Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: easymo on August 05, 2002, 07:33:03 PM
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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.
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Type .target xxx, where xxx equals desired distance to target. Then fly north.
F,
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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.
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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.