Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Pand on July 10, 2012, 02:06:35 AM
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Similar to viewing vehicle armor information in the hangar, it would be interesting to see the defensive statistics (numbers) for each area (labeled) of each aircraft (and/or 'potential' random damage of hitting a particular area). Doesn't necessarily have to be in game.
Example of Locations and Damage Required for Plane X
Engine (to Oil)
Engine (to Stop)
Pilot
Front Fuselage
Radiator
Middle Fuselage
Wing Root
Guns
Flaps
Wing Tip
Fuel Tanks
Ailerons
Rear Fuselage
Horizontal Stabilizer
Elevators
Vertical Stabilizer
Rudder
(http://www.militaryfactory.com/blueprints/imgs_ac/p51.gif)
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completely +1
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it seems like a lot of work for something that wont be useful. if you still dont know how much ammo it takes to give a pw then...
semp
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I want to believe every aircraft has some sort of hit point # in which it requires a certain amount to be damaged. Some aircraft seem to have an odd setup being they lose parts far quicker then other aircrafts.
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its doesn't have to be a detailed schematics, just a raw list of the parts and value wwould do the trick :)
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Why?
MH
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-1
Why?
MH
Why not?
+1 :)
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Similar to viewing vehicle armor information in the hangar, it would be interesting to see the defensive statistics (numbers) for each area (labeled) of each aircraft (and/or 'potential' random damage of hitting a particular area). Doesn't necessarily have to be in game.
Example of Locations and Damage Required for Plane X
Engine (to Oil)
Engine (to Stop)
Pilot
Front Fuselage
Radiator
Middle Fuselage
Wing Root
Guns
Flaps
Wing Tip
Fuel Tanks
Ailerons
Rear Fuselage
Horizontal Stabilizer
Elevators
Vertical Stabilizer
Rudder
(http://www.militaryfactory.com/blueprints/imgs_ac/p51.gif)
:airplane: ++1. It would certainly identify the "weak" points in each aircraft. Might make someone change where they are aiming!
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:airplane: ++1. It would certainly identify the "weak" points in each aircraft. Might make someone change where they are aiming!
the weak points of any airplane are just off the top of my head, the pilot and wing root. always aim for one or the other.
semp
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the weak points of any airplane are just off the top of my head, the pilot and wing root. always aim for one or the other.
semp
lancasters, yaks, ki84's for example have very strong wing roots.
What we are asking for is a complete list, not hints
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lancasters, yaks, ki84's for example have very strong wing roots.
What we are asking for is a complete list, not hints
think about it all that work to post it. when will you use all that info and can you memorize it for every single airplane? in addition you have to add the variables, in which case will be your aim and what bullets you are using.
for example let's say the tail in x plane will come off if you put 30 .50 bullets into it. are you really going to count the bullets? is there a way to even see the amount of damage you are causing to an airplane and to which parts of an airplane you are actually hitting and how many rounds you are putting into it?
semp
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think about it all that work to post it. when will you use all that info and can you memorize it for every single airplane? in addition you have to add the variables, in which case will be your aim and what bullets you are using.
for example let's say the tail in x plane will come off if you put 30 .50 bullets into it. are you really going to count the bullets? is there a way to even see the amount of damage you are causing to an airplane and to which parts of an airplane you are actually hitting and how many rounds you are putting into it?
semp
:headscratch: Not really that hard to remember a particular weak spot on a plane, maybe after 2 months of gameplay you should remember everything. No one is going to count out the bullets that hit a particular part of a plane. They just need to know what's the best spot to aim is.
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:airplane: ++1. It would certainly identify the "weak" points in each aircraft. Might make someone change where they are aiming!
You hit it right on the head ET! This data can then be used with a bit of math to see how long I've got to hold the trigger down to damage/destroy that particular area of the aircraft (and save some ammo!). http://www.horizonx.org/pand/?page_id=587
think about it all that work to post it.
I imagine if it is too much work then HTC will chime in and let us know. Depending on how they have it written, it could be a simple 5 minute script to export the data.
:headscratch: Not really that hard to remember a particular weak spot on a plane, maybe after 2 months of gameplay you should remember everything.
Would this put anyone out in some way if HTC provided this detail? It appears that there are people arguing that it should not be made available. The data is already coded into the game, all they would need to do is extract it. They have already done this for vehicles, why is asking the same for aircraft not a valid wish?
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Would this put anyone out in some way if HTC provided this detail? It appears that there are people arguing that it should not be made available. The data is already coded into the game, all they would need to do is extract it. They have already done this for vehicles, why is asking the same for aircraft not a valid wish?
I think you read me wrong, I +1 for this wish. I was just commenting on
think about it all that work to post it. when will you use all that info and can you memorize it for every single airplane? in addition you have to add the variables, in which case will be your aim and what bullets you are using.
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Sure, why not? I don't particularly see it as making a huge difference, but I guess all information is useful in some way. I wouldn't stop aiming for wingroots or engine/cockpits, but some people might.
The only problem I can see with releasing it is, if people start going over it with a fine tooth comb, it would more than likely turn into, 'Why does Plane X's tail have this many hit points while the Plane Y's has this many?! I demand justification for every number on this table! My favorite plane's numbers aren't the highest! Conspiracy!!!'
You know it'd happen. :noid
Wiley.
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Sure, why not? I don't particularly see it as making a huge difference, but I guess all information is useful in some way. I wouldn't stop aiming for wingroots or engine/cockpits, but some people might.
The only problem I can see with releasing it is, if people start going over it with a fine tooth comb, it would more than likely turn into, 'Why does Plane X's tail have this many hit points while the Plane Y's has this many?! I demand justification for every number on this table! My favorite plane's numbers aren't the highest! Conspiracy!!!'
You know it'd happen. :noid
Wiley.
exactly. that's what it going to turn into. there's people still arguing that some plane should be 200 lbs light due to blah, blah
semp
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You guys can load up every plane in the offline drone circle then dismantel test them from behind at 100 yards on full zoom.
You can pick 4 or 5 aircraft whose guns are representative of .30, .50., 20mm, 30mm, and 37mm. Then single tap test what it takes to remove everything from the fuslage starting at the wing tips working in. Single tap test what it takes to get a fuel leak and to ignite it. Single tap test what it takes for an oil leak and so forth.
Ask Pervert about his 190D testing in a custom arena with a freind spawning it and he using a jeep to 50cal it to find out why it gets oil hits so easy.
I do this on occasion when I'm confused to why some planes just absorb damage like the Brewster, A6m's and Hurri's. Or what it takes to make the 190's burn. Or why B25H and A20 take forever to fall apart.
I've always wondered why the trainers aren't doing this kind of testing for every plane and handing out lists to everyone. Or why they don't have a cataloge for downloading of every custom gunsight anyone has ever offerd in this game since 1999.
But, the real question is why aren't you guys spending the weekend it would take to do it yourselves? Otherwise what you are asking Hitech for is his damage lookup list values and relationship to each mapped region on each aircraft so you don't have to do anything. You want an aimbot with this cookies and milk demand?
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You guys can load up every plane in the offline drone circle then dismantel test them from behind at 100 yards on full zoom.
You can pick 4 or 5 aircraft whose guns are representative of .30, .50., 20mm, 30mm, and 37mm. Then single tap test what it takes to remove everything from the fuslage starting at the wing tips working in. Single tap test what it takes to get a fuel leak and to ignite it. Single tap test what it takes for an oil leak and so forth.
Ask Pervert about his 190D testing in a custom arena with a freind spawning it and he using a jeep to 50cal it to find out why it gets oil hits so easy.
I do this on occasion when I'm confused to why some planes just absorb damage like the Brewster, A6m's and Hurri's. Or what it takes to make the 190's burn. Or why B25H and A20 take forever to fall apart.
I've always wondered why the trainers aren't doing this kind of testing for every plane and handing out lists to everyone. Or why they don't have a cataloge for downloading of every custom gunsight anyone has ever offerd in this game since 1999.
But, the real question is why aren't you guys spending the weekend it would take to do it yourselves? Otherwise what you are asking Hitech for is his damage lookup list values and relationship to each mapped region on each aircraft so you don't have to do anything. You want an aimbot with this cookies and milk demand?
Because it's already coded into the game, and may be able to be extracted and shared (if HTC chooses to do so), potentially with minimum effort. The alternate option you are suggesting could take days of testing and retesting, and results could still be inaccurate.
Heck, why does HTC even share any information with us, we should all just have to 'figure it out', apparently.
http://www.hitechcreations.com/ahhelp/map.html#targets
http://trainers.hitechcreations.com/guns/guns.htm
Regarding people complaining about X and Y, they're already doing that about everything, adding more data for them to complain about I don't imagine would make that much difference. If it's not one thing it's another. Examples:
- 15 minutes is/isn't long enough for hangars to be down
- Plane Z isn't as fast as it should be.
- You didn't model the plane I voted for! You stink!
HTC still makes the rules and makes the decision, so I ask again, why are people against them sharing the decisions with us?
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this information wasnt available to WWII fighter pilots, except maybe in the local pub if your squadron was lucky enough to have any experienced pilots left and you bought em a drink or 2 ...
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I take it some of our players never took the famly Chevy's engine apart to see what made it go? Then had one weekend to put it back together befor Dad broke anything important you needed to play football that fall? Or financed college by rebuilding a 1950's light plane. Or made gunpowder substitiuting powdered sugar for charcoal to make fireworks. Or took the family TV apart without tagging the tubes. Or reload instead of buy new rounds.
And no one can create a visual offline test to reverse engineer the damage into tables either. It's no different than what you had to do pre Y2K to figure out how your company's old programs worked to get them certified for the clock change.
Hey Hitech,,,while you are at it giving away data. Can I get get some BBQ from Kreuz in Lockhart every time I logon to the game and when I pull the trigger all of my guns go "Piu, Piu' Piu" in the voice of the nice lady who say's "Check 6"?
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this information wasnt available to WWII fighter pilots, except maybe in the local pub if your squadron was lucky enough to have any experienced pilots left and you bought em a drink or 2 ...
Well, neither were enemy aircraft climb rate or speed charts. Then again, I like your idea of having to buy HT a Cragganmore first. $14.95 may get at least half a pour of the 21yo in a pub, though, should it not?
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I can see why the information would be interesting and useful but I think it would be a bad idea to release it. Flight sims are part magic and magic is more fun when you don't know the trick. I think we're better off without too much detail about the necessary compromises between reality and playability. I'd also hate to see debates about the proper amount of hits for a/c A vs a/c B.
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those are rather different. speed/climbrate charts were available in all the period pilot notes Ive seen. when captured aircraft were available, speed/climbrate charts were also available.
Ive never seen a chart of exactly how many rounds in which exact location were required for different amounts of damage. although I'm certain that tests were done on friendly and captured equipment and tactical desicions were passed down to frontline pilots based on them (lw live-fire tests on captured US buffs springs to mind.)
the speed/climbrate charts were based on repeatable tests, quantitative, and widely distributed.
the data being asking for were almost entirely anecdotal, qualitative, and not widely distributed.
thats why I think it should stay anecdotal :)
edit:
I can see why the information would be interesting and useful but I think it would be a bad idea to release it etc.
agreed, a little mystery is a good thing, the game (like the real thing) should be more than just a number-crunching exercise :aok
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think about it all that work to post it. when will you use all that info and can you memorize it for every single airplane? in addition you have to add the variables, in which case will be your aim and what bullets you are using.
for example let's say the tail in x plane will come off if you put 30 .50 bullets into it. are you really going to count the bullets? is there a way to even see the amount of damage you are causing to an airplane and to which parts of an airplane you are actually hitting and how many rounds you are putting into it?
semp
Always a Nay Sayer in the group...............
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Always a Nay Sayer in the group...............
actually there's a lot, I'm not the only one.
semp
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Definition #1 - NSFW
http://www.urbandictionary.com/define.php?term=naysayer (http://www.urbandictionary.com/define.php?term=naysayer)
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the speed/climbrate charts were based on repeatable tests, quantitative, and widely distributed.
the data being asking for were almost entirely anecdotal, qualitative, and not widely distributed.
thats why I think it should stay anecdotal :)
:aok
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the speed/climbrate charts were based on repeatable tests, quantitative, and widely distributed.
the data being asking for were almost entirely anecdotal, qualitative, and not widely distributed.
thats why I think it should stay anecdotal :)
So you're saying this data should be removed/changed and the vehicle armor detail in the hangar should be removed as well?
http://www.hitechcreations.com/ahhelp/map.html#targets
http://trainers.hitechcreations.com/guns/guns.htm
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Definition #1 - NSFW
http://www.urbandictionary.com/define.php?term=naysayer (http://www.urbandictionary.com/define.php?term=naysayer)
The power of accurate observation is often called cynicism by those who do not possess it.
Wiley.
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So you're saying this data should be removed/changed and the vehicle armor detail in the hangar should be removed as well?
http://www.hitechcreations.com/ahhelp/map.html#targets
http://trainers.hitechcreations.com/guns/guns.htm
:airplane: Guys, Capt Pand has a very good point and is only trying to improve the game for all. While there was a certain amount of very useful information in the POH for each aircraft, the best method they had at the time was gun camera's. While the filming was not on the level of today's camcorders and etc, it did a good enough job to point out for inexperienced pilots where they should aim. Example, 8th Air Force escorting pilots quickly found out the ME-109 and FW-190 series of aircraft had very weak tail assembly at the point where it joined the fuseledge. The A6M series of Japanese aircraft would flame quickly by hitting a wing and etc. What Capt Pand is asking is, "Does it take 50 .50cal bullets to disable the tail Assembly on the German fighters? Does it take 10 rounds of .50 cal to flame a "Zeke"? Because of the "lag" effect of packets, he just doesn't want to waste any ammo than necessary to get the job done!!
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agreed, they had their POH with speed/climbrate charts, and used guncam films and other pilots' experience to work out where best to hit an enemy aircraft. which is exactly what we have in AH already.
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+1
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Im struggling to see how this would be useful too. I guess it might be useful for the 10 or so guys who can snipe with 30mm or 37mm and want to conserve their few rounds, but if you can snipe with large calibre rounds you have enough experience to know this stuff anyway.
hardly anyone has a hit% over 10%. ie. only 1 out of 10 rounds hit anything at all, let alone what is being aimed at, and these are the best gunners in the game. fighter vs fighter I'd guess that 9999/1000 AH pilots sensibly aim for centre of mass rather than a specific spot on the aircraft.
the only way I can see this being used is for posting I shot him and he didnt blow up complaints on the forums.
:headscratch:
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when looking at charts people also have a tendency to forget about the variables. they hold the chart as if it was the bible. there's many times when I have caught x plane while he was climbing and they started crying that I was 3k below then while they were going at full speed when trying to rope. their complain was always plane x shouldnt out climb x plane . but they never figure out that I was actually diving from 4 or 5 k above them went 3k below them and had enough e to nail their butts and go back to my original altitude.
this is why I think a chart like this is a waste of time. you will not know how much damage you are causing to a specific x component when the enemy is turning and diving. it's only helpful if the other plane is flying straight and even then if you get behind him it normally a safe bet to shot at the wings rather than the body. well at least that's why i do.
but in to be honest I dont think many people look at the charts to begin with. as we really arent in a combat environment and must account for every ounce of energy and fuel. what matters most is the honestly know your own skill level and tulips really fast the skill level of the opponent. that is what will determine the outcome. and even then it may come back as a surprise to you. I have gotten killed many a time by some guy that is on his first week of flying and I mean I have gotten pawned bad and yet I have pawned many a fighter that I know has a far superior skill to mine. :bolt:
semp
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agreed.
although you lost me at tulips :headscratch:
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agreed.
although you lost me at tulips :headscratch:
http://wiki.answers.com/Q/What_does_assess_mean
filter bug.
semp
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Why I keep telling everyone you have all the tools offline to answer your static condition questions about specific aircraft's destructablility in the drone circuit.
The majority of players in the heat of the moment are lucky to get hit sprites in response to their best effort of each moment. Most of the time you only get the shooting window that's in front of you. Make the most of it, and often many players don't hold the trigger long enough, and the con is very often not cooperating at the same moment. ACM skills forces or sets the con up to cooperate in spite of himself.
As was recently explained about gunnery. Hit messages are transmitted by TCP. You see sprites the con will eventualy get your TCP message to that fact. Otherwise everything else is in play to make your shooting become what you see is what you get to shoot at, make the best of it. Superior ACM skills will enhance your ability to force the con to give you shooting windows more favorable to your gunnery.
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I went to the trouble to test all of this once offline with all of the fighters and some of the bombers while I was having a severe bout of the phenomenon we have erroniously named "Rubber Bullets". I used the twin 50cal from the Dauntless as my tool for dismanteling in controled single taps. Larger caliber cannon rounds were 2x to 5x more destructive in similare testing.
Destruction testing will show you a general trend in fighter destructability. Rear of the wing root in the fuslage going aft causes mostly no damge up to the failure point on some where they then loose their tail section. Shooting wings out board of wing tanks, guns, or landing gear causes mostly no damage until the failure point is reached and that section drops off. In both cases this is alot of concentrated or lucky fire just to break a complete tail unit off. In testing more often I removed both stabiliser and the rudder with nothing else falling apart in that area of the fuslage.
Shooting forward of the wing root into the fuslage will cause any of the following: fuel leaks, fuel fires, oil leaks, kill the engine and kill the pilot. Think P38 inboard of the booms in spades. All other fighters from the guns into the wing root you will destroy guns, fuel leaks, fuel fires and detach the wing at the root from the fuslage.
With fighters from dead 6 level shooting into the trailing ends of the fuslage and wings 70\30 will get you an assist unless you are slightly higher or lower placing rounds forward of the wing trailing edge. Think about when you vulch a plane on the runway from higer back and up. You are shooting forward of the wing trailing edge. What do you get? Fires, dead pilot explosion, or the wings and air fraime falling to peices. Shooting just left or right for a wing root will do more damage from level dead 6. In the heat of the moment a damage and armor list for each fighter won't do much good when most of your shooting is simply what you see is what you get.
Thats why dismanteling offline drones will teach you alot more than Hitech burping out data sheets. Hitech has generously included all of the tools needed for anyone to get up close and personal for understanding the damage model to every aricraft in the game from a shooters perspective. Offline drones and Full Zoom.
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It doesnt matter. Most users dont shoot well enough to hit any specific portion of an aircraft and are lucky that they can hit 3% of their shots into a Lancaster.
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I stand corrected, we should NOT know the damage required to take off certain pieces of aircraft, tanks, or structures, nor should we know the damage inflicted by projectiles or bombs.
This data would not have been widely known in WWII like speed/climb charts, and apparently would have only been generalized over a brew at the pub.
The Aces High community has spoken! The following pages should be taken down immediately to appease the comments in this thread.
http://www.hitechcreations.com/ahhelp/map.html#targets
http://trainers.hitechcreations.com/guns/guns.htm
Thanks all for your participation! :salute
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This is a waste of time.
HTC could pool this time to create a new and modern damage model instead of creating tools to view the outdated one, which is considered one of AH weakest points in comparison to other sims.
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HTC could pool this time to create a new and modern damage model instead of creating tools to view the outdated one, which is considered one of AH weakest points in comparison to other sims.
that would be the ultimate +1
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I stand corrected, we should NOT know the damage required to take off certain pieces of aircraft, tanks, or structures, nor should we know the damage inflicted by projectiles or bombs.
This data would not have been widely known in WWII like speed/climb charts, and apparently would have only been generalized over a brew at the pub.
The Aces High community has spoken! The following pages should be taken down immediately to appease the comments in this thread.
http://www.hitechcreations.com/ahhelp/map.html#targets
http://trainers.hitechcreations.com/guns/guns.htm
Thanks all for your participation! :salute
Well Pand, look at it this way. Since HTC makes the rules and the decisions, it doesn't much matter what is said either way in this thread. If they want to do it, they'll do it. If they don't, they won't. No need for the histrionics. :)
Also, +1 to better DM pleasepleaseplease.
Wiley.
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Well Pand, look at it this way. Since HTC makes the rules and the decisions, it doesn't much matter what is said either way in this thread. If they want to do it, they'll do it. If they don't, they won't. No need for the histrionics. :)
Also, +1 to better DM pleasepleaseplease.
Wiley.
First of all +1 for the DM, with data if they so choose.
Regarding my OP, the way I look at it is, right now we have most of the data, just not the aircraft data. Take it all away or make it all available.
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First of all +1 for the DM, with data if they so choose.
Regarding my OP, the way I look at it is, right now we have most of the data, just not the aircraft data. Take it all away or make it all available.
ok pand, back to square one. let's say it takes 50 bullets to take off a wing. how do you know that when you pull the triggers that 50 bullets actually hit the wing? it's like asking for the address for the prettiest girl in the city, but you have no way to get there.
releasing that data will create more whining threads about "i hit it with a million bullets and the wing never came off", but what he didnt realized is that he may have hit everything else including the air except the wing and since we have no way of knowing how much damaged is giving to a component.....
semp
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ok pand, back to square one. let's say it takes 50 bullets to take off a wing. how do you know that when you pull the triggers that 50 bullets actually hit the wing? it's like asking for the address for the prettiest girl in the city, but you have no way to get there.
When I fire at vehicles, I know where the weakest part of the gv is, because it is identified in the hangar. I would like to know the same for aircraft.
By doing a little math, I can determine the amount of bullets I'm firing and can currently roughly judge how long I have to hold the trigger down to take a wing off a spit16. Make the shot, walk the bullets to the wing if slightly off, stop firing, wait a half a second and the wing tears off (instead of continuing to fire until visibly seeing the wing fall off due to network lag, etc). When I've only got 21 seconds of firing all 4x50's in a P-51B, every bullet counts.
I want to believe every aircraft has some sort of hit point # in which it requires a certain amount to be damaged. Some aircraft seem to have an odd setup being they lose parts far quicker then other aircrafts.
See Butchers previous quote--- regardless of how accurate it is to the way it was in WWII, this will provide the information to execute the appropriate amount of critical damage to down an aircraft. I'm just wanting to understand what it takes and where "HTC" has determined that to be.
releasing that data will create more whining threads about "i hit it with a million bullets and the wing never came off", but what he didnt realized is that he may have hit everything else including the air except the wing and since we have no way of knowing how much damaged is giving to a component.....
See my previous post below, as I have already addressed this. The example you used above happens consistently, yet the data is not currently available. Using the excuse to not have this due to whines I believe is not valid. Review all the posts in the forum already--- the masses will continue their gripes about something else (by now HTC is used to it I'm sure). I'm not sure how accurate everyone else is, but when I pull the trigger, I'm pretty confident about where my bullets are going to travel. Reviewing the last few tours, I'm averaging between 13-15%, but is directly relative to how much I'm in the mustang.
Regarding people complaining about X and Y, they're already doing that about everything, adding more data for them to complain about I don't imagine would make that much difference. If it's not one thing it's another.
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the GV armour data available in the hangar is not the same kind of data as you are asking for. it is based on the specifications for the tank. it is therefore repeatable and qualitative like the speed/climb charts. likewise for the relative strengths of different rounds.
there is no official breakdown of how many lb of damage is required to kill each tank, which is the equivalent of what you are asking for with aircraft.
the strategy guide with the lb ords required to kill strat objects, hangars etc is a gameplay compromise to help with tactical planning - how many bombs/bombers do I need to destroy a certain target. many of the targets cant be destroyed with a single bomber, or even a formation so this is helpful to know. Imagine trying to work out how many lb it takes to drop HQ by trial and error in the LWA. this isnt really a problem in fighters because all of the fighters have enough firepower to kill several enemy fighters, especially if you're hitting at 15% ;)
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When I fire at vehicles, I know where the weakest part of the gv is, because it is identified in the hangar. I would like to know the same for aircraft.
By doing a little math, I can determine the amount of bullets I'm firing and can currently roughly judge how long I have to hold the trigger down to take a wing off a spit16. Make the
and yet the quantum theory wont tell you how many bullets are actually hitting the target.
semp
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I stand corrected, we should NOT know the damage required to take off certain pieces of aircraft, tanks, or structures, nor should we know the damage inflicted by projectiles or bombs.
This data would not have been widely known in WWII like speed/climb charts, and apparently would have only been generalized over a brew at the pub.
The Aces High community has spoken! The following pages should be taken down immediately to appease the comments in this thread.
http://www.hitechcreations.com/ahhelp/map.html#targets
http://trainers.hitechcreations.com/guns/guns.htm
Thanks all for your participation! :salute
Just when I thought I was out, THEY PULL ME BACK IN!
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Oh, it gets even better. I was thinking about volume of fire and damage because of this post. Consider the difference between hitting the aircraft at say, 10 feet off the muzzle, and hitting it at 300 yards after the rounds have had a chance to slow down a whole bunch. :D :bolt:
Also consider the difference in impact between flying away from the firing plane, flying at a 90 degree vector to the firing plane(no change in closing speed) and flying directly toward the firing plane. All of this is modeled. Closure rate affects damage.
The volume of fire needed at different ranges and differing angles of attack is going to vary widely.
It's a nice thought, but I think it's just not as meaningful as you would like it to be.
Wiley.
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this is easy and is already in the game.......shoot any area that would be a cockpit and the "plane go boom".
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It's a nice thought, but I think it's just not as meaningful as you would like it to be.
At a minimum, it would show HTC's delineation of the weakest areas of each aircraft.
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At a minimum, it would show HTC's delineation of the weakest areas of each aircraft.
the weakest area in any airplane is the pilot. a single bullet to the head will kill it. there you know the secret and we'll have to kill you.
semp
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I stand corrected, we should NOT know the damage required to take off certain pieces of aircraft, tanks, or structures, nor should we know the damage inflicted by projectiles or bombs.
This data would not have been widely known in WWII like speed/climb charts, and apparently would have only been generalized over a brew at the pub.
The Aces High community has spoken! The following pages should be taken down immediately to appease the comments in this thread.
http://www.hitechcreations.com/ahhelp/map.html#targets
http://trainers.hitechcreations.com/guns/guns.htm
Thanks all for your participation! :salute
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I would like to see this.
Having this information isn't going to do anything but make the game better.