Author Topic: Hit Sprites Revisited  (Read 316 times)

Offline Someguy63

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Hit Sprites Revisited
« on: April 25, 2014, 09:07:56 AM »
A thread asking for improved hit sprites and tracers:

http://bbs.hitechcreations.com/smf/index.php/topic,361311.0.html

Perhaps they could look like they do in this gun cam footage?

https://m.youtube.com/watch?v=_aqJwHdMDK0

Chilli explains it well in the thread above.  :aok

 :salute
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Offline Coalcat1

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Re: Hit Sprites Revisited
« Reply #1 on: April 25, 2014, 02:34:53 PM »
Yea, I hope they are slightly changed in the next update, but the ones we have now are ok, especially if you are closer than 100yds away  :D

Offline bustr

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Re: Hit Sprites Revisited
« Reply #2 on: April 25, 2014, 02:51:27 PM »
In real life the tracer element will have a specified burn time and limitation to the length of trail. 1100-1200 yards was about average. The diameter of the flair can be researched if you think we should be seeing more during transit.

To our eyeball which won't act like those old films, we see a straight trail line if we are not looking from a dead 6 to the travel of the round. Dead 6 we will see a bright ball getting smaller as it leaves us. The germans had the concept of daytime tracer and nighttime tracer. Daytime was very bright while nighttime was less so to protect the pilots night vision.

I've shot tracer rounds, and they don't do the airframe induced jiggly jitter you see in the WW2 film. The jitter is the camera bouncing around.

If a round actually traveled in that jittery of a trajectory, it would slow down rapidly and it's impact point would be anyone's guess.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Someguy63

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Re: Hit Sprites Revisited
« Reply #3 on: April 26, 2014, 04:30:50 PM »
Wow I actually didn't know the rounds appeared jittery from the camera bouncing around. We, what do you think of how the rounds look when they hit the aircraft, and could you see it incorporated in AH?
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Offline bustr

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Re: Hit Sprites Revisited
« Reply #4 on: April 26, 2014, 04:58:49 PM »
That is on Hitech.

You saw in the film 20mm HE going off inside of the early spit and hurri airframes. Looked a lot like our 30mm in the game sans the airframe falling apart. We could end up having a visual perception bias from being shown too much as a hit sprite. Then never ending complaints about being screwed out of kills, rubber bullets, and horrible damage modeling.

There are some nights I make deflection shots from 100 using zoom. I never see a single hit sprite and the plane suddenly dies 200 yards later down it's line of travel. The Icon disappears and I get a kill message. There are nights I make the same shot, hit sprites light up the con from the nose until the cockpit, and right then the icon disappears and I get the kill message. And in both cases, the con can just keep flying away with nothing seeming to have happened.

And we get monthly posts about rubber bullets, "I was robbed because I saw hits sprites from 50f feet away", and the damage modeling is a conspiracy by Hitech to rob us of our rightful kills nonsense.

I suppose if Hitech reduced the game down to 32 on a side mini arenas to control for population proximity related congestion. We could have extensive complicated graphic visuals like you see in those gun cam films from WW2. But, then we wouldn't be Aces High. 
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.