Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: easymo on August 05, 2002, 07:33:03 PM

Title: Another
Post by: easymo on August 05, 2002, 07:33:03 PM
Another Idea. (there go the beepers:)).

  The "rubber bullets" are such a transient problem, that it is very hard to test.  How about a target in the hanger (They did test their guns in WW2 after all). It would give us a packet count fired, and hit.  If we suspect a problem.  We could test the next time we were on the ground.  And relog if something was not right.

I Sort of visualize this target being set up on a remote computer, as if it were a player. We could have more then just our side of the equation.
Title: Another
Post by: Furious on August 06, 2002, 01:08:46 AM
Type .target xxx, where xxx equals desired distance to target.  Then fly north.


F,
Title: Another
Post by: Chairboy on August 06, 2002, 02:24:40 AM
Howdy Furious,

I think you miss his point.  The .target command creates targets that are seen and acted on locally.  He wants a method to fire at a target on another machine so his client can give him a successful packet % figure.  

Basically, he wants an in-game ping, but gussied up to use the machine guns.
Title: Another
Post by: easymo on August 06, 2002, 01:20:20 PM
Mostly I want it to be specific. On a per shot basis if possible.  I have come to totally distrust the network status thing.   I routinely have flat lines showing, when the games so warpy/laggy that it is unplayable.