Now you see what I mean? And SmokinLoon's argument does not apply here because what he suggests is not part of the model (realistic misfires on impact), not the issue (my attitude), and not a solution (ignoring the problem).
Loon's argument was regarding real world behavior, where anything can and will happen. In that context I still agree with him. However, if damage in AH is modeled as simply as you guys say, and I have no reason to doubt that it is, then this is bullsh*t.
What attitude moot?
Hit packets can be delayed but never lost.
Once again read what I said, every hit sprite of a 30mm causes damage just like any other bullet.
How much damage depends on range/speed and where hit on the plane.
For a bullet not to do damage to a plane after a hit sprite 1 of 2 things would have to happen.
1. The shooter gets discoed.
2. The shootie gets discoed.
Other than that there could only be a delay in the damage do to droped packets, but those droped packets will arive, and nothing else on that channel including text messages and lots of other stuff can arive can arive until the hit message does.
Is basic TCP networking things must arive at the procedure in the order sent and can not be lost with out the entire connection being lost.
HiTech
I wonder if the same applies to UDP. Although faster, UDP doesn't offer the inherent hand-shaking of TCP.
Then again, think how much it would suck to disco
just before the 75mm from your B-25H tags that 262 that just blew by you.