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Help and Support Forums => Help and Training => Topic started by: nrshida on April 10, 2017, 04:07:15 AM

Title: AHIII Flight Changes
Post by: nrshida on April 10, 2017, 04:07:15 AM
I didn't have more than a couple of hours (yet) to play with AHIII, but before I go back to my AHII R&D flying on my old Macbook, I wanted to just check a couple of things. I tested my favourite planes and could find no difference in the flightmodelling. Felt incredibly the same in fact. I heard the engine restart sequence was changed in AHIII but I couldn't tell any difference myself. If the prop was still spinning it restarted immediately and with prop stopped several seconds but I think it did that before. Have I missed something?

Also I heard the WEP had been remoddeled. I briefly flew a few sorties in my favourite: the Ki-84 and the WEP seemed as before. Am I to understand there comes a point where it completely runs out and is only available again after refuelling?

 
Title: Re: AHIII Flight Changes
Post by: TequilaChaser on April 10, 2017, 05:27:36 AM
Yes, you're understanding correctly that WEP will eventually run out over a period of time/uses

As for the WEP possibly being renewed after rearming/fueling, I'm not sure.... least I don't recall it renewing itself in the spitfire I , in. FSO this past Friday night when I had landed and reloaded...

There was a thread about this AH III WEP times posted in the aircraft and vehicles forum not to long ago, I even think hitech posted a list breaking down every planes total amount of WEP times, or something to that effect....

BTW- I been watching your other thread about how IAS/TAS is modeled in the game and if the pitot tub is functionally modeled... when I get to my computer, I'll try and give you a more detailed answer... I've just been waiting to see if anyone else would come along and do it..

Hope this helps

TC
Title: Re: AHIII Flight Changes
Post by: TequilaChaser on April 10, 2017, 05:37:15 AM
People have popped up and claimed that some of the planes flight modeling has changed in AH3, but from what I know, nothing has...

At the first couple of flights it might seem like it, but I attribute it to now the engine sounds among other new effects seem to be more realistic, which subconsciously makes a player think that it has changed the flight modeling....best way I can describe it...

Hope this helps

TC
Title: Re: AHIII Flight Changes
Post by: Skuzzy on April 10, 2017, 08:24:08 AM
None of the flight models have changed.
Title: Re: AHIII Flight Changes
Post by: Lusche on April 10, 2017, 08:31:40 AM
There was a thread about this AH III WEP times posted in the aircraft and vehicles forum not to long ago, I even think hitech posted a list breaking down every planes total amount of WEP times, or something to that effect....

This is his original post: http://bbs.hitechcreations.com/smf/index.php/topic,383002.msg5097338.html#msg5097338

I converted the numbers into minutes for the fighters:

(http://i1145.photobucket.com/albums/o507/Snaildude/wep%20fighter_zpsgexlwrvr.jpg)

Ti = Time (max time for continuous WEP)
Cd = CoolDown (recharge time)
Tot = Total WEP time. After using that up, no more WEP. Rearming doesn not recharge it. Also, if you disco and reconnect, all your (remaining) WEP allowance is gone, too.
Title: Re: AHIII Flight Changes
Post by: TequilaChaser on April 10, 2017, 09:50:02 AM
Thanks for that and posting a link to that thread, Lusche

<§>

TC
Title: Re: AHIII Flight Changes
Post by: nrshida on April 10, 2017, 11:18:02 AM
None of the flight models have changed.

I seem to remember a heated argument (which I may or may not have taken part in  :rofl) which did not resolve whether WEP and engine restart was considered flight model-related?

I'm only asking because it makes little sense to practice in AHII if it's not transfereable  :salute

Title: Re: AHIII Flight Changes
Post by: caldera on April 10, 2017, 12:52:39 PM
This is his original post: http://bbs.hitechcreations.com/smf/index.php/topic,383002.msg5097338.html#msg5097338

I converted the numbers into minutes for the fighters:

(http://i1145.photobucket.com/albums/o507/Snaildude/wep%20fighter_zpsgexlwrvr.jpg)

Ti = Time (max time for continuous WEP)
Cd = CoolDown (recharge time)
Tot = Total WEP time. After using that up, no more WEP. Rearming doesn not recharge it. Also, if you disco and reconnect, all your (remaining) WEP allowance is gone, too.

The P-40E doesn't have WEP.
Title: Re: AHIII Flight Changes
Post by: Lusche on April 10, 2017, 01:46:46 PM
The P-40E doesn't have WEP.

Because Tot=0 :)
Title: Re: AHIII Flight Changes
Post by: MajWoody on April 10, 2017, 07:02:09 PM
If there are no F M changes then why does my nose bounce all over the place when lining up a shot? I have scaling set to the same as AH II, AKAK's scaling. I can't hit chit!!!   :angry:
Title: Re: AHIII Flight Changes
Post by: FLS on April 10, 2017, 07:49:40 PM
If there are no F M changes then why does my nose bounce all over the place when lining up a shot? I have scaling set to the same as AH II. I can't hit chit!!!   :angry:

How are you trimmed?
Title: Re: AHIII Flight Changes
Post by: MajWoody on April 10, 2017, 07:56:37 PM
Been turning CT on and then back off.
Title: Re: AHIII Flight Changes
Post by: FLS on April 10, 2017, 09:13:41 PM
Try turning CT off when you're going fast and leave it off until the fight is over.
Title: Re: AHIII Flight Changes
Post by: MajWoody on April 10, 2017, 11:17:06 PM
Thanks FLS. I went to the TA and worked with Morf on it and got things much more stable. Also he helped me get started on knocking off several years of rust.  :salute
Title: Re: AHIII Flight Changes
Post by: nrshida on April 11, 2017, 03:13:00 AM
This is his original post: http://bbs.hitechcreations.com/smf/index.php/topic,383002.msg5097338.html#msg5097338

I converted the numbers into minutes for the fighters:

(http://i1145.photobucket.com/albums/o507/Snaildude/wep%20fighter_zpsgexlwrvr.jpg)

Ti = Time (max time for continuous WEP)
Cd = CoolDown (recharge time)
Tot = Total WEP time. After using that up, no more WEP. Rearming doesn not recharge it. Also, if you disco and reconnect, all your (remaining) WEP allowance is gone, too.


Thank you for doing that Lusche. Having had a few minutes to examine that chart, while I can understand a use / recharge cycle modelling temperature issues, I really don't understand the allocation of the total times at all. Was the introduction of 'total time' intended to be some kind of handicapping system to balance the planeset does anyone know?


Title: Re: AHIII Flight Changes
Post by: Lusche on April 11, 2017, 03:29:19 AM

Thank you for doing that Lusche. Having had a few minutes to examine that chart, while I can understand a use / recharge cycle modelling temperature issues, I really don't understand the allocation of the total times at all. Was the introduction of 'total time' intended to be some kind of handicapping system to balance the planeset does anyone know?

Some time ago HT mentioned the planes were meant to have a limited WEP time from start. So the traditionally unlimited WEP was a kind of glitch in the first place.

By the way, In a few minutes I will post an updated table with better formatting and including the bombers in a separate thread.  :old:
Title: Re: AHIII Flight Changes
Post by: Skuzzy on April 11, 2017, 10:22:44 AM
If there are no F M changes then why does my nose bounce all over the place when lining up a shot? I have scaling set to the same as AH II, AKAK's scaling. I can't hit chit!!!   :angry:

The flight modeling has nothing to do with a "bouncy" nose.  Just FYI.

Here is an experiment to try.  Load up Aces High III and go offline.  Make sure the clipboard is as large as you can get it.  Helps with the graph granularity.

While in the tower, bring up the clipboard and go to the Options->Controls->Map Controllers panel.
---------
Select the Y Axis in the list and open the "Advanced" panel.
Now, pay attention to the raw input graph while doing this. 
Place your hand on the stick and hold it steady on center.  Does the graph line move?
Now, push the stick approximately half way forward and hold it steady.  Does the graph line move?
Now pull the stick back to center and continue half way back and hold it steady. Does the graph line move?

Now, let's repeat that with the X Axis, only moving the stick side to side.
Do the same with the Z axis if you are using a twisty stick and have it mapped to the rudder.  Only with the twisty stick, you need to test half way to the left and half way to the right as well as center.
-------
If, at any time, when holding the stick steady, if raw graph line moves, then you have found the potential source of your bouncy plane nose.  Fixing it may require some deadband on the offending axis.  What you want to do is to get the scaled graph line to hold steady, regardless of how much the raw line moves, when holding the stick steady.
Title: Re: AHIII Flight Changes
Post by: TheBug on April 11, 2017, 11:09:58 AM
Did something change with gunnery/ballistics from AH2?  It does seem harder to hit things in AH3, but that could just be me.
Title: Re: AHIII Flight Changes
Post by: TequilaChaser on April 11, 2017, 11:19:52 AM
Great Refresher for my Memory Skuzzy, Thanks!

To add, Regarding mental image / shooting:
One other thing I noticed switching from Aces High II to Aces High III, which was when I loaded up AH III and let it use the default FOV setting, this was playing havoc on my mental memory image of what I was accustomed to seeing while dogfighting/flying since the beginning of Aces High..

Where I normally had used a FOV of 106 for years, it was defaulted to something like 83 or 90 FOV?( don't remember which )......so I decided to go with 100 FOV: this still played havoc with me trying to hit the target

I switched my FOV to 110: again, still the same problem, from years of muscles memory / mental image memory of using a FOV of 106, I had to switch Aces High  III to FOV: 106 to get back to what I had been accustomed to for the past nearly 19 years......

this little experience/experiment showed me that for those that have played for any length of time, that if they changed their FOV by just even 4 digits ( 106 to 110 ), that it would have an affect from what one had trained their brain/memory/muscle memory to react on when lining up for a shot or going for a crossing or deflection shot

just wanted to add this to Skuzzy's tip on trouble shooting "Nose Bounce(y) issues


Hope This Helps

TC

Title: Re: AHIII Flight Changes
Post by: morfiend on April 11, 2017, 12:45:00 PM
The flight modeling has nothing to do with a "bouncy" nose.  Just FYI.

Here is an experiment to try.  Load up Aces High III and go offline.  Make sure the clipboard is as large as you can get it.  Helps with the graph granularity.

While in the tower, bring up the clipboard and go to the Options->Controls->Map Controllers panel.

Select the Y Axis in the list and open the "Advanced" panel.
Now, pay attention to the raw input graph while doing this. 
Place your hand on the stick and hold it steady on center.  Does the graph line move?
Now, push the stick approximately half way forward and hold it steady.  Does the graph line move?
No pull the stick back to center and continue half way back and hold it steady. Does the graph line move?

Now, let's repeat that with the X Axis, only moving the stick side to side.

If, at any time when holding the stick steady if raw graph line moves, then you have found the potential source of your bouncy plane nose.  Fixing that may require some deadband on that axis.  What you want to do is to get the scaled graph line to hold steady, regardless of how much the raw line moves, when holding the stick steady.


  Ahhhh Roy thats cool I did not know you could check it like that and it's easy!  I usually have a player chase and shoot at me and I observe the plane then make my assessment.
 
  Nose bounce is usually either caused by the rudder(yaw) or by the elevator(pitch),some who use twist sticks have rudder inputs when they pull the trigger. I can usually see the effects,the plane either yaws back and forth or the nose pitches up and down,or as I call it porpoising!


  I spent some time with Majwoodie and got it mostly sorted,unfortunately I cant help when the player is hamfisting the controls but I can usually tell and advise them to relax.


  Skuzzy's technique has just made my life easier.....Thx!



     :salute
Title: Re: AHIII Flight Changes
Post by: Skuzzy on April 11, 2017, 12:56:08 PM
Did something change with gunnery/ballistics from AH2?  It does seem harder to hit things in AH3, but that could just be me.

No change there.
Title: Re: AHIII Flight Changes
Post by: TheBug on April 11, 2017, 02:18:33 PM
Hmm, I'll have to mess with my FOV some more, thanks.   :salute
Title: Re: AHIII Flight Changes
Post by: Wiley on April 11, 2017, 02:34:59 PM
Hmm, I'll have to mess with my FOV some more, thanks.   :salute

I've pretty much chalked it up to things just looking different between the versions.  The timing aspect is so tight when it comes to gunnery, I'm inclined to think there's nothing "wrong" with AH3, it's just different.  I know Vilkas commented he couldn't hit like he could in AH2 from his 5 inch, but the other day he was on and commented that he'd figured out he needed to lead them more than he had in the past.

Just another anecdote for the fire.

Wiley.
Title: Re: AHIII Flight Changes
Post by: nrshida on April 12, 2017, 03:17:40 AM
I had a lot of trouble fiddling with FOV too and settled by chance on 105. Then I felt no difference from II. The new explosion is a big improvement I think.