Aces High Bulletin Board

General Forums => Wishlist => Topic started by: lunatic1 on September 12, 2016, 10:38:04 AM

Title: a wish for more visable hit sprites
Post by: lunatic1 on September 12, 2016, 10:38:04 AM
I checked to see if a wish for more visible hit sprites where asked for--but only in past years-mostly for AH2.

so now I bring it up again-- can we have a little more visable hit sprites.
the other day I was in a 37mm manned gun and shot down 2 lancs, I didna know I hit them until they started burning. never once did I see a hit sprite...in fighters  really hard to see any hits sprites...engines smoke wings fall off or just plan blow up only way I know I hit them.


Please make hit sprites a little more visable----other posts in the past wish lists  even show real films of planes getting hit and see large visable hits
Title: Re: a wish for more visable hit sprites
Post by: The Fugitive on September 12, 2016, 12:17:22 PM
At this point it looks like it is something with the FOV setting. Sprites and tracers seem about the same in AH3 as they did in AH2 but with the FOV at the new default of 80. When us old timers push it back out to 106 like we are use to in AH2 we lose the tracers and sprites.

I agree tho I'd like to see a bigger dramatic visual when we hit, it is a game after all.
Title: Re: a wish for more visable hit sprites
Post by: Vraciu on September 12, 2016, 12:54:15 PM
+1 OP
Title: Re: a wish for more visable hit sprites
Post by: bustr on September 12, 2016, 02:53:50 PM
Have tried turning off shadows? Tracers and hit sprites get a bit bigger. Also it helped to pull back to 103 from 106 with the FoV.
Title: Re: a wish for more visable hit sprites
Post by: Krupinski on September 12, 2016, 03:00:43 PM
MG hit sprites should remain how they are. Cannon rounds though could definitely stand out a bit more.. perhaps a bit more flashy and smokey when one impacts?
Title: Re: a wish for more visable hit sprites
Post by: Vraciu on September 12, 2016, 03:14:04 PM
MG hit sprites should remain how they are. Cannon rounds though could definitely stand out a bit more.. perhaps a bit more flashy and smokey when one impacts?

I can see neither.
Title: Re: a wish for more visable hit sprites
Post by: bustr on September 12, 2016, 04:15:40 PM
Looks like mileage varying with hardware solutions.
Title: Re: a wish for more visable hit sprites
Post by: lunatic1 on September 12, 2016, 05:43:10 PM
At this point it looks like it is something with the FOV setting. Sprites and tracers seem about the same in AH3 as they did in AH2 but with the FOV at the new default of 80. When us old timers push it back out to 106 like we are use to in AH2 we lose the tracers and sprites.

I agree tho I'd like to see a bigger dramatic visual when we hit, it is a game after all.

rgr that i'll mess with FOV some more
Title: Re: a wish for more visable hit sprites
Post by: Vraciu on September 12, 2016, 06:31:22 PM
Okay now I am completely confused.   Why should FOV change anything between 2 and 3?

If I use 100 in both the effect should be the same, yes?

 :headscratch:
Title: Re: a wish for more visable hit sprites
Post by: ImADot on September 12, 2016, 06:37:12 PM
Probably a side effect of the new graphics engine.
Title: Re: a wish for more visable hit sprites
Post by: The Fugitive on September 12, 2016, 10:03:05 PM
Okay now I am completely confused.   Why should FOV change anything between 2 and 3?

If I use 100 in both the effect should be the same, yes?

 :headscratch:

I don't know if this is how it works but this is the logic I follow. As you change your FOV from 80 to 106, things appear to be smaller. This I would think would include the tracers and hit sprites. Being small at 80 FOV, they are even smaller and harder to see at 106.
Title: Re: a wish for more visable hit sprites
Post by: BuckShot on September 12, 2016, 10:12:48 PM
+1 on brighter tracers and hit sprites.


Title: Re: a wish for more visable hit sprites
Post by: lunatic1 on September 14, 2016, 01:51:16 PM
I tried 5 different F.O.V.'s and none made a difference

on this youtube video, you can clearly the hit sprites on all
e planes in this video being shot at.   thhttps://www.youtube.com/watch?v=MCiHa0h-6Rs

please consider this
 :joystick:
Title: Re: a wish for more visable hit sprites
Post by: Devil 505 on September 14, 2016, 02:51:40 PM
Ok, who shot the Spitfire 21:30?  :devil
Title: Re: a wish for more visable hit sprites
Post by: bustr on September 14, 2016, 05:50:17 PM
I tried 5 different F.O.V.'s and none made a difference

on this youtube video, you can clearly the hit sprites on all
e planes in this video being shot at.   thhttps://www.youtube.com/watch?v=MCiHa0h-6Rs

please consider this
 :joystick:

Have you ever looked at the size of the aircraft displayed in the film, consider the average area of the guncam cell is equal to a 100Mil ring because the camera was designed that way? Then attempted to pull up that close to a drone offline so it sizes about the same through your gunsight zoomed to make a 100Mil ring 2 inches in diameter on your screen? Hitech made it all to real world scale, so FOV above 80, you are shrinking your world to see more of it.

Is the real problem that all of you want to not have to use zoom past 400 yards with a FOV of 106-120? Offline at 400-800 yards the hit flashes are to scale which means they become hard to see with a higher FOV number. HE cannon rounds, the flash size could be a bit larger for 20mm, 30-37mm especially when they detonate. Tracers through the gunsight really look like they begin burning about 200-300 yards after leaving the barrel.


Here, I screen captured from the posted film and placed the 100Mil reticle ring onto the frame. The Germans did some films that way and it was surprising how close the pilots were while shooting. Look at the film again using these cells as a guide to determine how far away the con is when you can actually see bright hit sprites versus the impact debree plums, coolant, and any out gassing from air bottles. The 190 early in the film had it's 20mm wing ammo hit by an API round which caused all the rounds to detonate.


650yds

(https://s20.postimg.org/sz34fembx/Guncam01.jpg)


200yds

(https://s20.postimg.org/axjzhlsb1/Guncam02.jpg)


250yds

(https://s20.postimg.org/970yg4arx/Guncam03.jpg)


400yds

(https://s20.postimg.org/8iwpax1fx/Guncam04.jpg)


100yds

(https://s20.postimg.org/fneijy8p9/Guncam05.jpg)
Title: Re: a wish for more visable hit sprites
Post by: bustr on September 14, 2016, 06:26:44 PM
Here is another thing to think about with WW2 guncam film. You are not seeing the film from the pilot's size perspective while he is looking through his 100Mil reticle. I've resized two of the cells so the 100Mil ring is 2 inches in diameter or real life. Looks familiar from our game perspective of what is real size and FOV augmented size.

Looks kind of like 650yds at 80 FOV.

(https://s20.postimg.org/jxt6fjdsd/Guncam01s.jpg) 


Looks kind of like 200yds at 80 FOV.

(https://s20.postimg.org/m3nha1h8t/Guncam02s.jpg)


And here you beat up Hitech for a decade over wanting more realism in the game. And when he gives it to you, you beat him up for giving it to you because you have to use zoom now to see.
Title: Re: a wish for more visable hit sprites
Post by: BuckShot on September 14, 2016, 09:44:55 PM
I didn't see any reticles in that film. How did you know what size to use in the superimposed reticle? Was the camera fov standard for post flight range estimation?

I think folks want the tracers and sprites to look like ah2. In this department, screw realism.

Title: Re: a wish for more visable hit sprites
Post by: bustr on September 14, 2016, 11:42:26 PM
The camera FOV was set to correspond with the pilot FOV so during review the intel person knew the range based on wingspan.  Did you think they just took 16mm film shots and asked the pilot to guess at his range during the playback? Once the film was analyzed they knew the range of the con by it's standard wingspan to the cell size. The most unreliable link in this chain was the pilot's real lack of ability to determine range and deflection. The 8th AAF watched 700 films of air engagements and found of the 189 planes destroyed, only 39% of the 700 pilots destroyed them because they held fire until inside of 300yds. Yes standardization, or they wouldn't have had a clue about the ranges in the film analysis. 
Title: Re: a wish for more visable hit sprites
Post by: Chalenge on September 14, 2016, 11:48:12 PM
I prefer the realism. Thank you.
Title: Re: a wish for more visable hit sprites
Post by: BuckShot on September 15, 2016, 06:13:22 AM
The camera FOV was set to correspond with the pilot FOV so during review the intel person knew the range based on wingspan.  Did you think they just took 16mm film shots and asked the pilot to guess at his range during the playback? Once the film was analyzed they knew the range of the con by it's standard wingspan to the cell size. The most unreliable link in this chain was the pilot's real lack of ability to determine range and deflection. The 8th AAF watched 700 films of air engagements and found of the 189 planes destroyed, only 39% of the 700 pilots destroyed them because they held fire until inside of 300yds. Yes standardization, or they wouldn't have had a clue about the ranges in the film analysis.

Thanks for the explanation.
Title: Re: a wish for more visable hit sprites
Post by: DaddyAce on September 15, 2016, 09:09:47 AM
Another vote for realism here.
Title: Re: a wish for more visable hit sprites
Post by: Devil 505 on September 15, 2016, 10:20:01 AM
The problem here is not really the size of the sprite, but that the hits in the game are not illuminated. I think a very quick flash of light when scoring a hit would work with correct sized sprites. This was impossible in AH2, so we got a larger hit texture.
Title: Re: a wish for more visable hit sprites
Post by: lunatic1 on September 15, 2016, 11:37:15 AM
The problem here is not really the size of the sprite, but that the hits in the game are not illuminated. I think a very quick flash of light when scoring a hit would work with correct sized sprites. This was impossible in AH2, so we got a larger hit texture.

ok what he^^ said--what I'm trying to say in AH2 you can easily see where your rounds are hitting on the enemy plane-in AH3 you can't--you might catch a glimpse of red spark or a light puff of smoke but that's it
Title: Re: a wish for more visable hit sprites
Post by: bustr on September 15, 2016, 11:40:48 AM
When you look at films you get two predominant visual hit responses. Something that looks like a fine debree plume and out gassing, or a flash like the incendiary response when the thin jacket of the ogive over the incendiary compound shreds and sets off the compound. The third response cannot be really seen and is just a round passing through into an empty cavity. Some of the outgassing you see from Luft fighters is from all the compressed air balls used to actuate systems. Another issue from the films is you don't see a flash sprite with every hit by all rounds that touch the plane.

Considering out of 189 planes destroyed from 700 films where 39% of those 700 pilots shot down the 189 planes. When we see guncam films today, we are mostly seeing the films from the 39% of AAF pilots who opened fire inside of 300. And we see the most juicy moments at the end. Anyone have a compilation of the other films? Most of us in our game are the other 61%.

In the AH3 MA if I use zoom when I shoot, I see hit sprites as my con falls apart. If I don't, I may not stay on the con as long as it takes and get an assist message later.

I have been suffering through the lack of hit sprites since Hitech started giving us patches with drones to chase back in the closed alpha almost 2 years ago. I figured from looking at the new graphics engine and how light was generated that hit sprites were being effected by that. I did notice using zoom lets you see hit sprites and makes tracers useless because of the FOV, and how they seem to become visible around 250-300 after leaving the gun barrel. For the last decade everyone has pestered Hitech for more realism in everything. Now that it's here, everyone is pestering Hitech to make many things gamey again.

I used to include AAF fixed gunnery manuals with my historic gunsight package. Hitech's physics is faithful enough to reality that the information in the manuals work in this game. Things like the 100 mile an hour principle which is the reason most of the historic reticles I made for AH3 were\are 100Mil rings. And the 5,10,20,30 degree of travel principle for lead shooting in the RAF "Bag the Hun" manual. And the fact that the more lead you pull increasing your G, your rounds will correspondingly drop lower at 1000ft. The problem with turn fighting in tight little circles and always missing by shooting under your con. It really messes with the tater with its already terrible ballistics.   
Title: Re: a wish for more visable hit sprites
Post by: bustr on September 15, 2016, 03:31:25 PM
check the tracers and sprites in the official AH3 update.
Title: Re: a wish for more visable hit sprites
Post by: FESS67 on September 16, 2016, 07:10:20 PM
ok some of you guys are going to hate me for this but.....the new sprites are not good, they are too big.

Please don't think I am ungrateful but the wish was for more visible and as others have posted that really translated as brighter, not larger.  Now when my 50 cals score a strike I see the whole area light up like I am causing massive damage when the result is I am actually delivering little damage.  Not sure if it is possible but can we keep them as bright but a tad smaller.

Thanks
Title: Re: a wish for more visable hit sprites
Post by: Chalenge on September 16, 2016, 07:15:04 PM
I really liked it better before the fix. It would have been much easier to recreate the authentic look in films.
Title: Re: a wish for more visable hit sprites
Post by: bustr on September 17, 2016, 01:58:53 PM
For the majority with crappy hardware this change is probably a godsend. Now at least with the La5\7 alpha mask representing the reflector plate glass to make it look like you are looking through 3 inches of glass. A gunsight.bmp with magenta background feild and red reticle structure lightens the gunsight reflector plate mask Waffle chose.

You think maybe the better part of valor apply's here now that the majority can actually see when they hit something?
Title: Re: a wish for more visable hit sprites
Post by: EskimoJoe on September 17, 2016, 03:38:40 PM
For the majority with crappy hardware this change is probably a godsend. Now at least with the La5\7 alpha mask representing the reflector plate glass to make it look like you are looking through 3 inches of glass. A gunsight.bmp with magenta background feild and red reticle structure lightens the gunsight reflector plate mask Waffle chose.

You think maybe the better part of valor apply's here now that the majority can actually see when they hit something?

I don't know. I tend to consider new versions and new releases as kind of 'experimental'. I'd say give it a few months for feedback and see how more players are reacting to how they are now, if at all.
Title: Re: a wish for more visable hit sprites
Post by: bustr on September 17, 2016, 03:58:55 PM
Did you take part in the open alpha or open beta when people started blowing the roof off over not being able to see tracers or sprites at 106-120 FoV unzoomed? Right now is about equal to AH2 with more luminescence to the hit sprites out to 1500yds unzoom at 106-120 FoV. All the previous tracers and sprites since the closed alpha have been scaled to the real world. You needed to be inside of 300 to see the hit sprites or on zoom up to 1:1 making the 100Mil reticle life sized at 2in. Kind of separated the herd by hardcore gamer versus the rank and file unwashed masses who just want to spray and slay for their 1-2 hours a few nights a week. 

Title: Re: a wish for more visable hit sprites
Post by: EskimoJoe on September 17, 2016, 07:31:03 PM
Did you take part in the open alpha or open beta when people started blowing the roof off over not being able to see tracers or sprites at 106-120 FoV unzoomed? Right now is about equal to AH2 with more luminescence to the hit sprites out to 1500yds unzoom at 106-120 FoV. All the previous tracers and sprites since the closed alpha have been scaled to the real world. You needed to be inside of 300 to see the hit sprites or on zoom up to 1:1 making the 100Mil reticle life sized at 2in. Kind of separated the herd by hardcore gamer versus the rank and file unwashed masses who just want to spray and slay for their 1-2 hours a few nights a week.

No, I was not able to take part in the development process. From what I'm reading though, the update to flashier(bigger) hit sprites seems like one of those 'gameplay concessions' to make things more entertaining for the masses.
Title: Re: a wish for more visable hit sprites
Post by: bustr on September 19, 2016, 03:33:39 PM
I had sort of given up on tracers and sprites. The masses who pay the bills and want to enjoy the game leisurely rather than be forced into a 10\90 division of interest by L33T or fodder were heard by Hitech. Most players don't fly with tracers off for this reason. I turned my tracers off to give me the best chance of seeing the teenincy l3333tle hit sprites. So the 10% are free to keep their tracers off and point fingers at the 90%, business as usual. Gotta admit with tracers of many acm guys just sit there in their 6view waiting for my tracers to pull their signature evasion maneuver.   
Title: Re: a wish for more visable hit sprites
Post by: Condor on September 19, 2016, 07:34:31 PM
I use an FOV of 106 and can see hit sprites after the recent "fix". They are a little smaller than what I recall from AH2 but visible.
Title: Re: a wish for more visable hit sprites
Post by: BuckShot on September 19, 2016, 10:39:01 PM
I'm digging the new hit sprites and tracers.
Title: Re: a wish for more visable hit sprites
Post by: SmokinLoon on September 21, 2016, 04:26:09 PM
I think it is already too easy to see if you've hit. No need to game it further.

The Fog of War can be a fun part of the game.  ;)
Title: Re: a wish for more visable hit sprites
Post by: bustr on September 21, 2016, 06:27:41 PM
There is an interesting phenomenon with PCs and the Internet. A jpeg of some very colorful and vibrant venue can be posted for general viewing. The poster will see it as bright and vibrant, and some unknown number of others, but not everyone. Move that into the environment of a fast action video game. If there are a consistent number of players reporting that from their combination of hardware components called a PC, they can barely see what you think is fine. You have a problem, especially if nothing is done about it. Now you have a real question of player ability versus hardware making the game easier for some in the minds of subscribers already impacted by the new game engine. I think we were beginning to see something like that during the open beta one could postulate. Now what is too bright for you, appears to be just about right for those who couldn't see anything during normal game play.

You could always turn your gamma down.......