Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: dbh on February 01, 2020, 03:24:58 PM

Title: Arcade Game or WWII Simulation?
Post by: dbh on February 01, 2020, 03:24:58 PM
I post this with considerable trepidation for fear it will be taken the wrong way. I really like Aces High as it is and thoroughly enjoy my time spent immersed in the simulation.

There are a few patterns of behavior that seem peculiar to me and sometimes make me wonder if I'm playing an arcade game instead. I apologize if these issues have been discussed before (I suspect they have). The forum content is so large that researching these topics seems onerous.

I realize that there must be some concessions to non-realism such as the clipboard enemy aircraft locations and enemy aircraft ID icons. No problem. Also there is the internet signal lag issue. No problem, we all understand and know we must live with it.

But...

1. Auto takeoff
2. Combat trim
3. HUD for for what should be read from one's own instruments like airspeed and altitude

I can understand the newbie to AH perhaps needing/wanting 1., 2., and 3. but after say 20 hours or so of arena or mission flying these items should not be available.


4. Fighters performing "impossible" jerking and flopping around in order to avoid getting shot when someone is on their 6.

I know that jerking your crate was commonly done in WWII to avoid same but let's get sensible, I've seen too many cases of "defying physics" in AH. I've tried it myself as an experiment and the AH system software sees it and tells me to stop moving my joystick so rapidly. Don't know what a good solution to this problem is. I am a licensed private pilot and I have flown real aerobatic small aircraft. This does not make me an authority on what is realistic for a WWII crate. I dunno. Maybe I've got this wrong and should just learn to live with it. It just looks so silly and has me looking for Pac Man next on the screen.


5. Intentional head-ons. Especially when the rammer is flying close to his field and and can quickly respawn and the rammed has a long distance to fly all over again. Or you realize that you are in a hopeless situation (whose fault is that?) so you might as well take the other guy out with you because you know he has a clear advantage.

I imagine this could be a can of worms in that how does the AH software differentiate between rammer and rammed? Seems like, as with auto collisions, the guy with the big dent at the front of his crate is at fault. Could be both planes hit nose-to-nose in which case both pilots are at fault. The penalty could be something like 10-15 minutes delay before the at-fault player(s) can respawn any fighter (bombers, GVs, boats, all ok to use immediately). Or fighter respawn is limited to significantly less capable early war fighters. Naturally newbies should be exempt as in 1.-3. But after some experience we all know that collisions are avoidable unless one is flying with wild abandon. In WWII that kind of flying caused a bit longer than a 10-15 minute time out.


6. Complete immunity to getting hit by "friendly fire" from automatic anti-aircraft guns.

Really? Was WWII AA fire that good? I think that any manned guns can accidentally shoot down a friendly as can a fighter. But ISTM that the auto AA is too often used as an artificial safety blanket. Shouldn't there at least be some probability, perhaps on the small side, of getting hit by your own field's AA fire?


7. "Suicide runs" by 190s, 47s, 38s, etc on an airfield to easily take out hangars for vehicles and aircraft and perhaps other things. The pattern I've observed is that these suicide runs are most always the beginning of an effort to "win" a field/town. Not sure what a good solution to this is. Perhaps if the aircraft that takes out a hangar is also killed while doing so due to crashing into the ground and/or being taken down by AA fire then the length of time the hangar is down is shortened significantly. If that aircraft is downed by an aircraft protecting the field then there is no shortening. Not sure of the best way to handle it.

Anyway, these are some thoughts that I've had. Perhaps I've got a lot of this wrong. But I do love the game and would just like to "keep it real" to the extent that we can.
Title: Re: Arcade Game or WWII Simulation?
Post by: Arlo on February 01, 2020, 04:03:45 PM
There are a few patterns of behavior that seem peculiar to me and sometimes make me wonder if I'm playing an arcade game instead. I apologize if these issues have been discussed before (I suspect they have). The forum content is so large that researching these topics seems onerous.

1. Auto takeoff
2. Combat trim
3. HUD for for what should be read from one's own instruments like airspeed and altitude

All optional. Also, please bare in mind that this community spans an age range of pre-teen to 80+. Some of us no longer have keen eyesight or must make frequent trips to the head.

4. Fighters performing "impossible" jerking and flopping around in order to avoid getting shot when someone is on their 6.

That's the nature of internet lag and not the game. There would be no effective method to correct that short of us all playing the game at Dale's house or him tweaking the rapid stick move disabling feature (which exists) to freeze our controls every time we breathe on them. Some players have purchased very expensive game monitors with high refresh rates and have reported less of a problem.

5. Intentional head-ons. Especially when the rammer is flying close to his field and and can quickly respawn and the rammed has a long distance to fly all over again. Or you realize that you are in a hopeless situation (whose fault is that?) so you might as well take the other guy out with you because you know he has a clear advantage.

I imagine this could be a can of worms in that how does the AH software differentiate between rammer and rammed? Seems like, as with auto collisions, the guy with the big dent at the front of his crate is at fault. Could be both planes hit nose-to-nose in which case both pilots are at fault. The penalty could be something like 10-15 minutes delay before the at-fault player(s) can respawn any fighter (bombers, GVs, boats, all ok to use immediately). Or fighter respawn is limited to significantly less capable early war fighters. Naturally newbies should be exempt as in 1.-3. But after some experience we all know that collisions are avoidable unless one is flying with wild abandon. In WWII that kind of flying caused a bit longer than a 10-15 minute time out.


The rammer loses if the other player successfully avoids (yes, it's all decided by each individual player's front end). Again, that's the best solution, given lag. No 'time-outs' needed. Re-plane and fly more carefully (or not - it's a game).

6. Complete immunity to getting hit by "friendly fire" from automatic anti-aircraft guns.

Really? Was WWII AA fire that good? I think that any manned guns can accidentally shoot down a friendly as can a fighter. But ISTM that the auto AA is too often used as an artificial safety blanket. Shouldn't there at least be some probability, perhaps on the small side, of getting hit by your own field's AA fire?

Do you really want the air to air aspect of this game to give way to auto aaa? Do you really want vulching to be easier?

7. "Suicide runs" by 190s, 47s, 38s, etc on an airfield to easily take out hangars for vehicles and aircraft and perhaps other things. The pattern I've observed is that these suicide runs are most always the beginning of an effort to "win" a field/town. Not sure what a good solution to this is. Perhaps if the aircraft that takes out a hangar is also killed while doing so due to crashing into the ground and/or being taken down by AA fire then the length of time the hangar is down is shortened significantly. If that aircraft is downed by an aircraft protecting the field then there is no shortening. Not sure of the best way to handle it.

We go from internet lag to policing players, at this point. There's no way for the game to telepathically know if a crash was intentional or not. Attempting to police such would likely have worse consequences than not.

The nature of this game isn't to provide us all with a simulator akin to what we experience in a stand-alone game. It adds an element of competition while trying to not limit us too much. Sure, there's elements to limit obvious 'griefing' (kill-shooter and such) but add too much of that and players may well suffer unintended consequences when they merely make a mistake. Better to let those that rely on stick-stirring and ramming and one-way missions to do such than to punish everyone.
Title: Re: Arcade Game or WWII Simulation?
Post by: fuzeman on February 01, 2020, 04:07:33 PM
Arlo types faster than I , no.... it's not me its my old keyboard   :rolleyes:
Just my two cents, and while they were common as I found them in a parking lot, I wont admit to having common sense and these are just my thoughts and opinions.

I post this with considerable trepidation for fear it will be taken the wrong way. I really like Aces High as it is and thoroughly enjoy my time spent immersed in the simulation.

There are a few patterns of behavior that seem peculiar to me and sometimes make me wonder if I'm playing an arcade game instead. I apologize if these issues have been discussed before (I suspect they have). The forum content is so large that researching these topics seems onerous.
I lean it toward simulation with a consideration of what it can do while trying to appeal to enough people to survive, game survival here. Some want more realistic controls, like engine management for one. For your average gamer I think that's overload but I can understand the desire for it. I'm an arse, not an ace, but I'm more interested in the fight than makiang sure my cowl flaps are in and my inter-cooler temperature isn't redlining. Another reason I don't complain to much about the graphics. It's not important to me how nice the plane I'm flying in looks or the one that shoots me down, a more regular occurance, looks. Don't get me wrong skinners, YOU DO GREAT WORK and it is highly recommended and appreciated but in the fight I'm not looking at panel lines or counting rivets or making sure the bolts have the right number of facets.

I realize that there must be some concessions to non-realism such as the clipboard enemy aircraft locations and enemy aircraft ID icons. No problem. Also there is the internet signal lag issue. No problem, we all understand and know we must live with it.

But...

1. Auto takeoff
2. Combat trim
3. HUD for for what should be read from one's own instruments like airspeed and altitude

I can understand the newbie to AH perhaps needing/wanting 1., 2., and 3. but after say 20 hours or so of arena or mission flying these items should not be available.
They can be turned on or off at your pleasure and they can adapt the game somewhat to the level a person wants to delve into such controls and make it more simulation. You didn't mention any autopilots we have in game, what are your opinions on that?


4. Fighters performing "impossible" jerking and flopping around in order to avoid getting shot when someone is on their 6.

I know that jerking your crate was commonly done in WWII to avoid same but let's get sensible, I've seen too many cases of "defying physics" in AH. I've tried it myself as an experiment and the AH system software sees it and tells me to stop moving my joystick so rapidly. Don't know what a good solution to this problem is. I am a licensed private pilot and I have flown real aerobatic small aircraft. This does not make me an authority on what is realistic for a WWII crate. I dunno. Maybe I've got this wrong and should just learn to live with it. It just looks so silly and has me looking for Pac Man next on the screen.
Some of that is just the internet and the vagaries of connections on it. Play the game with two computers right next to each other and I wonder how that would manifest itself in that situation. I've never tried it, or could, but it's a nice thing to wonder about. Has anyone done that recently {as we do need to talk AH3} ?


5. Intentional head-ons. Especially when the rammer is flying close to his field and and can quickly respawn and the rammed has a long distance to fly all over again. Or you realize that you are in a hopeless situation (whose fault is that?) so you might as well take the other guy out with you because you know he has a clear advantage.
Again IMO, and using a reference many wont get or be familiar with, but during my old KOTH days { oh no!!! here he goes gain  :rofl  } {{ inside joke }}I used to regularly use collisions and they happen in close dogfights, and I'd venture a lot more on computer than actually happened during the war but in reality I'm a Pudding Head on that matter, simply because it's a computer game and NOT real with that ultimate end of sortie.

I imagine this could be a can of worms in that how does the AH software differentiate between rammer and rammed? Seems like, as with auto collisions, the guy with the big dent at the front of his crate is at fault. Could be both planes hit nose-to-nose in which case both pilots are at fault. The penalty could be something like 10-15 minutes delay before the at-fault player(s) can respawn any fighter (bombers, GVs, boats, all ok to use immediately). Or fighter respawn is limited to significantly less capable early war fighters. Naturally newbies should be exempt as in 1.-3. But after some experience we all know that collisions are avoidable unless one is flying with wild abandon. In WWII that kind of flying caused a bit longer than a 10-15 minute time out.
Again IMO ramming fighters is harder than you think but does happen a lot and it sure happens as mentioned above. Collisions on the other hand, again IMO, are handled in a good fashion and works if you understand it, knowing there are four planes involved in your fight. many other ways to deal with it have been mentioned and discussed but their CONs usually far outweigh the PROs.


6. Complete immunity to getting hit by "friendly fire" from automatic anti-aircraft guns.

Really? Was WWII AA fire that good? I think that any manned guns can accidentally shoot down a friendly as can a fighter. But ISTM that the auto AA is too often used as an artificial safety blanket. Shouldn't there at least be some probability, perhaps on the small side, of getting hit by your own field's AA fire?
You want some guy, or him and his friends, that you just pissed off on the other side by killing him in an un-honorable way to switch sides and shoot you down every takeoff? I'm sure they'd get what they deserve for it, but until its recognized and dealt with your AH time would be fairly miserable.


7. "Suicide runs" by 190s, 47s, 38s, etc on an airfield to easily take out hangars for vehicles and aircraft and perhaps other things. The pattern I've observed is that these suicide runs are most always the beginning of an effort to "win" a field/town. Not sure what a good solution to this is. Perhaps if the aircraft that takes out a hangar is also killed while doing so due to crashing into the ground and/or being taken down by AA fire then the length of time the hangar is down is shortened significantly. If that aircraft is downed by an aircraft protecting the field then there is no shortening. Not sure of the best way to handle it.
You KNOW they all intend to make it a no return flight? Many times, I've 'Shufflered' {do I need to send a royalty?} a P-38 into the terrain because of compression and not meant to do it. And your version is you succeed in hitting your target and you have to die because your good at what you did? I'm more dismayed by bomb-and-bailers, but that's me.

Anyway, these are some thoughts that I've had. Perhaps I've got a lot of this wrong. But I do love the game and would just like to "keep it real" to the extent that we can.

An opinion is never wrong and the vast majority of us want to keep Aces High as best as it can be.
Paraphrasing Rush  :)

So many things I think about
When I look Aces High way
Things I know, things I wonder
Things I'd like to say

Nope, not off that train yet

Last edit- on this BBS, it seems someone will ALWAYS take you the wrong way and mention it   :huh
Another Rush line    :aok   Don't "let your skin get too thin"
Title: Re: Arcade Game or WWII Simulation?
Post by: The Fugitive on February 01, 2020, 04:13:00 PM
I post this with considerable trepidation for fear it will be taken the wrong way. I really like Aces High as it is and thoroughly enjoy my time spent immersed in the simulation.

There are a few patterns of behavior that seem peculiar to me and sometimes make me wonder if I'm playing an arcade game instead. I apologize if these issues have been discussed before (I suspect they have). The forum content is so large that researching these topics seems onerous.

I realize that there must be some concessions to non-realism such as the clipboard enemy aircraft locations and enemy aircraft ID icons. No problem. Also there is the internet signal lag issue. No problem, we all understand and know we must live with it.

But...

1. Auto takeoff
2. Combat trim
3. HUD for for what should be read from one's own instruments like airspeed and altitude

I can understand the newbie to AH perhaps needing/wanting 1., 2., and 3. but after say 20 hours or so of arena or mission flying these items should not be available.


4. Fighters performing "impossible" jerking and flopping around in order to avoid getting shot when someone is on their 6.

I know that jerking your crate was commonly done in WWII to avoid same but let's get sensible, I've seen too many cases of "defying physics" in AH. I've tried it myself as an experiment and the AH system software sees it and tells me to stop moving my joystick so rapidly. Don't know what a good solution to this problem is. I am a licensed private pilot and I have flown real aerobatic small aircraft. This does not make me an authority on what is realistic for a WWII crate. I dunno. Maybe I've got this wrong and should just learn to live with it. It just looks so silly and has me looking for Pac Man next on the screen.


5. Intentional head-ons. Especially when the rammer is flying close to his field and and can quickly respawn and the rammed has a long distance to fly all over again. Or you realize that you are in a hopeless situation (whose fault is that?) so you might as well take the other guy out with you because you know he has a clear advantage.

I imagine this could be a can of worms in that how does the AH software differentiate between rammer and rammed? Seems like, as with auto collisions, the guy with the big dent at the front of his crate is at fault. Could be both planes hit nose-to-nose in which case both pilots are at fault. The penalty could be something like 10-15 minutes delay before the at-fault player(s) can respawn any fighter (bombers, GVs, boats, all ok to use immediately). Or fighter respawn is limited to significantly less capable early war fighters. Naturally newbies should be exempt as in 1.-3. But after some experience we all know that collisions are avoidable unless one is flying with wild abandon. In WWII that kind of flying caused a bit longer than a 10-15 minute time out.


6. Complete immunity to getting hit by "friendly fire" from automatic anti-aircraft guns.

Really? Was WWII AA fire that good? I think that any manned guns can accidentally shoot down a friendly as can a fighter. But ISTM that the auto AA is too often used as an artificial safety blanket. Shouldn't there at least be some probability, perhaps on the small side, of getting hit by your own field's AA fire?


7. "Suicide runs" by 190s, 47s, 38s, etc on an airfield to easily take out hangars for vehicles and aircraft and perhaps other things. The pattern I've observed is that these suicide runs are most always the beginning of an effort to "win" a field/town. Not sure what a good solution to this is. Perhaps if the aircraft that takes out a hangar is also killed while doing so due to crashing into the ground and/or being taken down by AA fire then the length of time the hangar is down is shortened significantly. If that aircraft is downed by an aircraft protecting the field then there is no shortening. Not sure of the best way to handle it.

Anyway, these are some thoughts that I've had. Perhaps I've got a lot of this wrong. But I do love the game and would just like to "keep it real" to the extent that we can.

Arlo pretty much covered it all. A bit more detail on collisions.....

There are two realities involved with a collision (or near miss). Each player has a slightly different view due to internet lag. So if you avoid the collision on your computer, you will NEVER collide. You may get shot up as the other guy flies through your plane on his computer, but you wont get the collision message "you have collided with player XXX". I always look for the "player XXX has collided with you " as I avoid them. Fun to laugh as they spiral in and I fly away  :)

Unfortunately like the flip flop attempts and the suicide runs you cant really change player behavior. Years ago the game was filled with more players that played it strait up, fought fair ..... well as fair as you can in a war game :) You had these things back then, but no ware near as much as we do now. In the old days we were "hobbyist" playing, today its "gamers".
Title: Re: Arcade Game or WWII Simulation?
Post by: Mongoose on February 01, 2020, 04:32:40 PM
Aces High is a game built primary on a flight simulator using WWII airplanes.  Flight simulator, not arcade game.

Having said that, there are some concessions to game play, but at the core of the game is a flight simulator.  Given the limitations of a computer at a computer desk, the goal is to as closely as possible simulate the real flight characteristics of real airplanes. 

One of the concessions to game play is that we get to fly the airplane without the overhead.  I can jump into any airplane and take off without having to spend a lot of time doing the pre-flight check and engine warm up.  Some people have argued that Hitech should make this part more realistic.  But that would mean that I would have to spend a LOT of time learning the specifics of each airplane.  As it is now, I can switch from a P-51 to a Fw-109 without having to learn a lot of new stuff about the airplane. I can concentrate on the flying part without having to pay attention to the oil temperature (for example).

Now for your specific points:

1. Auto takeoff
That's part of "flying without the overhead".  Some airplanes take a lot more to get off the ground than others.  This and auto climb are also concessions to the fact that I am flying a flight simulator on my computer at home.  This is especially true for bomber pilots who can auto takeoff, then let the plane auto climb.  In the mean time the pilot can do some real life things without having to baby sit the computer.  The drawback to this is when you get caught and shot down while Away From Keyboard, or if one of your kids tries to help you fly and crashes your B-29s.  (one of our players shared this experience with us)

2. Combat trim
Again, "flying without the overhead".  Different planes are trimmed differently. 

3. HUD for for what should be read from one's own instruments like airspeed and altitude
This is handy for someone who hasn't learned to read instruments yet, or whose eyes are fading.

4. Fighters performing "impossible" jerking and flopping around in order to avoid getting shot when someone is on their 6.
How do you know they are impossible?  Have you tried that maneuver in a real airplane yourself?  In truth, some of what you see is due to network lag.  Nothing we can do about that.

5. Intentional head-ons.
That's behavioral.  You can't really program that out of the game.  You would have to program it out of the players, and you will never be fully successful at that.  As much as we hate head on attacks, some pilot training actually taught the head on attack.

6. Complete immunity to getting hit by "friendly fire" from automatic anti-aircraft guns.
Kind of necessary for game play, along with killshooter.  And it's not complete.  I have been hit by friendly ack a few times.

7. "Suicide runs" by 190s, 47s, 38s, etc on an airfield to easily take out hangars for vehicles and aircraft and perhaps other things.
Again, this is behavioral.  You can't program the game to eliminate this.  And again, it is a tactic used during real combat.

Hope this helps.  The biggest thing, as I see it, is to keep in mind that this is built on a real flight simulator, but that flight simulator is running on my home computer, with all the limitations that come with it.

Title: Re: Arcade Game or WWII Simulation?
Post by: Busher on February 01, 2020, 05:48:23 PM
Flight Simulator of course. Kind of shocked we haven't all received our FAA credentials. :rolleyes: :rolleyes: :rolleyes:
Title: Re: Arcade Game or WWII Simulation?
Post by: pembquist on February 01, 2020, 05:52:50 PM
1. I see no real advantage to a player using auto take off vs manual, I usually let the thing take off but often my joystick is flopped over ,(eww,) and have have to take off manually anyway, pretty much every CV take off is manual and if it is turning auto take off isn't going to help. It is there so you can hit take off and go out for a sandwich while the plane takes off and for brand new guys who don't know what a rudder is.

2. Well, I only use the manual trim when I am in a death dive or if I want to play pilot when the flaps are out on approach. My take is if you don't have enough buttons it would be cruel to make people use manual trim, the airplanes we fly have very different controls than real ones in terms of feedback, little button trimmers to me is as fake as autocoordination. Also use of trim by aces gives them an advantage so auto trim isn't hurting anybody.

3. Well, I don't use it so I cannot comment. I did want an aural tone relating to G forces like a vario in a sailplane but got laughed at so.....

4.The Flippy Flop, this isn't as far as I can tell on purpose but is due to the internet or something, very annoying would love to see it go but we might need quantum technology for it to be fair.

5. Yep, nobody does it except for some reason it happens. Everybody likes to complain, if you have read "effing HO me on the first pass" it has nothing to do with sex work. As for collisions most people don't get it. The collision that damages you takes place on your computer, the collision that damages them takes place on theirs. You are actually flying two slightly different games at any point in time, it is a speed of light/internet issue. The alternative is watching a plane go past you several feet away and suddenly your plane explodes. If you haven't noticed I will tell you how you see this in reverse: an enemy plane shooting at you when you know they cannot possible have a shot, the tracers going behind your plane and suddenly you are dead. That is because the bullet hits that happen on his computer are what counts, not the ones on yours, those are just for show!

6. If you think about it a little this makes no sense, how likely are these anger management types going to stick around if they killed by their own ack? You have perhaps read or heard "hiding in your ack you panzy" so everybody likes to complain but still mysteriously planes still keep using their ack as a pick. You have to remember that the game is designed to balance competing miseries. It is the best of bad choices a lot of the time.

7. Whose to say suicide vs determined? Again there isn't anyway to really punish this without being a jerk. Plenty theory to read on the BBS about it though.


Title: Re: Arcade Game or WWII Simulation?
Post by: dbh on February 01, 2020, 05:54:34 PM
All optional. Also, please bare in mind that this community spans an age range of pre-teen to 80+. Some of us no longer have keen eyesight or must make frequent trips to the head.

That's the nature of internet lag and not the game. There would be no effective method to correct that short of us all playing the game at Dale's house or him tweaking the rapid stick move disabling feature (which exists) to freeze our controls every time we breathe on them. Some players have purchased very expensive game monitors with high refresh rates and have reported less of a problem.

The rammer loses if the other player successfully avoids (yes, it's all decided by each individual player's front end). Again, that's the best solution, given lag. No 'time-outs' needed. Re-plane and fly more carefully (or not - it's a game).

Do you really want the air to air aspect of this game to give way to auto aaa? Do you really want vulching to be easier?

We go from internet lag to policing players, at this point. There's no way for the game to telepathically know if a crash was intentional or not. Attempting to police such would likely have worse consequences than not.

The nature of this game isn't to provide us all with a simulator akin to what we experience in a stand-alone game. It adds an element of competition while trying to not limit us too much. Sure, there's elements to limit obvious 'griefing' (kill-shooter and such) but add too much of that and players may well suffer unintended consequences when they merely make a mistake. Better to let those that rely on stick-stirring and ramming and one-way missions to do such than to punish everyone.

Thanks for the reply.

Auto takeoff and auto combat trim are not related to eyesight. I believe that non-newbies should know how and do their own take-offs. Should we also have auto-landing?  Some of these crates are trickier to take-off. I like that AH is modeling that correctly. Btw, and this is big, I have measured the time-to altitude using manual and auto takeoff. Auto is a lot quicker/higher on the few planes I tried. Try it yourself on a 109K4.

Good point about eyesight for reading the instruments, I think. If one's eyesight is that poor (have many, any reported this as an issue?) ISTM that many other aspects of the simulator will be a problem such as seeing that tiny black pixel on the horizon to know the approximate altitude of the approaching con.

Sounds like the flopping around is an unsolvable problem. I have noticed that (most?) of the higher-ranking flyers have mastered the flopping. I dunno. I'm not sure I can do that in good conscience even though I would land many more kills.

Intentional ramming also sounds like an unsolvable problem. I guess. I hate to see it done as a tactic depending on the time for each pilot to respawn and fly back. Or as a last resort when you put yourself in a no-win situation.

Another good point, about vulching and auto aa. You've changed my mind on that issue.

Regarding the suicide runs to take out hangars. I would not want to punish the player for doing that. But as it is the hangar owning team gets punished by a no-brainer no-skill action. If the attacker has the skill to take out a hangar without immediately killing himself then the hangar is down for the fully allotted time. But a no-skill hangar kill would mean the hangar is back up more quickly. I think that makes sense and would not be hard to implement. And hopefully result in guys learning how to properly drop bombs and fire rockets while staying alive.

Thanks again for your thoughtful reply.
Title: Re: Arcade Game or WWII Simulation?
Post by: pembquist on February 01, 2020, 06:24:06 PM
I believe that non-newbies should know how and do their own take-offs. 

What would it add to the game if you were required to not use auto take off? It is a trivial skill to take off without it, much easier than landing.

Sounds like the flopping around is an unsolvable problem. I have noticed that (most?) of the higher-ranking flyers have mastered the flopping. I dunno. I'm not sure I can do that in good conscience even though I would land many more kills.

The fact is you may already be flipping and flopping like a pro! I think a lot of things in game get assigned agency when they are just random.

Intentional ramming also sounds like an unsolvable problem. I guess. I hate to see it done as a tactic depending on the time for each pilot to respawn and fly back. Or as a last resort when you put yourself in a no-win situation.

I don't think you understand how the collisions work, I mean you can intentionally ram but it isn't consistent and if you say fly head on into another plane so that his engine fills your screen most likely you will get the damage and he will not because he is a few feet below or above you on his screen. I think you are overestimating how many people are trying to ram. If you are getting a lot of collisions it is probably your own fault because it is only guaranteed that you can see them.

Regarding the suicide runs to take out hangars. I would not want to punish the player for doing that. But as it is the hangar owning team gets punished by a no-brainer no-skill action. If the attacker has the skill to take out a hangar without immediately killing himself then the hangar is down for the fully allotted time. But a no-skill hangar kill would mean the hangar is back up more quickly. I think that makes sense and would not be hard to implement.

Ha ha ha, that's a good one, but seriously just search for "Bomb and Bail" and you will find all kinds of schemes for behavior modification. Really though wouldn't discriminating between damage from a pilot who died vs one who survived be a little....I don't know....arcadish?
Title: Re: Arcade Game or WWII Simulation?
Post by: AKKuya on February 01, 2020, 06:29:27 PM
I'm not a trained private pilot for a single engine high or low wing aircraft.  I know how to climb, dive, roll, and pull the trigger.

I fly this as an advanced arcade game.  With no quarters!!!!!!!!!!!!!!!!!

I also fly this as a flight simulator when I lose myself in the virtual skies of combat thinking I'm a WW2 pilot.

Done thinking.  I return you to your thoughts on this topic.  :D
Title: Re: Arcade Game or WWII Simulation?
Post by: FLS on February 01, 2020, 06:31:40 PM
How do you know if somebody is using auto-takeoff or auto-trim? In other words, how does it affect you?

Auto take off is the same fight model as manual control. It's just programmed control inputs.

WW2 pilots could do torque maneuvers. Check out the airshow films from the period. The Hartmann escape maneuver is also a crazy thing to do in an aircraft.

The MA is a game arena. Some players don't want to do it the 'right' way. If you want less game and more simulation fly the scenarios.  :aok

Flight Simulator of course. Kind of shocked we haven't all received our FAA credentials. :rolleyes: :rolleyes: :rolleyes:

It's not a cockpit simulator but it's a great stick and rudder simulator.
Title: Re: Arcade Game or WWII Simulation?
Post by: dbh on February 01, 2020, 06:39:57 PM

Thanks for your reply.

Quote
1. Auto takeoff
2. Combat trim
3. HUD for for what should be read from one's own instruments like airspeed and altitude

I can understand the newbie to AH perhaps needing/wanting 1., 2., and 3. but after say 20 hours or so of arena or mission flying these items should not be available.
They can be turned on or off at your pleasure and they can adapt the game somewhat to the level a person wants to delve into such controls and make it more simulation. You didn't mention any autopilots we have in game, what are your opinions on that?

I know they can be turned off. But all 3 are an advantage. When scrambling a fighter to intercept incoming I have measured auto takeoff as a significant advantage. See my reply to Arlo.  One should know how to trim a plane, IMO. But I agree that monitoring, for example oil press and temp is taking it too far.
Knowing where to look on your instrument panel and how to read your air speed and altitude instead of using HUD is the better way to simulate a 1940s fighter without taking things too far (oil press and temp example). But that's just my opinion. It's also the way I used to do it before AH had the HUD option. I know I don't HAVE to use the HUD option but it is a game-play advantage so while it's available I must use it to stay competitive even though I detest it.

The autopilots are great and while totally unrealistic at least for fighters they are a no problem concession to some of our aging bodies that complain at having to hold the stick and keep the feet on the rudder pedals for many minutes at a time while traveling from here to there. :aok They take away nothing from the flight simulation.

Quote
7. "Suicide runs" by 190s, 47s, 38s, etc on an airfield to easily take out hangars for vehicles and aircraft and perhaps other things.

You KNOW they all intend to make it a no return flight?

No, I can't know that.  But I'll bet a dollar's worth of donuts that far too many have exactly that intent (take one for the team).  :rolleyes:
Why not reward those that can take out a hangar with the skill that does not immediately kill them?

Thanks.
Title: Re: Arcade Game or WWII Simulation?
Post by: Arlo on February 01, 2020, 06:42:16 PM
If you want less game and more simulation fly the scenarios.  :aok

There's an opportunity to participate in a practice run of such at 10 est tonight, I believe. :)
Title: Re: Arcade Game or WWII Simulation?
Post by: Arlo on February 01, 2020, 06:47:16 PM

Why not reward those that can take out a hangar with the skill that does not immediately kill them?


Probably because there's more reward when you're outnumbered in the quick turn-around if you're focused on the land grab (which is, alas, an element of this game - perk reward and all).

Rest easy, old codgers like me really do try to 'live' to rearm. I'll most likely miss the target but have a planned egress (which tends to amuse many on both sides).
Title: Re: Arcade Game or WWII Simulation?
Post by: CAV on February 01, 2020, 07:06:44 PM
Flying Aids -- Combat Trim Auto takeoff etc.…. 

IRACING has a number of driving AIDS they all come with some form of penalty for using them, usually in the form of speed.

 Suicide Runs

The unlimited supply of aircraft and tanks AcesHigh has always made it feel more like an arcade game then a simulation. And has led to behaviors that are not “routinely” seen on the battlefield…. suicide runs… going head-to-head with Cannon armed aircraft… bombing and bailing. To name a few.
But if we fix a certain number of aircraft (points?) to each side….. this will probably just lead to more bad behaviors by some of our more immature players.
But if we throw out the current perk points system that is nearly useless anyway… and rebuild it around the player.


1.   At the start of each monthly Tour of Duty the player is given XXXX numbers of we will call it , equipment points, to fight the Tour of Duty.
2.   All aircraft and tanks are given a cost much like the perk system now. With the exception of supply and Troop-carrying vehicles, they stay free to use…. You will see why in a min.
3.   You gain points by Landing kills and or damage points… you don’t make it home, your out of luck. Also, points are awarded to for your side for capturing enemy bases, you get a bonus if you're part of a mission that captured of base. And there's always winning the map.
4.   Loss of points… You did not return to base; you lose the cost of your aircraft. Maybe we can do a partial loss if you ditch on the base. Your side loses a base or an aircraft carrier to enemy action. Loss of Points……… Anytime the map changes and you're not the victors. Loss of Points.
5.   You're having a really bad week and you're getting low on equipment points… Welcome to Transportation Corp… troop and Supply vehicles are free and a way to replenish equipment Point losses.
6.   Side balancing---- Like the eny system in place now this can be used in side balancing. If your side currently has the highest population, your Ssss.. Stuff is going to cost more, but you still get to fly your P-51,  you just have to pay out the nose for it. Your side's outnumbered now you get to fly your crap on the cheap side.

CAVALRY
Title: Re: Arcade Game or WWII Simulation?
Post by: fuzeman on February 01, 2020, 07:35:58 PM
Thanks for the reply.

Auto takeoff and auto combat trim are not related to eyesight. I believe that non-newbies should know how and do their own take-offs. Should we also have auto-landing?  Some of these crates are trickier to take-off. I like that AH is modeling that correctly. Btw, and this is big, I have measured the time-to altitude using manual and auto takeoff. Auto is a lot quicker/higher on the few planes I tried. Try it yourself on a 109K4.
<SNIP>
Regarding the suicide runs to take out hangars. I would not want to punish the player for doing that. But as it is the hangar owning team gets punished by a no-brainer no-skill action. If the attacker has the skill to take out a hangar without immediately killing himself then the hangar is down for the fully allotted time. But a no-skill hangar kill would mean the hangar is back up more quickly. I think that makes sense and would not be hard to implement. And hopefully result in guys learning how to properly drop bombs and fire rockets while staying alive.

Thanks again for your thoughtful reply.

Time to altitude. That can vary so much with fuel load, ordinance carried, wind {if any present} and how to you get THE BEST ROC or Time-to-alt with that many variables? You can always use the .speed XXX command to vary that to your taste or takeoff loadout; if you want to experiment or do the math to figure out what that optomal rate would be. I know our B-17 takes off slow as it uses an incorrect 2 point takeoff { at least according to Arthur Kennedy } and it definitely gets off the ground quicker using a three point takeoff.
"No-Skill" hanger kills - What about bombers killing hangers? Some might say that's close to a "no-skill hanger kill" in Aces High with the often called 'easy-mode' bomb-sight aiming.

Thanks for your reply.
<SNIP>  One should know how to trim a plane, IMO.<SNIP>
<SNIP> But I'll bet a dollar's worth of donuts that far too many have exactly that intent (take one for the team).  :rolleyes:
<SNIP>
Thanks.

Risking the edge of lock territory and don't want to go there of course, but you could say that first part to many of today's airline pilots. but guess what   :headscratch:
And the second snip.... heck that's only 1 donut   :D

Title: Re: Arcade Game or WWII Simulation?
Post by: FLS on February 01, 2020, 08:38:44 PM
Just tested a K4 flown manually against auto take off.  The auto pilot aircraft had about 740 yards lead when I rolled and by 28,000 ft I had closed to 300 yards. Same fuel and load.

That's close enough to say no significant performance difference but a slight edge to manual flight.
Title: Re: Arcade Game or WWII Simulation?
Post by: guncrasher on February 01, 2020, 09:30:15 PM
Flying Aids -- Combat Trim Auto takeoff etc.…. 

IRACING has a number of driving AIDS they all come with some form of penalty for using them, usually in the form of speed.

 Suicide Runs

The unlimited supply of aircraft and tanks AcesHigh has always made it feel more like an arcade game then a simulation. And has led to behaviors that are not “routinely” seen on the battlefield…. suicide runs… going head-to-head with Cannon armed aircraft… bombing and bailing. To name a few.
But if we fix a certain number of aircraft (points?) to each side….. this will probably just lead to more bad behaviors by some of our more immature players.
But if we throw out the current perk points system that is nearly useless anyway… and rebuild it around the player.


1.   At the start of each monthly Tour of Duty the player is given XXXX numbers of we will call it , equipment points, to fight the Tour of Duty.
2.   All aircraft and tanks are given a cost much like the perk system now. With the exception of supply and Troop-carrying vehicles, they stay free to use…. You will see why in a min.
3.   You gain points by Landing kills and or damage points… you don’t make it home, your out of luck. Also, points are awarded to for your side for capturing enemy bases, you get a bonus if you're part of a mission that captured of base. And there's always winning the map.
4.   Loss of points… You did not return to base; you lose the cost of your aircraft. Maybe we can do a partial loss if you ditch on the base. Your side loses a base or an aircraft carrier to enemy action. Loss of Points……… Anytime the map changes and you're not the victors. Loss of Points.
5.   You're having a really bad week and you're getting low on equipment points… Welcome to Transportation Corp… troop and Supply vehicles are free and a way to replenish equipment Point losses.
6.   Side balancing---- Like the eny system in place now this can be used in side balancing. If your side currently has the highest population, your Ssss.. Stuff is going to cost more, but you still get to fly your P-51,  you just have to pay out the nose for it. Your side's outnumbered now you get to fly your crap on the cheap side.

CAVALRY

and the last week of the month you find yourself alone.   this is one of the worst ideas i ever heard.


semp
Title: Re: Arcade Game or WWII Simulation?
Post by: pembquist on February 01, 2020, 11:31:19 PM
and the last week of the month you find yourself alone.   this is one of the worst ideas i ever heard.


semp

I don't think it is that bad an idea, it is just that it is a different game entirely. Sort of like one life special events. Doesn't make sense for an ongoing basis though as it bears no relation to how often a player plays, no big deal for somebody who is on 3 nights a month PITA for someone on 15.
Title: Re: Arcade Game or WWII Simulation?
Post by: dbh on February 02, 2020, 07:12:35 AM
Just tested a K4 flown manually against auto take off.  The auto pilot aircraft had about 740 yards lead when I rolled and by 28,000 ft I had closed to 300 yards. Same fuel and load.

That's close enough to say no significant performance difference but a slight edge to manual flight.

I just repeated my tests. A climb to 2000' is more realistic when having to scramble to meet incoming fighters. Here are the precise conditions used and results I got:

109K4
50% fuel load, no drop tank
standard 30mm/12mm armament load

Offline practice area, unmodified
launch direction NE
throttle initially closed
start timer when throttle goes full open
turn WEP on asap

Auto Takeoff (3 runs), time to 2000'
48 sec
46 sec
47 sec

Manual Takeoff (3 runs), time to 2000'
57 sec
58 sec
58 sec
elevator trim set to full down, adjustment made while rolling (auto takeoff does this instantly and automatically)
liftoff at 125 IAS (try to match what auto takeoff does)
climb at 135-140 IAS (try to match what auto takeoff does)

The best I could do manually was 9 seconds slower than auto, about 20% longer in time, to 2000'.  I call that huge.
Btw, you noticed about a 740 yard lead on rollout using auto takeoff, right? I see about the same.

Knowing the above I will only use auto takeoff, especially when needing to scramble a fighter in a hurry.
Title: Re: Arcade Game or WWII Simulation?
Post by: popeye on February 02, 2020, 07:57:07 AM
7.  After bomb-and-bail I'd say 'suicide attack' is the most arcadish aspect of the game.  My idea of a reasonable solution:  if the pilot dies within 3 seconds of destroying an object, the downtime for the object is set to 5 minutes.  Doesn't matter if it was intentional.  Doesn't matter if death is by auger, ack, or enemy fire.  Surviving for 3 seconds would just be a necessary "skill" like flying and aiming.  5 minutes downtime would still make it possible to kill the last ack or building for base capture, or send a fleet back to port.  It just wouldn't reward the "last act of defiance" by a smoking spitfire quite as much as the current system.
Title: Re: Arcade Game or WWII Simulation?
Post by: dbh on February 02, 2020, 08:00:10 AM
7.  After bomb-and-bail I'd say 'suicide attack' is the most arcadish aspect of the game.  My idea of a reasonable solution:  if the pilot dies within 3 seconds of destroying an object, the downtime for the object is set to 5 minutes.  Doesn't matter if it was intentional.  Doesn't matter if death is by auger, ack, or enemy fire.  Surviving for 3 seconds would just be a necessary "skill" like flying and aiming.  5 minutes downtime would still make it possible to kill the last ack or building for base capture, or send a fleet back to port.  It just wouldn't reward the "last act of defiance" by a smoking spitfire quite as much as the current system.

I agree completely with your idea.   :aok
Title: Re: Arcade Game or WWII Simulation?
Post by: edge12674 on February 02, 2020, 08:25:37 AM
You can read and apply the tactics from Robert Shaw's book "Fighter Combat" to AH and they work. This elevates the game into the "simulation" category for me.
Title: Re: Arcade Game or WWII Simulation?
Post by: Shuffler on February 02, 2020, 08:42:37 AM
7.  After bomb-and-bail I'd say 'suicide attack' is the most arcadish aspect of the game.  My idea of a reasonable solution:  if the pilot dies within 3 seconds of destroying an object, the downtime for the object is set to 5 minutes.  Doesn't matter if it was intentional.  Doesn't matter if death is by auger, ack, or enemy fire.  Surviving for 3 seconds would just be a necessary "skill" like flying and aiming.  5 minutes downtime would still make it possible to kill the last ack or building for base capture, or send a fleet back to port.  It just wouldn't reward the "last act of defiance" by a smoking spitfire quite as much as the current system.

I have seen a bomber succumb to flak after a drop. He was not doing a suicide attack. Same with someone being hit by an 88.
Title: Re: Arcade Game or WWII Simulation?
Post by: Arlo on February 02, 2020, 08:57:38 AM
This thread falls into the 'fix the game to fix the people' category that so many have done before it. There's been very few instances (ie: kill shooter) where that proved necessary without threatening the game, itself.
Title: Re: Arcade Game or WWII Simulation?
Post by: The Fugitive on February 02, 2020, 09:03:24 AM
I have seen a bomber succumb to flak after a drop. He was not doing a suicide attack. Same with someone being hit by an 88.

....and yet I can fly at 8k in a set of B24s through the ack of a CV by maneuvering a bit and not take any damage. Its called skill.   :P
Title: Re: Arcade Game or WWII Simulation?
Post by: FLS on February 02, 2020, 09:05:36 AM
...
Btw, you noticed about a 740 yard lead on rollout using auto takeoff, right? I see about the same.

...

The 740 yards lead was because I was unable to start at the same time.

Climbing at 140 IAS is too slow. You'll do better at 168.

Title: Re: Arcade Game or WWII Simulation?
Post by: Arlo on February 02, 2020, 09:10:07 AM
Quote from: Shuffler on Today at 08:42:37
I have seen a bomber succumb to flak after a drop. He was not doing a suicide attack. Same with someone being hit by an 88.
_____________________________ _____________________________ _____________________________ ________________

....and yet I can fly at 8k in a set of B24s through the ack of a CV by maneuvering a bit and not take any damage. Its called skill.   :P

Kudos to you yet point missed. As long as players can die from ack without any kamikaze attack attempt, what-so-ever, then penalizing them for dying within even a second after the hanger falls/ship sinks is a broken 'solution.'
Title: Re: Arcade Game or WWII Simulation?
Post by: Drano on February 02, 2020, 09:11:25 AM
Pro tip. Combat trim is great for when you're just flying from here to there. Keeping it enabled while maneuvering and changing speeds puts you at a marked disadvantage vs someone using manual trim. Especially with elevator trim. Two reasons. Firstly it doesn't react fast enough to speed changes. Otherwise once it does, when very slow it tends to correct nose high and when very fast nose low. So it's a help but it's not perfect. It's also about useless if you have damaged control surfaces and are trying to get home. It's kinda wonky then. Manual trim is indispensable there. As a guy that regularly loses parts I know!

Sent from my Moto Z (2) using Tapatalk

Title: Re: Arcade Game or WWII Simulation?
Post by: dbh on February 02, 2020, 09:13:23 AM
You can read and apply the tactics from Robert Shaw's book "Fighter Combat" to AH and they work. This elevates the game into the "simulation" category for me.

Thanks. I have read Johan Kyle's "In Pursuit" and it helped me a lot. I think it is a testament to the accuracy and quality of the Aces High flight simulator that these real world flight combat tactics translate so well. Did I mention that I love Aces High?

Also, as a Private Pilot with a lot of hours in small aircraft I constantly marvel at the realism of the flight behavior of the various aircraft in AH.   :salute
Title: Re: Arcade Game or WWII Simulation?
Post by: The Fugitive on February 02, 2020, 09:15:58 AM
Kudos to you yet point missed. As long as players can die from ack without any kamikaze attack attempt, what-so-ever, then penalizing them for dying within even a second after their drop is a broken 'solution.'

No, the point is if you do not maneuver and do all you can to avoid dying for the unbelievably long 3 SECONDS then the down time is only 5 minutes.

The whole point is to get players to work at getting the target but putting themselves into a position to be able to survive the run. If your caught by a fighter or ack gets you in that 3 second window you didnt plan your run, due to lack of skill, or because you are giving that last ditch effort of suiciding for the target and so the penalty. 
Title: Re: Arcade Game or WWII Simulation?
Post by: popeye on February 02, 2020, 09:33:07 AM
Kudos to you yet point missed. As long as players can die from ack without any kamikaze attack attempt, what-so-ever, then penalizing them for dying within even a second after the hanger falls/ship sinks is a broken 'solution.'

As you mentioned, killshooter was implemented to prevent players from deliberately attacking friendlies, yet it still penalizes players who accidentally shoot a friendly.  The solution is deemed to be worth the penalty.

I'd guess that deliberate kamikaze attacks outnumber last-second ack deaths by 1000's, and most last-second ack deaths are the result of a deliberate disregard for the ack danger.
Title: Re: Arcade Game or WWII Simulation?
Post by: Arlo on February 02, 2020, 09:42:23 AM
No, the point is if you do not maneuver and do all you can to avoid dying for the unbelievably long 3 SECONDS then the down time is only 5 minutes.

That actually ignores the point Shuf made and doesn't effectively counter it. Broken 'solution.'
Title: Re: Arcade Game or WWII Simulation?
Post by: Arlo on February 02, 2020, 09:49:37 AM
I'd guess that deliberate kamikaze attacks outnumber last-second ack deaths by 1000's, and most last-second ack deaths are the result of a deliberate disregard for the ack danger.

Really? You don't find your ack death claim a bit over the top?

Killshooter wasn't the slippery slope this is. Dying in the ack isn't a deliberate act of griefing. If Dale was forced to 'code out' every little pet peeve without thought for unintended consequence then the game wouldn't have lasted the 20 years it has.

Title: Re: Arcade Game or WWII Simulation?
Post by: FLS on February 02, 2020, 12:27:03 PM
Thanks. I have read Johan Kyle's "In Pursuit" and it helped me a lot. I think it is a testament to the accuracy and quality of the Aces High flight simulator that these real world flight combat tactics translate so well. Did I mention that I love Aces High?

Also, as a Private Pilot with a lot of hours in small aircraft I constantly marvel at the realism of the flight behavior of the various aircraft in AH.   :salute

A good tactic for a taking off with nearby threats is climbing in your maneuvering speed range instead of climb speed range.
Title: Re: Arcade Game or WWII Simulation?
Post by: Drano on February 02, 2020, 12:31:18 PM
Yeah I think one of the things in the fighter tactics book was maintaining verticle maneuvering speed as a minimum in a combat area. Options man. Don't take all of them away from yourself. Bad enough the other guy is trying to do that to ya!

Sent from my Moto Z (2) using Tapatalk

Title: Re: Arcade Game or WWII Simulation?
Post by: CAV on February 02, 2020, 01:27:52 PM
Quote
and the last week of the month you find yourself alone.   this is one of the worst ideas i ever heard.

My idea left Avenues for players to acquire more equipment points during the Tour of Duty. Also Mr. Hi-Tech being reasonably a smart fellow could use it as a source of revenue for the game. Having a bad Tour of Duty, running a little low on equipment points, don't want to do resupply runs.... have a in-game option to purchase more and help keep AH alive.

Beside with the current Arena populations were damn near flying alone anyway. AH will never win battle over who has the best Arcade game with War Thunder... They have already won.
My opinion and my opinion alone, is the only hope for the future of Aces High is to become a very good combat simulation pulling players from Arcade type games who are looking for something a with little more realism.

CAVALRY
Title: Re: Arcade Game or WWII Simulation?
Post by: Shuffler on February 02, 2020, 01:35:08 PM
No, the point is if you do not maneuver and do all you can to avoid dying for the unbelievably long 3 SECONDS then the down time is only 5 minutes.

The whole point is to get players to work at getting the target but putting themselves into a position to be able to survive the run. If your caught by a fighter or ack gets you in that 3 second window you didnt plan your run, due to lack of skill, or because you are giving that last ditch effort of suiciding for the target and so the penalty.

You may try to change history. Heavy bombers did not "maneuver" when on a bombing run.
Title: Re: Arcade Game or WWII Simulation?
Post by: popeye on February 02, 2020, 01:41:22 PM
You may try to change history. Heavy bombers did not "maneuver" when on a bombing run.

And they didn't attack at tree-top level, destroy the target, die in ack, and respawn 5 seconds later to do it again.   :D
Title: Re: Arcade Game or WWII Simulation?
Post by: Arlo on February 02, 2020, 01:43:34 PM
And they didn't attack at tree-top level, destroy the target, die in ack, and respawn 5 seconds later to do it again.   :D

And it took longer than 5 minutes (or even the standard in game time) to repair destroyed stuff.  :D
Title: Re: Arcade Game or WWII Simulation?
Post by: Wiley on February 02, 2020, 04:53:38 PM
7.  After bomb-and-bail I'd say 'suicide attack' is the most arcadish aspect of the game.  My idea of a reasonable solution:  if the pilot dies within 3 seconds of destroying an object, the downtime for the object is set to 5 minutes.  Doesn't matter if it was intentional.  Doesn't matter if death is by auger, ack, or enemy fire.  Surviving for 3 seconds would just be a necessary "skill" like flying and aiming.  5 minutes downtime would still make it possible to kill the last ack or building for base capture, or send a fleet back to port.  It just wouldn't reward the "last act of defiance" by a smoking spitfire quite as much as the current system.

...And when he augers after 4 seconds?  Then 5?  Then any time less than it takes to RTB safely?

Wiley.
Title: Re: Arcade Game or WWII Simulation?
Post by: Ramesis on February 02, 2020, 06:02:03 PM
Thanks for the reply.

Auto takeoff and auto combat trim are not related to eyesight. I believe that non-newbies should know how and do their own take-offs. Should we also have auto-landing?  Some of these crates are trickier to take-off. I like that AH is modeling that correctly. Btw, and this is big, I have measured the time-to altitude using manual and auto takeoff. Auto is a lot quicker/higher on the few planes I tried. Try it yourself on a 109K4.


I use auto as a matter of convenience... With the exception of the B-29, I can manually lift any aircraft
 :salute
Title: Re: Arcade Game or WWII Simulation?
Post by: Brooke on February 03, 2020, 02:18:30 AM
dbh, come join us in Scenarios.  Those are special events designed to give a more-realistic battle experience.

The next one will be sometime around April (not sure exact time yet).
Title: Re: Arcade Game or WWII Simulation?
Post by: TequilaChaser on February 03, 2020, 05:49:47 AM
Just tested a K4 flown manually against auto take off.  The auto pilot aircraft had about 740 yards lead when I rolled and by 28,000 ft I had closed to 300 yards. Same fuel and load.

That's close enough to say no significant performance difference but a slight edge to manual flight.

:aok

I just repeated my tests. A climb to 2000' is more realistic when having to scramble to meet incoming fighters. Here are the precise conditions used and results I got:

109K4
50% fuel load, no drop tank
standard 30mm/12mm armament load

Offline practice area, unmodified
launch direction NE
throttle initially closed
start timer when throttle goes full open
turn WEP on asap

Auto Takeoff (3 runs), time to 2000'
48 sec
46 sec
47 sec

Manual Takeoff (3 runs), time to 2000'
57 sec
58 sec
58 sec
elevator trim set to full down, adjustment made while rolling (auto takeoff does this instantly and automatically)
liftoff at 125 IAS (try to match what auto takeoff does)
climb at 135-140 IAS (try to match what auto takeoff does)

The best I could do manually was 9 seconds slower than auto, about 20% longer in time, to 2000'.  I call that huge.
Btw, you noticed about a 740 yard lead on rollout using auto takeoff, right? I see about the same.

Knowing the above I will only use auto takeoff, especially when needing to scramble a fighter in a hurry.

You need more practice and you should not being trying to copy exactly how auto-takeoff works/does it

The 740 yards lead was because I was unable to start at the same time.

Climbing at 140 IAS is too slow. You'll do better at 168.



Agreed

Pro tip. Combat trim is great for when you're just flying from here to there. Keeping it enabled while maneuvering and changing speeds puts you at a marked disadvantage vs someone using manual trim. Especially with elevator trim. Two reasons. Firstly it doesn't react fast enough to speed changes. Otherwise once it does, when very slow it tends to correct nose high and when very fast nose low. So it's a help but it's not perfect. It's also about useless if you have damaged control surfaces and are trying to get home. It's kinda wonky then. Manual trim is indispensable there. As a guy that regularly loses parts I know!

Sent from my Moto Z (2) using Tapatalk



I second this!

A good tactic for a taking off with nearby threats is climbing in your maneuvering speed range instead of climb speed range.

True....and I'll leave my opinions regarding "In Pursuit" out of this....feel free to search for them in the "Help & Training" forum if you want to read them...roughly 14 to 17 years ago...

Yeah I think one of the things in the fighter tactics book was maintaining verticle maneuvering speed as a minimum in a combat area. Options man. Don't take all of them away from yourself. Bad enough the other guy is trying to do that to ya!

Sent from my Moto Z (2) using Tapatalk



If you ever find the time, you should return to the AH Training Corps, LOL...seriously though

As soon as you roll on take-off you can hit combat trim and get the same effect as auto take-off....especially rolling from a capped field it is ill advised to use auto take-off... You will need to have options/speed to jink / evade vulching threats which is much easier to accomplish if not using auto take-off....

"Fight like you train, Train like you fight"

Edit: let me add that those tests y'all were doing in the 109K4's....using manual take-off and soon as wheels up go level and build speed quickly over 250 IAS, you can trim off 5 to 10 seconds verses the auto take-off method to 2,000 ft angels and be around 3k angels or higher...... Just an FYI

Good luck and hope this helps

TC
Title: Re: Arcade Game or WWII Simulation?
Post by: Chalenge on February 03, 2020, 09:03:44 AM

IRACING has a number of driving AIDS they all come with some form of penalty for using them, usually in the form of speed.


iRacing also has a safety rating. How would you feel about everyone protesting the way you fly and that affecting your game time? No comparison.
Title: Re: Arcade Game or WWII Simulation?
Post by: FLS on February 03, 2020, 09:38:21 AM
We have kill shooter and no friendly collisions instead of safety ratings.  :aok

...
Also, as a Private Pilot with a lot of hours in small aircraft I constantly marvel at the realism of the flight behavior of the various aircraft in AH.   :salute

Ever try formation aerobatics in AH? 

If you click my youtube link you'll see some solo airshow videos.
Title: Re: Arcade Game or WWII Simulation?
Post by: hitech on February 03, 2020, 10:34:20 AM
6. Complete immunity to getting hit by "friendly fire" from automatic anti-aircraft guns.

Really? Was WWII AA fire that good? I think that any manned guns can accidentally shoot down a friendly as can a fighter. But ISTM that the auto AA is too often used as an artificial safety blanket. Shouldn't there at least be some probability, perhaps on the small side, of getting hit by your own field's AA fire?


Auto Guns also damage friendlies.

HiTech
Title: Re: Arcade Game or WWII Simulation?
Post by: Arlo on February 03, 2020, 10:48:32 AM
Auto Guns also damage friendlies.

HiTech

Ok, so it wasn't my faulty memory/imagination that the CV aaa sometimes hit me when trying to take off.
Title: Re: Arcade Game or WWII Simulation?
Post by: hitech on February 03, 2020, 10:56:57 AM
1. Auto takeoff

Take off in a tail wheel in game with out any con sessions is much harder then in real life. I have about 2k tail wheel hours. Other here do as wheel. In AH you get no seat of the pants feed back that is your primary sensor when flying tail wheel, or any aircraft when keeping the ball centered.

2nd why do you wish to make something that has almost 0 game play impact and remove it from players. After having taken off 1000's of time in game do you really think it adds fun for most people to have to do it manually? You may enjoy it, but for many people it would be nothing but an added nuisance.

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2. Combat trim
Trim is a system that can not be simulated accurately with spring return to center controls like we use. With real controls you simply hold them where you want and move trim until there is no force left on the control. With spring return game controllers you must move stick and trim at the same time.

Many people seem to not understand how combat trim works. It is a simple table that at speed X trim position is set to y.

And you have not even started thinking about all the different controls users have from a mouse to full rudder pedals and hotas with knobs that can adjust trim.

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3. HUD for for what should be read from one's own instruments like airspeed and altitude

The SA that the hud gives you is simply to assist in the loss of SA from flying on a flat computer screen. Flying vertical in real life does not take much to learn. Flying vertical in AH with out the hud is a PITA.

Now for your question, AH is a simulation who's primary purpose is to create a fun game that  simulates WWII combat. Many skills learned in AH translate directly to the real world.

HiTech


Title: Re: Arcade Game or WWII Simulation?
Post by: hitech on February 03, 2020, 10:59:23 AM
Ok, so it wasn't my faulty memory/imagination that the CV aaa sometimes hit me when trying to take off.
That is the one case where were made a change that the AA will not hit you if your wheels are on the CV deck. The change was made after many complaints about dying on take off.

HiTech
Title: Re: Arcade Game or WWII Simulation?
Post by: Arlo on February 03, 2020, 11:10:39 AM
That is the one case where were made a change that the AA will not hit you if your wheels are on the CV deck. The change was made after many complaints about dying on take off.

HiTech

Thank you.  :aok
Title: Re: Arcade Game or WWII Simulation?
Post by: FLS on February 03, 2020, 01:00:40 PM
.... In AH you get no seat of the pants feed back that is your primary sensor when flying tail wheel, or any aircraft when keeping the ball centered.
...

You could change that with support for motion platforms. They list the supported games in the software so it would also be advertising.  It really makes VR flying and driving more fun.

https://www.nextlevelracing.com/products/next-level-racing-motion-platform-v3/
Title: Re: Arcade Game or WWII Simulation?
Post by: dbh on February 03, 2020, 02:08:33 PM
<snip>In AH you get no seat of the pants feed back ...

<snip>You may enjoy it, but for many people it would be nothing but an added nuisance.

Many people seem to not understand how combat trim works. <snip>

The SA that the hud gives you is simply to assist in the loss of SA from flying on a flat computer screen. <snip>

Great answers from the master. Thank you very much for taking the time to provide this.

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Now for your question, AH is a simulation who's primary purpose is to create a fun game that  simulates WWII combat. Many skills learned in AH translate directly to the real world.

I agree completely and regret the confrontational subject title I used in my post.

Aces High succeeds spectacularly in its design goal. I started off using another WWII combat flight sim years ago whose name I won't mention (but it featured a lot of the IL2 planes  :D).  That sim pales in comparison to AH.

I enjoy the AH simulator immensely and will continue to use it for many more years.   :salute
Title: Re: Arcade Game or WWII Simulation?
Post by: Mongoose on February 03, 2020, 02:52:46 PM
You could change that with support for motion platforms. They list the supported games in the software so it would also be advertising.  It really makes VR flying and driving more fun.

Yeah, but I can't afford motion platform or VR. So I'm stuck with my flat computer screen.
Title: Re: Arcade Game or WWII Simulation?
Post by: Shuffler on February 03, 2020, 02:54:49 PM
Yeah, but I can't afford motion platform or VR. So I'm stuck with my flat computer screen.

Have your wife clean the back of the monitor while you fly.
Title: Re: Arcade Game or WWII Simulation?
Post by: FLS on February 03, 2020, 05:44:14 PM
Yeah, but I can't afford motion platform or VR. So I'm stuck with my flat computer screen.

You're saying it would only target the demographic of serious flight simmers with money to spend on their hobby?  :aok
Title: Re: Arcade Game or WWII Simulation?
Post by: TequilaChaser on February 03, 2020, 06:20:41 PM
You're saying it would only target the demographic of serious flight simmers with money to spend on their hobby?  :aok

Yeah, but what about us that are serious flight simmers, but are disabled and are on fixed income and are stuck with our inability to have the luxury to blow money on 3D, VR and/or TrackIR or some new motion platform thingamajig....

Maybe I misinturpeted your post, but it looks/reads as driving those without the ability to keep up with the 1%'ers out of the game.....from a financial view
Title: Re: Arcade Game or WWII Simulation?
Post by: FLS on February 03, 2020, 06:51:00 PM
If you read it carefully you'll see that it's just a response to a point HiTech made about 'seat of pants' flying plus the idea that people with motion sims who typically won't sweat the subscription cost will see Aces High listed in the software manager.

It might also reduce motion sickness in VR.  :D

Title: Re: Arcade Game or WWII Simulation?
Post by: save on February 04, 2020, 05:09:35 AM
when I started to fly in Cliffs of Dover, I had no problems with the flying itself, what gave me most problems was orientation without a moving map, specially in low cloud weather (something I actually learned to like)

The second thing was no icons - you had to move around , jink etc to find the enemy constantly, and rely on wing men and radio reports from Radar.
The German yellow noses really helped out in CLOD.


Engine management is a pita with the early spit1, and 109 where you have constantly to look for over-rev your prop etc, the later models on both sides have constant-speed props.

Shooting over 200 yards at fighter targets was a no-no.

In short : you need to invest much more time compared with AH.
I like the fog of war implemented in CLOD, and that is something I want reverted in AH - the instant-radar setting in Melee Arena.


Maybe I'm more sim-oriented than many in here, mostly depending on my IRL flying experience flying small planes.



Title: Re: Arcade Game or WWII Simulation?
Post by: Arlo on February 04, 2020, 06:09:45 AM
With a lot of the settings used in AVA, a CLOD aficionado should feel right at home there (I would think).  :cool:
Title: Re: Arcade Game or WWII Simulation?
Post by: Banshee7 on February 04, 2020, 08:13:37 PM
I’ve got a buddy that every time I brag about AH he likes to talk about Birds of Steel on Xbox 360. I played it one time and instantly thought arcade. I’ve always seen AH as being as accurate as possible while maintaining playability. That’s just my .02

<S>

Josh
Title: Re: Arcade Game or WWII Simulation?
Post by: dbh on February 04, 2020, 10:20:13 PM
I’ve got a buddy that every time I brag about AH he likes to talk about Birds of Steel on Xbox 360. I played it one time and instantly thought arcade. I’ve always seen AH as being as accurate as possible while maintaining playability. That’s just my .02

<S>

Josh
Agreed Josh.  I dearly wish I could change the subject title I stupidly used for this thread.
Title: Re: Arcade Game or WWII Simulation?
Post by: Eagler on February 05, 2020, 05:46:01 AM
I've played many/most ww2 a2a sims since 92.

I find AH3 the best combo of realism and entertainment out of all of them for numerous reasons.

<S> HT and crew for their vision and commitment!

Eagler