Author Topic: Solution for the low numbers???  (Read 10319 times)

Offline Vraciu

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Re: Solution for the low numbers???
« Reply #75 on: July 24, 2018, 02:35:41 PM »
Try stick scailing. I know that helped for some players.

It's definitely an AH3 thing.  I just went over to Warbirds and flew around without it happening.    This in fact the only game out there that does it.   I don't understand the logic behind it either.   Airplanes just don't behave like that unless they are massively unstable or out of CG.

Scaling doesn't help, it just shifts it around.   I was told to just deal with it by other players.  Not sure how guys like Skyyr seemed to have such incredible nose authority.   Maybe a new stick would be of some help, but if it's built into the coding well.......
« Last Edit: July 24, 2018, 02:37:50 PM by Vraciu »
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Offline 1stpar3

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Re: Solution for the low numbers???
« Reply #76 on: July 24, 2018, 02:53:30 PM »
It's definitely an AH3 thing.  I just went over to Warbirds and flew around without it happening.    This in fact the only game out there that does it.   I don't understand the logic behind it either.   Airplanes just don't behave like that unless they are massively unstable or out of CG.

Scaling doesn't help, it just shifts it around.   I was told to just deal with it by other players.  Not sure how guys like Skyyr seemed to have such incredible nose authority.   Maybe a new stick would be of some help, but if it's built into the coding well.......
Try DCS World,V :eek: Yes its more "SIM" but even in their "Game Flight Model" which is way beyond the effects of combat trim and stall limiter we have, TALK ABOUT NOSE BOUNCE....scalling is the ONLY WAY you can even attempt to hold a coarse. IMO, since I am only VR all the time..with its smaller POV than most other players without VR, Nose bounce CAN be scaled out VERY EFFECTIVELY. When I do play with my old settings and TIR, I notice nose bounce returns...but do to scaling it isnt NEAR as big an issue as it was. You have to really dig in and tinker with it...but it can be dialed out. Check the "Show control input" box for the HUD and fly a sortie. Pretty quick to see where the "Bounce" comes into play. Pretty sure your reason is same mine was, subconscious pulling just A WEE BIT harder as you squeeze trigger...then realize NOPE...yes...nope,,,DANGIT...that sucked, rinse repeat :uhoh 
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Offline 27th

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Re: Solution for the low numbers???
« Reply #77 on: July 24, 2018, 03:11:48 PM »
First, I would like commend the community for helping the new players with their questions.  :aok  I have noticed and have been preaching that we must be behave and try to answer from new players the best we can. We have improved on that from my view point at least what I've seen on the Rook side.

Second, just quickly I am sure you heard it before  :D, I think this game is missing it's demographics in my opinion.

I saw commercial for Warbirds on the AHC Channel recently an of course I saw War Thunder commercial too. Aces High needs to be seen on channels like the AHC, Science Ch, FS1, FS2, History, etc. like ages before.  That's this game target demographics and we all know it :old:. I know its not cheap but that's what needs to be done. :joystick:

 :salute
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Offline bustr

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Re: Solution for the low numbers???
« Reply #78 on: July 24, 2018, 03:13:19 PM »
Vriacu,

Some things with scaling are fixed by opening the jsm file and cropping about 5000-10000 off each end of the calibration line.

These kinds of lines and two data points:  X Axis 0,32767,65535,0.050000,0.100000,0.250000

For 5000 that would end up 5000,32767,60535. You have just shortened your maximum axis throw which speeds up getting to the ends when you move your stick. So then you have to use scaling to tame it. It's not as extreme as it sounds.

That makes it not necessary to ever calibrate again. Since I started doing that 10 years ago I've never had to calibrate again. You do then need to use scaling since the game thinks your stick has a shorter end to end throw and you need to tame it down a bit. As for nose bounce, this has helped somewhat to eliminate it along with scaling but. If you go offline and chase the drones on full zoom. Watch your nose as you pull the pipper inside left and try to hold the nose just up a littel to account for your target's forward motion. If you are inputting rudder, do you have a point half to 2\3 of the way to full deflection that the rudder suddenly snaps a few degrees instead of following your input smoothly? It's that sudden rudder snap getting in the way and looking like nose bounce.

I took 10000 off each end of my rudder calibration line so I didn't have to push a leg all the way under my desk for full deflection. And I scaled starting about 35 up at the "0" line over to the 50 line, then gentile curved up to 100 at the 90 line. You will have to play with the delay and dead zone. No sudden snap out of nowhere. Controllable small inputs or smooth large inputs. Made my GV driving more fun. I can imagine twisty sticks really driving you nuts with that sudden snap.
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Offline 1stpar3

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Re: Solution for the low numbers???
« Reply #79 on: July 24, 2018, 03:25:21 PM »
Vriacu,

Some things with scaling are fixed by opening the jsm file and cropping about 5000-10000 off each end of the calibration line.

These kinds of lines and two data points:  X Axis 0,32767,65535,0.050000,0.100000,0.250000

For 5000 that would end up 5000,32767,60535. You have just shortened your maximum axis throw which speeds up getting to the ends when you move your stick. So then you have to use scaling to tame it. It's not as extreme as it sounds.

That makes it not necessary to ever calibrate again. Since I started doing that 10 years ago I've never had to calibrate again. You do then need to use scaling since the game thinks your stick has a shorter end to end throw and you need to tame it down a bit. As for nose bounce, this has helped somewhat to eliminate it along with scaling but. If you go offline and chase the drones on full zoom. Watch your nose as you pull the pipper inside left and try to hold the nose just up a littel to account for your target's forward motion. If you are inputting rudder, do you have a point half to 2\3 of the way to full deflection that the rudder suddenly snaps a few degrees instead of following your input smoothly? It's that sudden rudder snap getting in the way and looking like nose bounce.

I took 10000 off each end of my rudder calibration line so I didn't have to push a leg all the way under my desk for full deflection. And I scaled starting about 35 up at the "0" line over to the 50 line, then gentile curved up to 100 at the 90 line. You will have to play with the delay and dead zone. No sudden snap out of nowhere. Controllable small inputs or smooth large inputs. Made my GV driving more fun. I can imagine twisty sticks really driving you nuts with that sudden snap.
Wasnt aware of that little tidbit! My curves are settup about the same though....Thanks for the tip,Bustr :rock
"Life is short,break the rules,forgive quickly,kiss slowly,love truly,laugh uncontrollably,and never regret anything that made you smile."  “The two most important days in your life are the day you are born and the day you find out why.”- Mark Twain

Offline Vraciu

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Re: Solution for the low numbers???
« Reply #80 on: July 24, 2018, 03:29:14 PM »
Vriacu,

Some things with scaling are fixed by opening the jsm file and cropping about 5000-10000 off each end of the calibration line.

These kinds of lines and two data points:  X Axis 0,32767,65535,0.050000,0.100000,0.250000

For 5000 that would end up 5000,32767,60535. You have just shortened your maximum axis throw which speeds up getting to the ends when you move your stick. So then you have to use scaling to tame it. It's not as extreme as it sounds.

That makes it not necessary to ever calibrate again. Since I started doing that 10 years ago I've never had to calibrate again. You do then need to use scaling since the game thinks your stick has a shorter end to end throw and you need to tame it down a bit. As for nose bounce, this has helped somewhat to eliminate it along with scaling but. If you go offline and chase the drones on full zoom. Watch your nose as you pull the pipper inside left and try to hold the nose just up a littel to account for your target's forward motion. If you are inputting rudder, do you have a point half to 2\3 of the way to full deflection that the rudder suddenly snaps a few degrees instead of following your input smoothly? It's that sudden rudder snap getting in the way and looking like nose bounce.

I took 10000 off each end of my rudder calibration line so I didn't have to push a leg all the way under my desk for full deflection. And I scaled starting about 35 up at the "0" line over to the 50 line, then gentile curved up to 100 at the 90 line. You will have to play with the delay and dead zone. No sudden snap out of nowhere. Controllable small inputs or smooth large inputs. Made my GV driving more fun. I can imagine twisty sticks really driving you nuts with that sudden snap.

I remember you mentioning this a long time ago and I completely forgot about it.  I need to try this.  Thanks for bringing it to light again, Bustr.    :salute
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Offline pembquist

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Re: Solution for the low numbers???
« Reply #81 on: July 24, 2018, 03:39:28 PM »
If you don't have a computer that can play AH, you probably don't have a computer that can run Microsoft Word hahaha. But in all seriousness, there has to be a point at which the devs have to leave people behind. If you haven't upgraded in the last decade, it's on YOU to keep up. I realize computer technology changes like twice a year, but nearly any computer from the last 5-8 years can run AH. The community and devs cannot cater to the 2% of the crowd that can't/won't upgrade.

I don't disagree with what you are saying but my point wasn't about people who are players and don't want to upgrade it was about a theoretical population of people who aren't really interested in video games but would be interested in AH. It might just be projection on my part but for me the only reason I own a video card is AH, the only games I play are IL2 and Condor a soaring simulator. If I was starting today I would never try AH because I just wouldn't be able to. I'm not saying this is something to fix I am just observing that it might be hard to get exposure to a market segment.
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Offline b4o2s9s

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Re: Solution for the low numbers???
« Reply #82 on: July 25, 2018, 09:28:24 AM »
Quote
I don't disagree with what you are saying but my point wasn't about people who are players and don't want to upgrade it was about a theoretical population of people who aren't really interested in video games but would be interested in AH. It might just be projection on my part but for me the only reason I own a video card is AH, the only games I play are IL2 and Condor a soaring simulator. If I was starting today I would never try AH because I just wouldn't be able to. I'm not saying this is something to fix I am just observing that it might be hard to get exposure to a market segment.

For sure. I was kind of having a joke, but I also missed what you were trying to say. Realistically, you could build yourself a computer that could easily handle AH for around $400-$500 on a site like Newegg, or just buy the separate components here and there if you can't get that kind of money together. Computers these days are very powerful compared to what used to be around, and the invention of the APU (which is CPU + GPU) has probably helped in regard to the video card requirement.

I just don't think we're missing out on a sizeable amount of people due to computer issues. If AH was really graphics intensive, then I could see it. I could be wrong though, I'm not exactly an expert! The gamer world is HUGE, and for some reason AH isn't pulling in that crowd. I can understand the older generations maybe not having the computer to handle AH, but with all due respect to those fine folks, that's a small crowd to market to. The target audience should be the gamer generations, like the 20-40 year olds that dominate the gaming market, and many of those have decent computers and gaming laptops.

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Offline Shuffler

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Re: Solution for the low numbers???
« Reply #83 on: July 25, 2018, 11:56:19 AM »
I don't disagree with what you are saying but my point wasn't about people who are players and don't want to upgrade it was about a theoretical population of people who aren't really interested in video games but would be interested in AH. It might just be projection on my part but for me the only reason I own a video card is AH, the only games I play are IL2 and Condor a soaring simulator. If I was starting today I would never try AH because I just wouldn't be able to. I'm not saying this is something to fix I am just observing that it might be hard to get exposure to a market segment.

Hey pemb cut him some slack, he has only been here since 2004... he is still a noob.   :P


 :rofl :rofl :rofl :rofl


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Offline b4o2s9s

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Re: Solution for the low numbers???
« Reply #84 on: July 25, 2018, 12:07:36 PM »
Hey pemb cut him some slack, he has only been here since 2004... he is still a noob.   :P


 :rofl :rofl :rofl :rofl


 :bolt:

Yes, definitely still noobly, at least the way I fly these planes   :airplane: :joystick: :x       :aok
Mstang67
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Offline Raptor

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Re: Solution for the low numbers???
« Reply #85 on: July 25, 2018, 02:50:11 PM »
I know this seems to be an issue with some players coming in. I think a better solution would be to have 6-8 planes and vehicles be free all the time in the MA. You want to fly the uber/popular rides, get a subscription. This way would keep HTC's money coming in, add more player to the arenas so the numbers would look better, and take the pressure off the new guys kmowing they could fly every day, once a month and not "burn their free time". While not EVERY free player would transfer over to a subscription player, I think youd get more subscribers than you are getting now.
I think this is a great idea.
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Boom. Just competitive enough to gain people's attention, and make them want that extra bit more. Hell, you might get some old timers like myself to come back and add to the overall pool of targets. I don't have the time to dedicate to play to justify a subscription, but I may pay for a month here and there as I do have time.

This is basically what Eve has done. Allowed people to play their lower class ships without a subscription.

Outside of that, I don't know what to say. Subscription based games are mostly dead, and a thing of the past. There are two other routes Aces High could go down:
Free game with easy grinding and lots of "extras" to buy.
This would be more like the League of Legends model. Join the game, certain aircraft are free each week. You play these to earn free credits. You can use Free credits to buy specific vehicles that then become available to you all the time. Alternatively, you can use money to buy premium credits. Then use the premium credits to outright buy vehicles/skins without having to grind for them.

Heavy Grinding Game
This would be more like War Thunder or World of Tanks. You get free base level vehicles (Hurricane I, P40B, etc.) and grind out more advanced vehicles. You use real money to buy premium vehicles (not Pay to win, just unique "XP" earners) or premium time that gives you XP grinding bonuses. Basically in this model, you use money to buy skins, or smaller grinds.
« Last Edit: July 25, 2018, 02:52:25 PM by Raptor »

Offline Raptor

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Re: Solution for the low numbers???
« Reply #86 on: July 25, 2018, 02:57:30 PM »
I was thinking some re-branding. This game has a steep learning curve, so I thought lets turn that to our advantage. I know the game is advertised on steam.
The problem right now is the Steam reviews are bad. Some people tried the game and felt deceived because it was advertised as free. The other bad reviews are because the learning curve was too steep. So until the reviews improve, most people will pass on even downloading the game from steam.

Offline Dundee

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Re: Solution for the low numbers???
« Reply #87 on: July 25, 2018, 11:05:27 PM »
I think this is a good idea, rewording it a bit might be better  :P but the idea of pointing out this isnt some cheap-o arcade game makes a good point.

You almost nailed that ....this is a moderately expensive arcade game

I know this seems to be an issue with some players coming in. I think a better solution would be to have 6-8 planes and vehicles be free all the time in the MA. You want to fly the uber/popular rides, get a subscription. This way would keep HTC's money coming in, add more player to the arenas so the numbers would look better, and take the pressure off the new guys kmowing they could fly every day, once a month and not "burn their free time". While not EVERY free player would transfer over to a subscription player, I think youd get more subscribers than you are getting now.

I don't think that would work with ENY very well , as folks that have been here a long time and have stars would take advantage of that


Getting people to stay is the issue. Hitech said most players trying the game during the Steam run were gone after 20 minutes never to return. Adding a couple more weeks to the trial period isn't going to help if they are gone already. Remove any pressure and give them the 6-8 free all the time planes and vehicles.

You might seriously consider turning off 200  With all the trash talk on it, It's not what thrills new people, and they don't need to see that stuff. When the phrase "Toxic Community" was brought up on the Steam's reviews, I think there were referring to that. We have greater control here on the Bulletin Board than we do on 200...Can't remember the last time some one complained about being gagged on 200, maybe the Mods are asleep or not in game at all anymore   

I would also like to see game mechanics adjusted to make the "easy" path the worst path the go to accomplish anything in the game. The lame game play is a killer for keeping new players he. A game isnt fun if there is no challenge. Cutting corners and boiling down the game play to the lease common denominator is just killing this game.

I think from the GV stand point there has been way too much "mechanics adjusting" and that has caused more than enough people to just up'ed and walked away from the game all together. You know an I know this has happened and there is no way to dance around that fact  In a Nut Shell, When you manipulate something to enhance one particular sector of the game to make it better for that group, you screw the other folks who paid the same amount of money to have the same good time. AH III is all about the furball and that's the way it is. Anything that interferes with that will be adjusted so it doesn't interfere with the folks furballing.

You know as well as I do there are some, almost bordering on serious, issues with this game that needs to be addressed but this isn't the platform or place to discuss those issues. 

« Last Edit: July 25, 2018, 11:13:22 PM by Dundee »

Offline save

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Re: Solution for the low numbers???
« Reply #88 on: July 26, 2018, 07:02:34 AM »
Elevator stick scaling should be the default, I have helped numerous people setting that one up.

A help page would help a lot for setting up things like VR, TrackIR, and stick/throttle settings (video or pictures), how to bomb, select skins, set convergence etc - clickable from the game itself.

Try stick scailing. I know that helped for some players.
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Offline Shuffler

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Re: Solution for the low numbers???
« Reply #89 on: July 26, 2018, 04:48:42 PM »
Yes, definitely still noobly, at least the way I fly these planes   :airplane: :joystick: :x       :aok

I will be thoroughly noobly after almost a year off. I so look forward to it.
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