Aces High Bulletin Board
General Forums => Wishlist => Topic started by: tunnelrat on December 20, 2012, 10:14:54 AM
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Even if this were just an option in the film viewer (and it'd be a nice OPTION so the laissez faire Hits O' The 90's crew doesn't have an aneurysm.)
Anyhoo...
.303's = light blue
Sub-cannon heavy MG = white
15 -> 20mm = Yellow
>20 -> = 30mm = Orange
>30mm = Red
Aside from being instructional and also LOOK PRETTY COLORS, might help with the "I HIT YOU 30 TIMES!!" from the Spitfire wailing away with all guns and only connecting with the .303s
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:aok +1
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The gun hit's effects need an overhaul. :aok
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The gun hit's effects need an overhaul. :aok
I agree, right now other peoples hit me with alarming frequency, and mine sail harmlessly by.
I thought for a bit that maybe it was my heinous ACM, but a few beers cleared that right up.
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It might be simpler for HTC to make the colors match the color of the lines you pull for your covergence in the hanger.
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It might be simpler for HTC to make the colors match the color of the lines you pull for your covergence in the hanger.
OoOooOOOoooOh..... :aok
Good call!
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I have my primary guns set to one button and secondary to another. in a spitfire the 303's will do nothig but make the other guy look back and smile. the 20mm on the other hand will make him look back and curse at you.
using this I have no doubt which guns hit him.
midway.
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It might be simpler for HTC to make the colors match the color of the lines you pull for your covergence in the hanger.
Thing is though, those do not even match. ;)
Take a look at the Mossi Fb Mk VI's .30 cals, then look at the Spit 9's, then the P40C, then the C202, etc. I inquired about this once upon a time I do not remember what became of it. Do a search and see what you come up with. :)
There are up to 4 different convergence lines, iirc. At one time I thought the colored lines meant primary, secondary, and then tertiary, etc. However, we only have primary and secondary triggers.
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Agreed, must have!
+1 :aok :aok :aok
:salute
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I have my primary guns set to one button and secondary to another. in a spitfire the 303's will do nothig but make the other guy look back and smile. the 20mm on the other hand will make him look back and curse at you.
using this I have no doubt which guns hit him.
midway.
While I wouldn't be in the habit of telling someone the best way of doing things, especially not if you have good results, I would say that excluding the .303s from a burst on the enemy will mean a decrease in critical damage, especially on snapshots.
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While I wouldn't be in the habit of telling someone the best way of doing things, especially not if you have good results, I would say that excluding the .303s from a burst on the enemy will mean a decrease in critical damage, especially on snapshots.
I use the 303's to scare the other guy the 20mm are to kill him. so far it has worked for me.
midway
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Fair enough. The way I fly often offers me a quick snapshot before I then am back on the defence. Sometimes not doing fatal damage on that one snapshot can mean the difference between me surviving a fight or not. that's why I always would suggest firing all the fire power at once in the spit. The .303s are not powerfull but they do add up to a killshot when sometimes the 20mm would not do the job alone.
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totally understand your question but 303 and 20mm have a different trajectory. since the 20mm cause the most damage those are the ones I make sure hit the target. I got pretty good at firing short burst of 4 to 5 maybe 10 at most 20mm rounds so I want to make sure each one of them hits instead of the 303's.
midway
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Not quite the same, but the puffs of smoke that follow the hit sprites are specific to gun type. I don't remember all of them but 30+ is like a little fireball and 20mm cannons have their own as well. I don't remember if there's a difference between rifle caliber and ~.50 caliber guns.
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I never noticed that. will check it out.
midway
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+1
I have often wished that the hit sprites for cannon vs. mg hits could be differentiated somehow. Not only would this be useful from a gunnery perspective, but I imagine that in RL you could easily tell the difference between cannon and mg hits.
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I have seen the 30-37mm lil cheesey poof of a hit sprite, but never noticed a diff between .303 - 20mm. Is it just a little bit bigger whitish hit sprite then the .50/.303 or is it a smaller version of the 30/37mm cheesey poof(little fireball). Also I think the field 37mm And fleet 40mm don't get the cheesey poof hit sprite.
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I have seen the 30-37mm lil cheesey poof of a hit sprite, but never noticed a diff between .303 - 20mm. Is it just a little bit bigger whitish hit sprite then the .50/.303 or is it a smaller version of the 30/37mm cheesey poof(little fireball). Also I think the field 37mm And fleet 40mm don't get the cheesey poof hit sprite.
just depends on range..
real close, you get fireball, anything past maybe 400 yds its just white sprite.
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Fair enough. The way I fly often offers me a quick snapshot before I then am back on the defence. Sometimes not doing fatal damage on that one snapshot can mean the difference between me surviving a fight or not. that's why I always would suggest firing all the fire power at once in the spit. The .303s are not powerfull but they do add up to a killshot when sometimes the 20mm would not do the job alone.
Same for me for snap shots, I fire all guns so make sure when I hit I'm hitting with maximum force to ensure maximum damage on the hit. For more tail chase type of shots, I will use my .50s to range and aim and then my 20mm for the kill shot once I've ranged in the bandit.
As for the color coded hit sprites, I think that's a tad on the gamey side and really not needed.
ack-ack
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Same for me for snap shots, I fire all guns so make sure when I hit I'm hitting with maximum force to ensure maximum damage on the hit. For more tail chase type of shots, I will use my .50s to range and aim and then my 20mm for the kill shot once I've ranged in the bandit.
As for the color coded hit sprites, I think that's a tad on the gamey side and really not needed.
ack-ack
Forgive me Ack Ack, but I believe he was asking for it as an option on the Film Viewer rather than in MA. If this is the case, i say go for it. Be a good training tool so that on unsucessfull snapshots you an see if your 20's or 303's were missing.
If however he is asking for in the MA, Heck no!
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If he was talking about the film viewer, than my apologies for my mistake. I'd be in favor of that because it can be a very useful training tool when learning gunnery and using the film to review.
ack-ack
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Might not be a bad idea for offline drone shooting. Always wished for offline shooting our tracers were brightly colored and stood out so your bullet stream is like neon dots.
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I have my primary guns set to one button and secondary to another. in a spitfire the 303's will do nothig but make the other guy look back and smile. the 20mm on the other hand will make him look back and curse at you.
using this I have no doubt which guns hit him.
midway.
I had the same problem so I switched to the K4. I can tell the difference much easier now because 30mm hit sprites look like large pieces of metal falling off the airplane.
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NO on the colors - it will look stupid.
I dont mind the hit effect to be improved and look differently between cannons and bullets, like a different kind of explosion. Not color coding though.
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+1 for adding this to the film viewer. Doing this online would only make it look more like a game. But having the colors as an option in the film viewer, and maybe even offline mode, would be very helpful.
I fly P38 most of the time. It would be helpful to see if my 50's hit, or the 20mm hit.
Of course, for me just hitting the other plane is a major accomplishment. :frown:
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If he was talking about the film viewer, than my apologies for my mistake. I'd be in favor of that because it can be a very useful training tool when learning gunnery and using the film to review.
ack-ack
I think having it as an option in the film viewer would be awesome... I personally don't see it being any gamier than the hit sprites themselves in the MA, but for the film viewer itself it would be a good training tool as well as a tell-tale "This is why you died/didn't die" sign.
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Ack-Ack
My apologies, seems he did want it enabled for Online. To that I say:
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No way! I like this game because they make a good balance of Realism and immersion. Enabling your idea would destroy that immersion. Why not add In Flight Pick Ups as well, or enable F3 mode for all planes because that way you can 'see what killed you'.
Make it an option in the Filmview as it would make it a valuable learning tool, especially for those who fly new planes occasionally.
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No way! I like this game because they make a good balance of Realism and immersion. Enabling your idea would destroy that immersion. Why not add In Flight Pick Ups as well, or enable F3 mode for all planes because that way you can 'see what killed you'.
Hyperbolize much?
A visual indicator of different size hits/explosions is akin to "in flight pickups?" Maybe it's as bad as being able to drop banana peels on the runway too?
:rolleyes: :cheers:
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If I start getting Green and blue and purple sprites, yes it is! How is that realistic! In filmview, I am all for it! But in the MA
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If I start getting Green and blue and purple sprites, yes it is! How is that realistic! In filmview, I am all for it! But in the MA
I'm not at all defending having it in the game itself, though I wouldn't be opposed to it. I'm calling out your comparison of it to "in-flight pickups".
How realistic are hit sprites or distance indicators to begin with? Ammo counters?
What if color-coded was changed to hit-sprite size/detail? I.e., each type of ammunition has a sprite sized based on its shell diameter?
All in all, I would like to see the option to turn it on/off in a film.
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I had the same problem so I switched to the K4. I can tell the difference much easier now because 30mm hit sprites look like large pieces of metal falling off the airplane.
I wonder if this has something to do with settings? I've noticed in the K4 that my mg hits look like sprites at far range or puffs of smoke at shorter distances. The 30mm for me however looks like a small explosion when it hits...even at 400yds (which is a total luck shot for me with 30mm). The difference is really obvious on my computer which is sort of in the low to medium range in terms of power. Most of my video settings are fairly low.
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While I wouldn't be in the habit of telling someone the best way of doing things, especially not if you have good results, I would say that excluding the .303s from a burst on the enemy will mean a decrease in critical damage, especially on snapshots.
Ditto....many times all I get is one chance and generally it is a very short burst. I want that to be as effective as possible, so much so that it negates the any advantage I get from knowing with certainty which rounds are the tracers I'm seeing by only firing cannons. I do normally keep my shots in the D200 range or just as it flips to D400 (300 yds) so varying ballistics aren't that big a deal.
Just a couple mgs alone are more than capable of damaging the engine, taking control surfaces or wounding/killing the pilot (or just shaking them up a little), even on planes like the K4 or Ki-84. So I shoot em all, even though I have primary and secondary mapped independantly. The exception is the longer shots at 600-800 to try to get a plane to turn.
As a side note I remember seeing a film of Leviathn just busting enemies in a D3a with one short burst by shooting wings off at close range. While that is more the exception than the rule gunnery effectiveness is more about accuracy, range, convergence and shot placement than big guns alone. It is possible to be effective with lightly armed planes.
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I'm not at all defending having it in the game itself, though I wouldn't be opposed to it. I'm calling out your comparison of it to "in-flight pickups".
How realistic are hit sprites or distance indicators to begin with? Ammo counters?
What if color-coded was changed to hit-sprite size/detail? I.e., each type of ammunition has a sprite sized based on its shell diameter?
All in all, I would like to see the option to turn it on/off in a film.
HT has always said that he is willing to make concessions to reality in order to make the game more playable. Distance counters are the perfect example. As for Hit sprites? Watch a film of ww2 air combat. You will see debris coming off when it gets hit.
Ammo counters were installed on several planes in WW2, if i remember correctly the 190 had them along with many others.
Differant size of hitsprites I have no problem with. But where would a bright pink flash come from? At what point does that help game play when, as a feature in filmview, it will do the job just as well.
I am not saying that i don't want it. I just don't want in the MA. Put it in the filmview and I am happy.
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Related, and maybe this would be a different post, but I'd like it if I could turn tracers on and off in the film viewer independently of the front end.