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 Post subject: Re: Guns
PostPosted: Tue Mar 15, 2016 6:18 pm 
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Joined: Sat Nov 09, 2013 3:45 am
Posts: 131
Sakai wrote:
Love the photo, Jman. Really hits home the point of small calibre ammunition versus an iron construction.

Yes...the hardest part is working with the (very) basic WBs damage model.

Another example...
Image
rifle caliber(7.7, 30,303, 7.9) vs 20mm Some 20mm was AP some HE and some minegeschoss..

Difficulties arise in the game when it comes to "explosive" shell damage as the game code says if you are explosive you automatically defeat "any" armor plate. This is why 110s could strafe down a DD...it defeated the armor plate and did damage when it should have been able to.

Examples of 20mm damage

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The other side..
Image

Made it home but was written off.

So when working on plane/weapon models we are trying to get a good balance with the tools we have. Are they perfect..no way! Are they "close" sure. Do we need improvement...absolutely...and the work continues...

<S>


352nd Fighter Group (V) - "The Blue Nosed Bastards of Bodney"
328th Fighter Squadron C.O. (V) - PE - Red and Green

dulce bellum inexpertis

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 Post subject: Re: Guns
PostPosted: Wed Mar 16, 2016 5:50 pm 
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Joined: Sat Nov 23, 2013 4:02 pm
Posts: 52
The 109s are shooting both the rounds in the picture. Even the 20mm seemed pretty ineffective (more than the bbs but still near useless). I've never seen a dozen unencumbered fighters with 20mm take several minutes to kill a lone and slow enemy a/c on the deck. Not sure who that was but a sharp <S> to you.

Jman - thanks for all you do to help move the game forward.


Last edited by saspin on Wed Mar 16, 2016 9:13 pm, edited 1 time in total.

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 Post subject: Re: Guns
PostPosted: Wed Mar 16, 2016 7:39 pm 
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Joined: Sat Nov 09, 2013 7:15 am
Posts: 917
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Happy trails...
Wolf
XO 352nd Fighter Group (virtual)

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 Post subject: Re: Guns
PostPosted: Wed Mar 16, 2016 8:58 pm 
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Joined: Tue May 13, 2014 9:25 pm
Posts: 661
My one kill where the credit appeared before the airplane hit the ground, I didn't fire until I my prop was chewing his tail. Outside of 200 yards ALL of the guns in this series are pretty bad. Getting a tracking shot inside of 200 yards on an aware bandit is very difficult and a tracking shot of 1 to 2 seconds is REQUIRED to kill absent a PK.

Personally, I think the guns are about right but the FM has quite a way to go. The ability to retain energy under G is still far too high. We just aren't seeing the easy tracking shots that are a product of running out of airspeed after a few high G maneuvers.

Someone should work on that....


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 Post subject: Re: Guns
PostPosted: Wed Mar 16, 2016 9:18 pm 
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Joined: Sat Nov 23, 2013 4:02 pm
Posts: 52
Ok. So the guns aren't too bad but the airplanes fly like jet powered kites which makes the guns seem useless. :)


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 Post subject: Re: Guns
PostPosted: Wed Mar 16, 2016 10:00 pm 
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Joined: Tue May 13, 2014 9:25 pm
Posts: 661
saspin wrote:
Ok. So the guns aren't too bad but the airplanes fly like jet powered kites which makes the guns seem useless. :)


Kinda.

Most real world kills were unseen bandits, making easy tracking shots and those situations in this last frame resulted in kills.

It should be relatively easy to defeat a guns pass on a bandit you see in time IF you have speed but the Warbirds FM energy bleed is too little so multiple high G guns defense maneuvers are possible AND then there are no physiological effects for pumping the stick to spoil a tracking shot AND too little energy penalty for that sort of thing.

Negative G slows the heart rate down and a sudden switch to positive induces GLOC at a low G level. Multiple cycles of negative and positive G would be devastating physically and the energy loss should be much more dramatic.

Of course, modeling all that stuff will change the character of the fights to briefer, slashing affairs lasting a few seconds with folks careful to husband the energy and not committing to a knife fight in a phone booth quite so easily.


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 Post subject: Re: Guns
PostPosted: Wed Mar 16, 2016 10:38 pm 

Joined: Fri Nov 08, 2013 9:36 pm
Posts: 191
Factor in our collision "bubble", and net lag between any two players at any given time and you have a collision, so D 0.5 on a consistent basis is pretty much the same as suicide.


Think it's pretty clear that all guns in this series are more in line with Nerf blasters than guns. The Hawk vs The 109's has been an interesting match up. Unable to turn with the hawks in any German iron, I've been on the receiving end of waaaay too many "pings" from those pesky uber Hawks! I think I had 3 hawks empty their guns on me during an extended egress on my part. Seems as long as I didn't allow sustained bullet stream into my aircraft, I could bob & weave longer than the Allied clips could hold up. We've experienced the same nerf guns on our sides.

Wow... all this to say that from both the receiving, and the giving side of things, we must all be using the most enemy friendly armament in the cosmos :)

Makes sense - All Lives Matter!!!


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