instant puffy when going over 3k, regardless of mine or any other player's distance.



Lusche, who is the guy in your avatar?
Title: Re: What are we going
Post by: Wiley on October 21, 2011, 02:38:29 PM
I have. A lot of times.

My own experience:

As long as I haven't been targeted by this very CV before, it did work more or less the way FLS and Hitech had stated: If some poor guy was closer to the CV than me, I wasn't attacked by puffy. Unless I was going really close, then it didn't matter - probably due to the bug HT mentioned. Sometimes, at larger battles, I was able to get comparatively close to the CV  before ack opened fire at me.
But once I had been fired at, the puffy ack was stuck on me. From that point on distance to the CV didn't matter (much?). Instant puffy when going over 3k, regardless of mine or any other player's distance.



I'll bear that in mind.  Thanks for the info lusche.

Wiley.
Title: Re: What are we going
Post by: Kingpin on October 21, 2011, 02:44:46 PM
G load and distance do make a difference.

How does G-load make a difference if you happen to be unloaded (between jinks) when it calculates?

People complain that maneuvering fighters are hit instantly and bombers flying level aren't hit. Consider that what  they're really saying, because the puffy ack is the same in both cases, is that they get hit too often but the enemy doesn't get hit often enough.  :D

“People” might say that, but that was not MY point.  You added the word "instantly" into the argument, which I never once said.  It sounds a bit like you are dismissing my point by putting other people's words in my mouth.

What I did say, and you said as well, is that maneuvering (changing course and/or altitude) isn't a factor in ack hit probability.  I believe it should be, don’t you?

It seems maneuvering could be added to the current ack system without necessarily overhauling it.  "Maneuvering" would simply be resolved by comparing the target’s course and altitude change since the ack box was last calculated.  The more the maneuvering factors change, the bigger the ack box gets (just like speed and distance now).  The less the factors change, the smaller the ack box gets each time (perhaps halve it’s size each time).  This would be far more realistic, as it would represent a firing solution becoming better if you are flying a predictable course.  

<S>
Title: Re: What are we going
Post by: Lusche on October 21, 2011, 02:45:48 PM
Lusche, who is the guy in your avatar?

Music for happy snails: http://www.youtube.com/watch?v=2Z4m4lnjxkY
Title: Re: What are we going
Post by: Wiley on October 21, 2011, 02:51:47 PM
Music for happy snails: http://www.youtube.com/watch?v=2Z4m4lnjxkY

 :huh

...I'm... going to go with, 'It must be a European thing.'

 :D

Wiley.
Title: Re: What are we going
Post by: Vinkman on October 21, 2011, 03:02:18 PM
Music for happy snails: http://www.youtube.com/watch?v=2Z4m4lnjxkY

 That is classic. I've seen better lipsinking in Godzilla, Mothra, and Enter the Dragon.
Title: Re: What are we going
Post by: MajWoody on October 21, 2011, 03:07:19 PM
I like the lyrics.  :lol
Title: Re: What are we going
Post by: The Fugitive on October 21, 2011, 03:12:52 PM
I like the lyrics.  :lol

but I think they are in German, I know its very hard to sing along to.   :D
Title: Re: What are we going
Post by: TheRapier on October 21, 2011, 03:53:39 PM
I think we have a perfect illustration as to why the progress in improving the game is so mind numbingly glacial. This group is as amazingly effective as the American Congress in deciding things and making improvement :).

Well done everyone! I think we should all go off and have a few drinks in celebration.

As a parting shot, I'm going to suggest that the ONLY thing that matters in the long run really is game play and whether people find it fun to play. Trying to make it exactly "like the war" is a stupid goal. War is NOT FUN. This is why people avoid it.

Playing at war can be fun, the object is to maintain enough of the illusion to give it immediacy and flavor without getting bogged down in the minutiae. The death of every simulation over the past 20 years has been to get that line messed up and unclear, from the pressure of grognards to make it more and more "realistic" in an effort to satisfy their fantasies, and they end up making simulations that are built on the issue of systems management and not play. In the end, "fun" should be the deciding factor.   
Title: Re: What are we going
Post by: FLS on October 21, 2011, 03:54:59 PM
How does G-load make a difference if you happen to be unloaded (between jinks) when it calculates?

“People” might say that, but that was not MY point.  You added the word "instantly" into the argument, which I never once said.  It sounds a bit like you are dismissing my point by putting other people's words in my mouth.

What I did say, and you said as well, is that maneuvering (changing course and/or altitude) isn't a factor in ack hit probability.  I believe it should be, don’t you?

It seems maneuvering could be added to the current ack system without necessarily overhauling it.  "Maneuvering" would simply be resolved by comparing the target’s course and altitude change since the ack box was last calculated.  The more the maneuvering factors change, the bigger the ack box gets (just like speed and distance now).  The less the factors change, the smaller the ack box gets each time (perhaps halve it’s size each time).  This would be far more realistic, as it would represent a firing solution becoming better if you are flying a predictable course.  

<S>


I said "people" so it would be clear that I didn't think it was you saying it. I guess that didn't work. :D  People trying to keep the CV floating think that the puffy ack should be more effective. People flying in a furball near the CV think the ack should be less effective. So the anecdotal evidence is that the puffy ack is somewhere between too effective and not effective enough.

I expect that unloading G makes the box smaller but I don't know what the limits are. Maneuvering does make the box bigger when maneuvering increases G. If you look at how far the ack is usually hitting from the targeted aircraft you may see why I don't think maneuvering needs to be considered more than it already is. You aren't shooting birds with a .22. You are shooting a shotgun. Precise tracking is not what's getting hits, it's the pellet distribution.

Wiley if you do your experiment in the TA and film it you'll be able to count the number of times puffy ack fires on you and the number of times you get hit without having to keep restarting. Wait until you're watching the film to count.  ;)
Title: Re: What are we going
Post by: hitech on October 21, 2011, 04:11:42 PM
So correct me if I'm wrong, but did it not fire at you above 3k when there was an ally between you and the task group that was above?  If that's the case, did HiTech already fix the issue he said there was? 

I don't know what to believe because I have been well above 3k in a horde of allies over a task group before and got bombarded by puffy ack regardless of my location relative to my allies.  HiTech's analysis of the distance bug would not be consistent with this observation I, along with many others, have seen consistently.

It is fixed for our next patch, but all the code is client based, hence the tests are with out the fix.

Hitech
Title: Re: What are we going
Post by: Wiley on October 21, 2011, 04:17:50 PM
I think we have a perfect illustration as to why the progress in improving the game is so mind numbingly glacial. This group is as amazingly effective as the American Congress in deciding things and making improvement :).


Bah.  A bunch of players yammering on the forum doesn't have any impact on what gets changed when in the game.  The only thing that has meaning is what the company wants to do.

Hitech's already posted in this thread that he's not willing to make the change so it does a LOS check on the target.  To me that indicates he's comfortable with how the puffy works in game.

My interest in this thread and this part of the game isn't so much to get it changed, I'm more interested in how it works now.  There's stuff I think I've seen that doesn't jibe with how Hitech says it should work, and that interests me.  The people who say it works different have said repeatedly in this thread that it's easy to do and consistent, yet nobody's got video.  I don't really care what I find, I just want to find out the truth.

FLS- I was contemplating the TA, but the problem is you're not going to get the number of things going on you get in a MA setup.  The stuff people are claiming happens, happens in the MA.  I'm thinking a decent method would be to try to find a good knock down drag-out carrier battle with a large horde and go among the gorillas to observe and record.

Wiley.
Title: Re: What are we going
Post by: FLS on October 21, 2011, 04:41:54 PM

FLS- I was contemplating the TA, but the problem is you're not going to get the number of things going on you get in a MA setup.  The stuff people are claiming happens, happens in the MA.  I'm thinking a decent method would be to try to find a good knock down drag-out carrier battle with a large horde and go among the gorillas to observe and record.

Wiley.

The advantage to the TA is that you can get enough data to get an idea of the hit probability without the data being skewed from a small sample size. If you want to look at the possibility that a larger number of players affects which one is targeted then the MA is probably easier but you know you never find the fight you log on looking for.  :lol 
Title: Re: What are we going
Post by: Wiley on October 21, 2011, 04:50:08 PM
The advantage to the TA is that you can get enough data to get an idea of the hit probability without the data being skewed from a small sample size. If you want to look at the possibility that a larger number of players affects which one is targeted then the MA is probably easier but you know you never find the fight you log on looking for.  :lol 

The hit probability stuff isn't really what I'm after, I'm more interested in seeing who it's targeting.  Assessing the hit probability experimentally would take a pretty big sample size.  If it's a relatively consistent 1 hit wonder under certain circumstances, that's interesting.  In the TA if it does no damage that won't be apparent though.

What I'm going to be looking for is puffy targeting planes that aren't the closest to the CV, whatever form that takes.

Wiley.
Title: Re: What are we going
Post by: FLS on October 21, 2011, 05:12:35 PM
The hit probability stuff isn't really what I'm after, I'm more interested in seeing who it's targeting.  Assessing the hit probability experimentally would take a pretty big sample size.  If it's a relatively consistent 1 hit wonder under certain circumstances, that's interesting.  In the TA if it does no damage that won't be apparent though.

What I'm going to be looking for is puffy targeting planes that aren't the closest to the CV, whatever form that takes.

Wiley.

You still see holes in the TA so you can get an idea of what the damage would be but I understand why you would prefer the MA. When looking at targeting of other aircraft keep in mind that the positions are less accurate compared to their front ends when they are further away from you and as you know the position of the CV in the central square can affect the ack coverage distance.

Title: Re: What are we going
Post by: TheRapier on October 21, 2011, 07:01:29 PM
Wiley, do you see a lot of other sources of regular customer feedback for HTC? Just wondering cause I don't.

Of course its well known in the game industry that trying to pull meaningful and usable feedback out of a forum is problematic. Forums can flag problems in a gross way, just by what gets a lot of posts. They just aren't real useful because you run the very real risk of building a product for just the people who frequent the forum, which is sort of path to going over the edge. The actual denizens of a forum are just the tip of one iceberg of users. There are whole sets of users that wouldn't get near a forum for good reasons. Without considering those users you build the wrong thing and you lose them.   

I just don't think that there is access other possible avenues like surveys and focus groups which might result in better feedback. So what happens here I guarantee has an effect. The problem for them is to sort it out into anything they can actually do.
Title: Re: What are we going
Post by: Kingpin on October 21, 2011, 08:30:29 PM
I don't think maneuvering needs to be considered more than it already is. You aren't shooting birds with a .22. You are shooting a shotgun. Precise tracking is not what's getting hits, it's the pellet distribution.

I used to duck hunt, so I've shot birds with a shotgun.  You hit a flying object when you lead it (predicting their course).  Any ack gunner (or fire control system) should do the same thing.

I get your point though.  You've explained that the Aces High ack system doesn't lead targets – essentially it doesn't aim.  It fires into an area and sometimes it gets lucky hits.  Aircraft going fast in a straight line are better off than those who are maneuvering. 

I really think that system is flawed and I've even offered an idea how it could be fixed.

I’ll leave it at that.  But now I’m gonna be really pissed when I get hit by ack at 15K, knowing that a really lousy drunken duck hunter just shot me!  :D
Title: Re: What are we going
Post by: Wiley on October 22, 2011, 12:57:02 AM
Wiley, do you see a lot of other sources of regular customer feedback for HTC? Just wondering cause I don't.

Of course its well known in the game industry that trying to pull meaningful and usable feedback out of a forum is problematic. Forums can flag problems in a gross way, just by what gets a lot of posts. They just aren't real useful because you run the very real risk of building a product for just the people who frequent the forum, which is sort of path to going over the edge. The actual denizens of a forum are just the tip of one iceberg of users. There are whole sets of users that wouldn't get near a forum for good reasons. Without considering those users you build the wrong thing and you lose them.   

I just don't think that there is access other possible avenues like surveys and focus groups which might result in better feedback. So what happens here I guarantee has an effect. The problem for them is to sort it out into anything they can actually do.

Oh, it's feedback.  I've even seen stuff from here make it into the game.  The tone of your post seemed to indicate you might think us having a consensus would result in change.  I may not always agree with some of Hitech's choices, but he seems to have a pretty good handle on what the boards mean and what they're useful for.

Wiley.
Title: Re: What are we going
Post by: Noir on October 22, 2011, 01:48:34 AM
why Bombers have so much more 'hit points' than fighters? A hit that would snap a wing on a fighter will only smoke a bomber's engine, while both use the same materials and construction methods, not to mention downsized things have more resistant by definition. This disparity is most blatant with puff ack, as everyone has seen bombers are immune to it. I'm tired of selective realism that favors bombers.
Title: Re: What are we going
Post by: moot on October 22, 2011, 01:57:17 AM
Show your data
Title: Re: What are we going
Post by: Noir on October 22, 2011, 02:17:10 AM
Show your data

you use 30mm's, you've seen how A20's can take 5+ hits and fly away, while any fighter will die with 2hits max.
Title: Re: What are we going
Post by: moot on October 22, 2011, 02:35:20 AM
My experience is too fuzzy to go either way on this.  IE the "hints" of something fishy are in the noise.  Noise IE anecdotal recollection's fuzziness.

Relative fighter:bomber tater damage seems about right.  One of the big deals with doing damage on bombers is the relative scales.  If you tell yourself I put 3 taters within "1/5th wingspan" of the wingroot, that's a big difference in absolute distance depending on whether the target is a B24 or an La7.  I honestly don't have any trouble taking down bombers with german 30mm if I don't screw up - if the tater burst lands all in the same spot.
If I put 3 taters in one area (say wingroot or mid-wing or within a 5m diameter on fuselage) and get no kill, it's pretty much guaranteed (again this is from experience, no actual knowledge of the damage model brass tacks) a second pass with 20mm hits on that same target area will kill the bomber.

I flat out disagree if you're saying a bomber's (e.g. A20 or B17) structure is no stronger than a fighter's equivalent -- apples to apples like an A20's main wingspar element compared to a Hurricane's equivalent. 

An A20 can take 5+ hits, but exactly where those hits are, what the internet was like, etc, are all non negligible factors.  Saying 5+ hits isn't enough.  But all things being equal, 5 hits versus 2 sounds about in the ballpark.  IE as it should be.  In my experience 2 hits for fighters is exceptional.  Most die to 1 hit.
Title: Re: What are we going
Post by: TheDudeDVant on October 22, 2011, 03:04:07 AM
So, i guess no point in a film atm.
Title: Re: What are we going
Post by: moot on October 22, 2011, 03:09:01 AM
Structural damage context

(http://dasmuppets.com/public/dlamb/410/schema_219-410_context.png)

Compare in your mind's eye what 1 tater does, relatively, on each of these airframes.
Title: Re: What are we going
Post by: FLS on October 22, 2011, 11:32:33 AM
I used to duck hunt, so I've shot birds with a shotgun.  You hit a flying object when you lead it (predicting their course).  Any ack gunner (or fire control system) should do the same thing.

I get your point though.  You've explained that the Aces High ack system doesn't lead targets – essentially it doesn't aim.  It fires into an area and sometimes it gets lucky hits.  Aircraft going fast in a straight line are better off than those who are maneuvering.  

I really think that system is flawed and I've even offered an idea how it could be fixed.

I’ll leave it at that.  But now I’m gonna be really pissed when I get hit by ack at 15K, knowing that a really lousy drunken duck hunter just shot me!  :D

How can you look at the ack shooting at an aircraft going 300 mph and claim it doesn't lead the target? It does aim at the targeted aircraft so it works as you want it to, but as I mentioned before the puffy ack dispersion is so great that maneuvering can as easily get you into trouble as out of trouble. In both cases, straight and turning, the hit probability is based on the size of the box.

While a .22 and a shotgun both require lead the shotgun requires less precise aim and in the case of puffy ack there are only a few pellets so it mostly misses. In order for maneuvering to make more of a difference the puffy ack would first have to be much more effective i.e. the box would have to be much smaller.
Title: Re: What are we going
Post by: moot on October 22, 2011, 11:39:31 AM
It doesn't "lead the target" because there's no such lead system.  It's an absolutely instantaneous client-side spawn box.  IE there's no aiming & time of flight delay in the flak's aim.
Title: Re: What are we going
Post by: Tordon22 on October 22, 2011, 11:40:12 AM
Moot owns you  :aok
Title: Re: What are we going
Post by: FLS on October 22, 2011, 11:50:17 AM
It doesn't "lead the target" because there's no such lead system.  It's an absolutely instantaneous client-side spawn box.  IE there's no aiming & time of flight delay in the flak's aim.

The effect is the same even if the mechanics are different. Making the code more complex wouldn't change the outcome.
Title: Re: What are we going
Post by: moot on October 22, 2011, 11:56:52 AM
I think I agree.  I'd disagree because current "Results-based" emulation ignores a mountain between you and flak guns.   And because of that pissy pilot instinct that some stupid AI is cheating me out of maneuvering out of its "aim" - e.g. doing a split S at 450+ from miles out and still being tracked like the ships had either/and way more guns tracking you than they actually do, or were shooting a much wider pattern than the game tells you graphically.
Title: Re: What are we going
Post by: FLS on October 22, 2011, 12:13:18 PM
The mountain line of sight issue is unfortunate and I'm sure that Hitech could fix it since the small caliber ack modeling manages LOS so I assume there is a good reason, like client hardware resources, that explains why it's like it is. 
Title: Re: What are we going
Post by: moot on October 22, 2011, 12:26:54 PM
Yeah I asked HT and he said collision calcs are too expensive.
Title: Re: What are we going
Post by: lunatic1 on October 22, 2011, 12:37:47 PM
17 pages about puffy ack WOW!!!!!!!
Title: Re: What are we going
Post by: lunatic1 on October 22, 2011, 12:38:24 PM
17 pages about puffy ack WOW!!!!!!!
my post made it 18 lol
Title: Re: What are we going
Post by: TheDudeDVant on October 22, 2011, 04:45:49 PM
The effect is the same even if the mechanics are different. Making the code more complex wouldn't change the outcome.

Actually.. the effect could be quite different if the puffy ack functioned properly with lead times.. With lead times built in, the a/c could potentially be outside the puffy hit box area.. At least a fighter, not so much a bomber.. Being more realistic..

But puffy based off Air Warrior puffy ack gives ambiance I suppose.. 
Title: Re: What are we going
Post by: kvuo75 on October 22, 2011, 10:05:07 PM
should be 543 pages.

I'm asking again, why not 200msl instead of the current 3000msl?

climb above 200 ft in range of the puffy code, get popped by your own FE.  :aok

Title: Re: What are we going
Post by: Noir on October 23, 2011, 05:12:54 AM
Structural damage context

(http://dasmuppets.com/public/dlamb/410/schema_219-410_context.png)

Compare in your mind's eye what 1 tater does, relatively, on each of these airframes.

every one of them (dont have the He219 tho) would die first ping, except the A20 that would fly away undamaged.... :headscratch:
Title: Re: What are we going
Post by: Noir on October 23, 2011, 05:14:30 AM
its not the first long thread about puff ack, yet nothing changed. Consensus within the players won't force HTC to do anything tho, we can only wait in anger  :furious
Title: Re: What are we going
Post by: moot on October 23, 2011, 05:51:24 AM
No.. I'm pretty sure the 38 can digest 1 tater elsewhere than to an engine.  The 110 survives a tater if it hits one of its vert stabs and IIRC so does the 38. 

A smaller fighter like the Spitfire is puny compared to something like a 38 or A20.
Title: Re: What are we going
Post by: The Fugitive on October 23, 2011, 09:25:08 AM
Last night I was flying around an enemy CV. Normally I couldn't care less how its firering or at who it is firering at. I chase down ack runners  :devil However I paid attention due to this thread. I even maneuvered to put myself closer than others and outside the range of others. The ack seemed to work as Hitech said it does. When I got closer than other the puffy targeted me, and when I move farther out than others it targeted them...sorry for putting them in harms way, but it was neat to see the puffys appear 5k away where the other guy was closing on the CV. It wasn't instantaneous so Im sure that was the 3 second resampling that Hitech talked about.

As for being over 3k, it is an air barrage. Kinda silly to have it explode a few hundred feet off the ground and pepper the water with puffy ack  :rolleyes:

As for damage, picture a basketball as the area of damage a 30mm does. If it hits a fighters wing it blows holes in both sides of the wing, in a buffs wing easily blow out only one side. The bigger the plane the more structure that has to built in to get the larger load off the ground and so the more damage needed to cause the same failures. You see buffs fly through puffy without being shot down. Well they are taking damage, it just takes more to take out a buff and it should.

The only problem I see with the puffy ack is a fighter is faster and more likely to be maneuvering a lot more than a buff. This should make hitting the fighter much more difficult, unless the fighter is flying strait and level or diving strait at the CV group. To me it would seem that a fighter flying through a mile stretch of air space maneuvering all over the place....chasing an ack runner  :devil might get hit once. Where a buff traveling the same space flying strait and level lining up a drop should be hit many times. Tracking a steady speed and alt target should be much easier than trying to track one that is all over the place.

At 3k a buff should be hit almost ever shot, at 5k maybe every other shot, at 10k maybe one in 4 shots. It would seem more "realistic" to me.
Title: Re: What are we going
Post by: FLS on October 23, 2011, 10:10:45 AM
its not the first long thread about puff ack, yet nothing changed. Consensus within the players won't force HTC to do anything tho, we can only wait in anger  :furious

Hitech found and squashed a little bug. That makes the thread a winner.  :aok
Title: Re: What are we going
Post by: Wiley on October 24, 2011, 10:32:39 AM
Well, I spent a fair bit of my online time this weekend seeking out hordes over flattops.

Unfortunately, I was unable to find an instance where stuff worked any different from what Hitech says.  I did learn something for myself though.  I now see that previous instances where I thought multiple planes were being shot at by puffy were in actuality 5" fire on a plane that wasn't being shot at by puffy.

Sorry guys, I was hoping to get something that could be gone over like the Zapruder film, but sadly it was not to be.

Regardless of what I think of the modeling, it does appear as far as I can tell to be working as explained.

Wiley.
Title: Re: What are we going
Post by: grizz441 on October 24, 2011, 11:30:36 AM
So the puffy ack only shoots at one person per furball near carrier?  I have such a hard time believing that I would only be able to convince myself of it.
Title: Re: What are we going
Post by: Baumer on October 24, 2011, 11:54:03 AM
Yes I am opposed.

I am increasingly disappointed with this position.
 
Title: Re: What are we going
Post by: Wiley on October 24, 2011, 11:58:17 AM
So the puffy ack only shoots at one person per furball near carrier?  I have such a hard time believing that I would only be able to convince myself of it.

I was frankly shocked as well.  Once I started really paying attention to it, it really did become obvious what was going on around me wasn't what I'd thought I'd been seeing in the periphery of my attention.

Another thing I was looking at was damage on the first shot coming into range.  I had one instance where I took immediate damage not maneuvering as I flew into range.  All the other times, and I was making it a point to fly straight and level on my way in, it missed or just made noise, nothing fell off.

Wiley.
Title: poor man's retweet
Post by: moot on October 24, 2011, 12:19:31 PM
How can it always be?
the puffy targets me
no matter how I fly
the ack will make me die

The coding is a mess
but Hitech won't confess
the line put in the code
that makes Grizz soon explode

Grizz finally figured out
and knows without a doubt
no matter how he flies
the ack will make him die
Did someone quote this yet?   :t
Title: Re: What are we going
Post by: Kingpin on October 24, 2011, 02:20:50 PM

How can you look at the ack shooting at an aircraft going 300 mph and claim it doesn't lead the target? It does aim at the targeted aircraft

Because you've explained how the system works and made it clear that ack DOESN'T lead the target.  (It should, but it doesn't.)  You've said it fires into a box CENTERED on the target.  Clearly that's not leading a target.  You've explained that flying a predictable course doesn't make you easier to hit, because the system is making no effort to predict a course -- it doesn't aim.  It's more random than anything resembling aiming, which is exactly what you've said earlier in this thread. 

I thank you again for explaining how the ack system works.  Based on your information, I offered a suggestion of how the system could actually factor in course changes (maneuvering), and how that might make it more realistic.  You seem to want to argue that I am wrong in my suggestion somehow.  You appear to be going to great lengths to do so, including contradicting yourself.

My intention was simply to offer an idea: a relatively easily implemented change to the ack system that could make it more realistic with regard to maneuvering.  Others seem to agree that maneuvering vs. flying straight and level should make a difference.  Apparently you don't agree.  OK, then, we'll leave it at that.
 
<S>
Title: Re: What are we going
Post by: moot on October 24, 2011, 02:24:26 PM
It doesn't "fire" into that box.  In the sense that there is no time of flight as in real ballistics.  The explosions are simply spawned within that box.
Title: Re: What are we going
Post by: TheDudeDVant on October 24, 2011, 04:50:57 PM
It doesn't "fire" into that box.  In the sense that there is no time of flight as in real ballistics.  The explosions are simply spawned within that box.

I think that is what kingpin is saying in so many words.. Is his reason as to how the puffy does not 'lead' its target.. Its just like the puffy ack in Air Warrior..


Sure seems though a 'lead time' based on distance to target would be a nice addition.. But hey, whats good enough for a long dead 15yr old game is good enough for us!
Title: Re: What are we going
Post by: Kingpin on October 24, 2011, 06:18:55 PM
The only problem I see with the puffy ack is a fighter is faster and more likely to be maneuvering a lot more than a buff. This should make hitting the fighter much more difficult, unless the fighter is flying strait and level or diving strait at the CV group.

Yes, this was precisely my point.  If the ack system compared how much you changed course between calculations of the ack box and then reduced or increased the box accordingly, this would be a far more realistic "aiming" method.

I think that is what kingpin is saying in so many words.. Is his reason as to how the puffy does not 'lead' its target.. Its just like the puffy ack in Air Warrior..

Sure seems though a 'lead time' based on distance to target would be a nice addition...

Actually, distance is a factor in the equation currently that determines the size of the ack box. 

I'm asking to get a maneuvering componant added in.  I suggested a function that would increase/decrease the ack box size over time if the target is/isn't maneuvering.
Title: Re: What are we going
Post by: TheDudeDVant on October 24, 2011, 08:22:28 PM
Actually, distance is a factor in the equation currently that determines the size of the ack box. 

ahh did not know that.. i've been wrong then.. ah puffy > aw puffy...   :aok
Title: Re: What are we going
Post by: Vinkman on October 25, 2011, 12:25:53 PM
So the puffy ack only shoots at one person per furball near carrier?  I have such a hard time believing that I would only be able to convince myself of it.

I tried it last night. Dipped below 3k no puffy. Popped up above 3k I got puffy. Plane got closer to the carrier than me and he was above 3k he got puffy I got nothing. He dipped to the deck I got puffy again.

No one in the 5" manned guns.  :salute
Title: Re: What are we going
Post by: hitech on October 25, 2011, 01:47:24 PM
Yes, this was precisely my point.  If the ack system compared how much you changed course between calculations of the ack box and then reduced or increased the box accordingly, this would be a far more realistic "aiming" method.

Actually, distance is a factor in the equation currently that determines the size of the ack box. 

I'm asking to get a maneuvering componant added in.  I suggested a function that would increase/decrease the ack box size over time if the target is/isn't maneuvering.

Direction changing is also already a factor.

HiTech
Title: Re: What are we going
Post by: Kingpin on October 25, 2011, 03:22:14 PM
Direction changing is also already a factor.

HiTech

Thanks for the reply, HT.  I am unclear on this though, based on how it was explained earlier in the thread.  It was explained as being dependent on G-load.  

Is some other measure of "direction change" being used?  

If G-load is the only measure of direction change, I felt it could be flawed, as an aircraft could have changed direction and then have unloaded G by the time the system calculates the box again.  

As explained, it seemed speed was more important than course change, and flying straight and level came at no risk WRT ack.  Do jinking AC actually have a bigger box than those flying straight and level?

Perhaps as a "wish list" item:  include a dynamic component that reduces the size of the ack box over time if you continue to fly roughly the same course and speed.  In other words the flack could be more accurate the longer you fly the same predictable course.  And conversely, jinking AC would have a relatively lower probability of being hit.

<S>
Title: Re: What are we going
Post by: FLS on October 25, 2011, 03:59:19 PM
Because you've explained how the system works and made it clear that ack DOESN'T lead the target.  (It should, but it doesn't.)  You've said it fires into a box CENTERED on the target.  Clearly that's not leading a target.  You've explained that flying a predictable course doesn't make you easier to hit, because the system is making no effort to predict a course -- it doesn't aim.  It's more random than anything resembling aiming, which is exactly what you've said earlier in this thread. 

I thank you again for explaining how the ack system works.  Based on your information, I offered a suggestion of how the system could actually factor in course changes (maneuvering), and how that might make it more realistic.  You seem to want to argue that I am wrong in my suggestion somehow.  You appear to be going to great lengths to do so, including contradicting yourself.

My intention was simply to offer an idea: a relatively easily implemented change to the ack system that could make it more realistic with regard to maneuvering.  Others seem to agree that maneuvering vs. flying straight and level should make a difference.  Apparently you don't agree.  OK, then, we'll leave it at that.
 
<S>

Maneuvering already makes a difference compared to flying straight and level and I agree it's better that way.  :D
Title: Re: What are we going
Post by: Kingpin on October 25, 2011, 06:44:48 PM

Maneuvering already makes a difference

Not if it is only checking G-load every 3 seconds.  :D
Title: Re: What are we going
Post by: FLS on October 25, 2011, 07:48:08 PM
Not if it is only checking G-load every 3 seconds.  :D

That is not correct and I've already explained why.
 
Title: Re: What are we going
Post by: Tank-Ace on October 25, 2011, 10:40:35 PM
Guys, don't forget that hundreds of guns would have been shooting at hundreds of bombers. IRL, AAA defenses didn't usually aim for individual aircraft, they aimed at the formation and started blasting away. If your course change brought you out of the fire of one gun, it would also bring you into the fire of another.
Title: Re: What are we going
Post by: Kingpin on October 26, 2011, 01:05:55 AM
I expect that unloading G makes the box smaller but I don't know what the limits are.
Maneuvering does make the box bigger when maneuvering increases G.

Referring to your explanation above, being G-unloaded at the time the ack box calculates (at that 3 second interval) means the ack box is smaller.  A maneuver/direction-change you just completed 1 second ago provides no benefit (WRT ack) if you are unloaded at that moment.  You would have to either be pulling constant G's, or G's at the precise moment the ack box is calculated, for maneuvering to be effective against this ack system.

Please explain how this interpretation of your explanations is not correct.
Title: Re: What are we going
Post by: FLS on October 26, 2011, 04:44:59 AM
What size is the box? We know that the box size and therefor the hit probability changes with speed, distance, G load, and Hitech also mentioned direction change. If you don't know the minimum size of the box then why do you think your idea would give a different outcome than the current system?  

You might also consider where the 3 second update comes from. I don't think Hitech just pulled it out of his hat.

You want maneuvering aircraft to be hit less often. That is what we have now.
Title: Re: What are we going
Post by: hitech on October 26, 2011, 09:20:05 AM
Kingpin: I agree that a small change could be made to the way direction changing is handled. Basically I could increase the box size with a direction change, and then shrink it back over time if you do not again changed direction. I have been considering implementing this along with a change to the ranging distance. The max range would stay the same, but it would be changed to a domed cylinder instead of a hemisphere.

But also understand that I believe the lethality (I.E. how often the ack hits you) is fairly reasonable at the moment. So if I would implement a change that would by itself decrease its effective lethality, I may also raise  the chances  (shrink the box from where it is now) of being hit if you are not changing directions.

Also the 3 secs has nothing to do with where the ack aims, but simply how often it looks for a different target.

HiTech



Title: Re: What are we going
Post by: FLS on October 26, 2011, 11:04:33 AM

But also understand that I believe the lethality (I.E. how often the ack hits you) is fairly reasonable at the moment. So if I would implement a change that would by itself decrease its effective lethality, I may also raise  the chances  (shrink the box from where it is now) of being hit if you are not changing directions.

HiTech


That sounds like it would increase hits on the bombers.  :D  Should be fun balancing the hit probability on the maneuvering fighters with the current reasonable lethality.  :devil
Title: Re: What are we going
Post by: Kingpin on October 26, 2011, 01:10:34 PM
Kingpin: I agree that a small change could be made to the way direction changing is handled. Basically I could increase the box size with a direction change, and then shrink it back over time if you do not again changed direction. I have been considering implementing this along with a change to the ranging distance. The max range would stay the same, but it would be changed to a domed cylinder instead of a hemisphere.

But also understand that I believe the lethality (I.E. how often the ack hits you) is fairly reasonable at the moment. So if I would implement a change that would by itself decrease its effective lethality, I may also raise  the chances  (shrink the box from where it is now) of being hit if you are not changing directions.

Also the 3 secs has nothing to do with where the ack aims, but simply how often it looks for a different target.

HiTech

This sounds great!  The “over time” box-size decreases were what I was wondering if possible to even implement.

I agree that the lethality in general is not bad now, but reducing it for maneuvering and increasing it for not maneuvering should add some realism.  I am excited to see how this works when it is done.

Since I was so stubborn in suggesting this (and debating with FLS), I feel I should at least offer to help, if needed.  If you’d like someone to be an ack-target and report results (at different speeds, direction change intervals, distances, etc.) please feel free to PM me.  I will be happy to test or assist in any way I can.

Thanks again for the replies and feedback FLS and HiTech!

<S>
Title: Re: What are we going
Post by: TheDudeDVant on October 26, 2011, 05:40:50 PM
Kingpin: I agree that a small change could be made to the way direction changing is handled. Basically I could increase the box size with a direction change, and then shrink it back over time if you do not again changed direction. I have been considering implementing this along with a change to the ranging distance. The max range would stay the same, but it would be changed to a domed cylinder instead of a hemisphere.

But also understand that I believe the lethality (I.E. how often the ack hits you) is fairly reasonable at the moment. So if I would implement a change that would by itself decrease its effective lethality, I may also raise  the chances  (shrink the box from where it is now) of being hit if you are not changing directions.

Also the 3 secs has nothing to do with where the ack aims, but simply how often it looks for a different target.

HiTech





awesome! progress!  :aok
Title: Re: What are we going
Post by: Tank-Ace on October 26, 2011, 06:01:46 PM
HiTech, how often does AAA check its aim, and adjust if needed?

IMO, 5-10 second would be a good delay setting. It would allow evasive manuvers to be effective (since ack-bursts are just 'spawned' around you, there is no delay between firing and arival at target), it wouldn't require you to be pulling hard turns in bombers, but it wouldn't let you just alter your course slightly, and continue on your merry way as the ack bursts off to your left.