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Author
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Topic: Hit detection with fighter aces 2 and SDOE
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Gun Jam Pilot
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posted 12-22- 06:40 PM
Sup. I was playing Fighter aces 2 online line today and its a nice game and all but I like the way SDOE feels and looks compared to FA2. Both have nice smooth online play but SDOE does not loose connection as often as FA2 But the one thing that FA2 has is a Most excellent online hit detection FAR superior to SDOE, with SDOE we have been emptying plane loads of ammo into the bad guy but just to run out after killing one maybe two planes if you are lucky. I found that with FA2 this is not the case the Hit detection is much better for both you and the other players it seems like its just about as realistic as you can get the difference between the two is night and day! What is wrong with SDOE? If they can get nice hit detection over ZONE how come we can't do it in our lobbies? Before you think me cracked fly FA2 or fly SDOE offline. Most of the people who are going to read this have probably come to accept SDOE's online hit detection as a feature of the game and no longer realize how hard it is to actually shoot someone down. Let alone blow parts off the plane. 85% of the time the plane you have been hammering on just get too "heavy" to fly and crash lands some place, wings hardly ever break off engines only burn once in while. So what can be done to improve hit detection? Or does nobody give a rip? Cmon you know you want better hit detection for SDOE. Lets try n' figure something out! Thanks for you time Gun Jam

Get Hooked up with new gun sound that really whoop ass: http://tailslide.firelight.dynip.com/?page=http://tailslide.firelight.dynip.com/sdoe.asp IP: Logged |
Tailslide Pilot
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posted 12-22- 06:51 PM
FA and FA2 use TCP/IP for the network packets carrying damage data, and UDP for network data containing plane positions. SDOE uses UDP for both. What's the difference? TCP/IP packets are guarunteed to get there (and in the right order if my foggy reccolections of school are any good). UDP is not guarunteed. TS IP: Logged |
Michael Harrison General
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posted 12-22- 06:52 PM
Actually Gunjam, the online damage bug in FS is a well known problem that I'm aiming to fix by the end of the year. I'll be doing almost nothing but FS fixes while I'm on vacation.IP: Logged |
Gun Jam Pilot
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posted 12-22- 07:06 PM
- Michael As Tailslide was saying SDOE uses UDP so unless you switched to TCP/IP for damage data how can you make it better? Also why did you decide to use UDP instead of TCP/IP what are the advantages? Thanks for the info guys Gun JamIP: Logged |
Michael Harrison General
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posted 12-22- 07:41 PM
Which GunJam is this?UDP packets are safer in cases where there is packet loss or extreme lag. TCP packets will be resent even if the game doesn't need them to be, also, there will be a delay if packets arrive out of order. This delay can cause quite a few problems if your players are on slow or unreliable connections. IP: Logged |
Tailslide Pilot
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posted 12-22- 08:17 PM
FA is server based so less info needs to be sent back and forth. It just boggles my mind how well SDOE works for a peer to peer game. Once the lobby crashes and damage bug are fixed we'll be able to play stable 14-16 player games. Amazing, I can hardly wait! Most other sims I try get flakey with four people let alone 14 ! TS
[This message has been edited by Tailslide (edited 12-22-1999).] IP: Logged |
Gun Jam Pilot
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posted 12-22- 09:17 PM
Tailslide/Michael Thanks for you help. Michael Thanks for keeping SDOE in mind ill be looking forward to up-coming damage detection and lobby crash patches in the near future. Keep us posted. Thx again Gun Jam p.s im just the piss ant Gun Jam nobody special its just me[This message has been edited by Gun Jam (edited 12-22-1999).] IP: Logged |
Mirthain Pilot
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posted 12-22- 10:30 PM
I don't really mean to be a jerk here or even sound like I am being argumentitive..... But on most missions, the average kill was 1 maybe up to 3.... more than that and it was a REAL Good day...... Just thought I would drop that out there.... ;} Mirthain=FC=IP: Logged |
Pete Hawk Pilot
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posted 12-22- 11:17 PM
If this beta is free online, how come they want credit card info for it? Am I missing something on "the Zone" ?IP: Logged |
Spanky the Mad Dog Pilot
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posted 12-23- 12:01 AM
Spanky here...Mirthain are you talking in real life? thats true but what he means is its a bug to be able to fly off line and shoot down 1 b17 2 p38s and a 2 fw190s i did that last night but online i can only do probly tops 3 and thats if the guy stayes still for me its not about flying ability it just seems like online the computer doesn't count as many hits as offline
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Poniat Pilot
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posted 12-23- 07:07 AM
I'm glad somebody said something about damage modelling. I was windgeing on another forum in my previous reincarnation some long time ago about impossibility of shooting down or even visibly damaging any fighter plane in SDOE using only machine guns from really small distances like 30 yards and less. I'm talking off line playing here and numerous tests with all available fighters. Even .303 guns should be sufficient to bring down an aircraft. It used to happen in real life (and death ) There is no reason why not in SDOE, it would just make it almost a perfect sim, well a few other things spring to mind but let's not be too picky. I haven't designed even a bolt ar a nut in a simulator myself so I have only a vague idea how hard a job that is, must be harder than shooting planes with .303 ammo  While I'm at it, wouldn't it be nice (possible) to implement some kind of random event generator to simulate pilot kills or maybe the cockpit areas already have this kind of "sensibility" built in to them so as this wouldn't be necessary? I mean, when spraying the cockpit area with eight MGs from a slight angle there is great probability of disabling the "pilot" or is it?Great sim, excellent job, keep it that way!  Andrzej "Poniat" K. IP: Logged |
Sv Pilot
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posted 12-23- 08:57 AM
That is a good point Poniat,As far as I know, pilots take damage and can be killed by hits within X distance to them. Also OpenPlane supports probability in the DM, so we can make it so that an off-chance 1 bullet hit can take out a wing! Much can be done to bring more randomness to the DM which I think is needed  ------------------ -Sv =FC= WWI in SDOE! IP: Logged |
kopper JAG
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posted 12-23- 10:10 AM
Realistic damage modelling, my favourite topic.Just curious about your statement Gun Jam, where you said you can only kill 1 or 2 planes in SDOE but you can do better in FA2? What is termed better? Shooting down 4-5 planes without running out of ammo? Even shooting down one plane is pretty realistic. When you look at the kills during WWII about 20% of the pilots were responsible for 80% of the kills no matter what the airforce. Right now, in SDOE it is far too easy to shot down a plane. Totally unrealistic. Example, one burst from an FW190 will destroy a Lanc or B17. The Luftwaffe intelligence boys, during WWII, determined it would take 20-25 rounds of 20mm MINE rounds to take out a 4 engine heavy. Consider this, the MINE round is not modelled in the loadouts in SDOE. So with a regular 20mm HE round the number of rounds to down a 4 engine heavy is approx. 70! Consider this also, both sides during the war determined the average pilot had about a 2 % accuracy rate! This improved with the intro of the gyro sight in 1944 (I have to check the date). With a 2% accurarcy rate it would then take 1000 x 20mm MINE fired. This would mean more than one plane to take out a B17 which is realistic. They also figured the average ace had an accuracy rate of approx 10-20%. Why? Because the aces were slightly bent and were willing to fly in closer. The Luft. night fighter pilots had an extremely high accuracy rate because they usually had to fly within 200m to see it, let alone shoot down a heavy bomber. So in a long winded way, Gun Jam (and others) what do you have in mind when you say realistic damage? If it means shooting down lots of planes you may be disappointed with the new Damage Modelling we are doing. ------------------ Kopper Fortunae Nihil (Nothing to Chance) OPPs Making SDOE a Dangerous place. One plane at a time. [This message has been edited by kopper (edited 12-23-1999).] IP: Logged |
Poniat Pilot
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posted 12-23- 10:48 AM
As far as I am concerned, the quantity of shot down in a single mission planes can be less than one, it's the quality that counts, therefore I consider pumping the whole load (with, say, 95% accuracy from 25 yards, at the non-evading fighter plane) of ammo into a poor enemy without ANY effect to be really unrealistic , very bad quality ammunition...
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Spanky the Mad Dog Pilot
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posted 12-23- 10:53 AM
Spanky here i totally agree with you kopper there wern't alot of guys around in the war that could take a plane out of the sky every flight some alot of use do the damage is a little or maybe alot excesive right now one thing to think about will anyone want to play if you only get 1 plane every say 5 flights? is that fun? this is a game and meant to be fun it leads back do people want a bomber that takes longer then most online plays to get to bombing hight? i sure don't a totally realistic bombing run would be BORING if you ask me IP: Logged |
G-man Pilot
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posted 12-23- 11:06 AM
I think we need to distinguish between damage modeling for the fighters versus damage modeling for the bombers. Currently in SDOE, the bombers are way too easy to destroy while a fighter can take an unrealistic number of hits and be fine. Kopper's figures on the number of rounds to drop a bomber just confirm the amount of punishment that a four-engine heavy bomber can absorb (although I personally don't think you can say that 'x' number of rounds will destroy a given airplane; location of those hits must be considered). I guess my point is that any changes in the damge modeling for SDOE can't be done across the board; specific aircraft need to be looked at. G-man IP: Logged |
Spanky the Mad Dog Pilot
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posted 12-23- 11:14 AM
Spanky hereyep for sure man we need if nothing else historical balence with the planes IP: Logged |
kopper JAG
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posted 12-23- 02:31 PM
G-Man,When you say "I personally don't think you can say that 'x' number of rounds will destroy a given airplane; location of those hits must be considered." I totally agree with you. After all hundreds if not thousands of rounds were fired at the Red Baron yet there was only one .303 round in him! Where one hits the plane is critical. Which is another beauty of SDOE. You can model damage to specific areas, eg. wings. I have one written account where a German night fighter pilot used 3 x 20mm HE rounds to shoot down a Lanc. He did the standard thing all night fighters did get within 200 metres and aim at the left wing tank between the two engines. You have to take into account the type of round fired, where it hits and what it is hitting. Again another beauty of SDOE. The statement by the Luft. is based on an average where they are aiming at the centre of mass. If you watch any gun camera footage, eg 6 min sample at http://planestuff.com/planestuff/lufguncamfoo.html you will see when the Luft is not attacking head on they are alway aiming at the engines of the bombers plus they have a very short time to aim and fire. You can tell when they hit and miss as well. Why are they aiming at the engines? Because the engines are the critical weak component of any bomber. We don't have to be that accurate in SDOE because the fuselage is just as weak.
------------------ Kopper Fortunae Nihil (Nothing to Chance) OPPs Making SDOE a Dangerous place. One plane at a time. IP: Logged |
Tailslide Pilot
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posted 12-23- 04:38 PM
Kopper's right, it depends where you aim your bullets. One cannon shell in the cockpit can make a real mess.. I read of a pilot who took down three B17's with a Komet in a single flight! TS
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Gun Jam Pilot
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posted 12-23- 06:58 PM
Kopper I'm talking about online play. Offline it is very easy to bring down another plane. But online I can fly up behind lets say a fw190 with my p51 and shoot hundreds of rounds into him with out really doing much damage to him like in a climb when the plane is slow and about to stall and I'm underneath him I can put a 2-3 second burst into him and see his whole plane light up and he just puts the nose down and takes off like nothing happened. That's what I'm talking about. Gun Jam
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Stark Pilot
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posted 12-23- 06:59 PM
One other thing to consider, I would have to say that the gunnery accuracy in SDOE, actually any sim, is far better than it was in real life. From experience I would say that the average SDOE pilot is in that 10-20% range for accuracy and the 'aces' are up into the 30's and even 40's. The reasons for this are simple - 1)No G's. 2)No fear. 3)We havent been flying a cold vibrating plane for a couple of hours. 4)We are willing to get VERY close to our targets - I notice people get within 75 to 100 yards of a bomber before opening up much of the time.If a real WWII pilot could have gotten within 50 yards of his target and wasn't fatigued, half frozen, and had no fear of dying - they would have a very high hit ratio - hard to miss from that distance. But it almost never happened. After all, I sure wouldn't want to be 50 yards to the rear of a real B-17 that was shooting at me. That's a lot of guns to face down!! -Stark
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kopper JAG
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posted 12-23- 08:25 PM
Did you know that online and offline only every second hit counts for damage?When you add that with the online damage bug it propogates the problem. Online or offline the DM model is 'poor.' We are fixing the Obhits values for all the planes that will be in PP5.3. Then you will see more realistic values for damage either offline or on (even with the damae bug).
------------------ Kopper Fortunae Nihil (Nothing to Chance) OPPs Making SDOE a Dangerous place. One plane at a time. IP: Logged |
Gun Jam Pilot
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posted 12-23- 10:33 PM
-Kopper You are right this was about one of the first thing i noticed when i ran SODE for the first time. why is this and do you think there is any chance that you can make them all count? Gun JamIP: Logged |
Spanky the Mad Dog Pilot
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posted 12-24- 05:41 AM
Spanky here... Stark You are totally right man, we are putting our pilots through as many g's in one flight as some pilots put themselves through in one month probly even longer. We are fearless, there is no reason to care about our pilots right now, if we die "oh well" i am just as guilty of this. We don't fatige from the lenght of the flight and the cold of the atl. Thats for sure at the most my hand gets sore from this new sitck of mine but thats nothing like they had to put up with. May i should open the window and let some cold air in to get a better effect, i wouuld have to get all bundled and wear some gloves. ------------------------------- I personally think that game makers need to put some seriose (sorry i just woke up) thought in modeling some of this stuff. #1 g's can you turn you head in a 5 g turn? i'm pretty sure not, can you be lowering or raising flaps? moving throttle? maybe we shouldn't let people look around and do much besides move the stick and pedals during h g manuvers. #2 fear of death we have to make the people playing want to last on one pilot we have to want to make it home EVERY mission. I don't know how to do this except maybe by making the rookies fly the poorer planes so when you do get up there and are flying your fw190 d or spit IX you will do anything to not be shot down or at least bail over your territory. maybe a ranking system online too so people can be proud of their kill rate and rank. and succesfull missions. Somthing that carrys on night to night of flying online. #3 fatigue This is sorly lacking in all flight sims as far as i know and has already been adressed for many years in the rest of gaming. I know you will think it chessy but to show the effect of flying and g's and cold and such maybe some sort of fatigue or energy bar is in order ( i can hear it throught the net "WHAT?")
really though a bar that is full when you get in the combat zone or in the plane or somthing that goes down the more g's you put yourself through i think g's would drain it faster and take longer to recover from then simple throwing the stick around when your meter is low you simply black out sooner and can't move the controls all the way through there travel any way i know it all sounds kinda wacked but we have a HUGE advantage right now over the real pilots of these plane and we need to bring it a little closer to reality
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kopper JAG
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posted 12-24- 08:21 AM
Gun jam,MH coded only every second hit because it had something to do with the max speed of the guns. We are adjusting for this in the damage model. Eg. total obhits to kill a B17 is 1400. What we do is half it to 700. So it is the same effect! If we left it at 1400 you would have to get 2800 obhits to kill it! Spanky, Prime example about the fear of dying: Last Friday night you were after my Lanc I managed to evade well enough that you ran out of ammo. I figured, "great it's clear sailing for me know!" What did you do, you rammed me, kamikazie style. This would never happen in real life. (maybe on the rare occassion). There is no fear of dying in this game! Unless we set up the 'Ladder' idea where you get more points for kills, winning your mission etc and you lose points everytime you die! Except if you are flying a bomber. This would then make people think about how they fly online. ------------------ Kopper Fortunae Nihil (Nothing to Chance) OPPs Making SDOE a Dangerous place. One plane at a time. IP: Logged |
Spanky the Mad Dog Pilot
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posted 12-24- 08:45 AM
Spanky here.. Yep i admit to that ramming. I think i warned ya. actually yes that never would have happened but what i was really trying to do was damage part of your plane and hopefully i would still fly away. long shot but like you said i had no fear. LOL Sorry if i made you mad How mad would you have been if i did what i wanted too? I think MH is fixing the max speed a gun can fire at in the upcoming patch so you would be fixing it all just to fix it again. I would contact him about this. I'm not so sure about a ladder. Don't you have to manual put in all the #s into a ladder system? Would there not be a Huge chance for cheating that way? OR at least arguments on what went down in the air? I was thinking somthing built into the game. What are your thoughts on the Gs? and fatigue?
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kopper JAG
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posted 12-24- 09:24 AM
I have talked to MH about the every second hit issue. It's taken care of.As for G's etc. I can't comment for sure. There is one thing I do know. Once while I was in the military we did 3 parachute jumps in one day. After the 3rd jump we were all so darn exhausted at the end of it! ------------------ Kopper Fortunae Nihil (Nothing to Chance) OPPs Making SDOE a Dangerous place. One plane at a time. IP: Logged |
Michael Harrison General
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posted 12-24- 11:56 AM
Please be careful about your terminology.We didn't model every 2nd hit. We modelled every 2nd bullet/tracer. We did this for performance reasons. Shoving every bullet/tracer out of the barrel creates a ton of objects that must be accounted for each frame. We only send every other bullet out and give it twice the power it would have it we sent every bullet. I'm modifying the gun code so that the fire rates are correct and the number of objects pushed out the barrel is user-selectable. Note that either way, every hit/collision is accounted for. IP: Logged |
Tailslide Pilot
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posted 12-24- 02:28 PM
Michael, that sounds like a good feature not a bug ! When the mossie gets blasting away full on the trigger I see people with slower setups lag. In fact this can be a tactic with the mossie (cough cough). Glad you are making this user selectable. Spanky, at 5 or 6 gees you can still move your head and arms around but it's very tiring. After a whole day at it my neck was stiff. If you do those exercises (forget the name) to keep from blacking out it's not bad, I bet they didn't know about them during the war though. Warning signs are everything losing color, followed by tunnel vision like you are looking through a straw. WW2 fighters has some pilot modelling. If you pull high gees and almost black out, the pilot will black out easier if you go into another tight turn soon after. TS
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Jerry Pilot
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posted 12-24- 04:37 PM
Didn't I read somewhere that SDOE has the same modeling....that G force effects are cumulative....that they come faster the more often you experience them?IP: Logged |
Jerry Pilot
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posted 12-24- 04:48 PM
Regarding reality....it was a very rare occasion when a pilot got multiple kills on a mission. The vast majority of the time they got nothing! A 100-150 mission tour for a US fighter pilot was common yet how many even got five kills to become aces?I don't think we really want "reality" when it comes to how many kills we get. When you start complaining about only getting three kills it sounds like you're looking for a shoot-em-up. Is that what we want? Now, if you're German on the Eastern front early in the war then multiple kills came a lot easier...but we're not flying that scenario...yet. Just some thoughts....not trying to start anything. IP: Logged |
Mighty Pilot
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posted 12-24- 06:15 PM
Jerry, regarding blackouts. Michael once told me that everytime the pilot blacks out it's a little easier to black out afterwards.[This message has been edited by Mighty (edited 12-24-1999).] IP: Logged |
Mighty Pilot
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posted 12-24- 06:18 PM
Kopper, regarding ramming. There was a squadron in Russia that used ramming as one of their main tactics. Apparently they had more planes than pilots and so they'd use up a plane in order to bring down a German plane. I believe that they had some pilots become aces using that technique. They also toyed with the idea of retrofitting existing planes or designing a purpose-built plane with heavier armor in the front.IP: Logged |
Spanky the Mad Dog Pilot
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posted 12-25- 06:09 AM
Spanky here....Yep that does sound like a good feature keeps the performance of the game up without sacrificing much if anything. The g force effects adding up sounds like a good thing to me. Yeah I also think we could end up going to far with the realism. Who wants to play if they never get any kills. One good thing is we could have the realism pretty close and still get more kills just cause we have alot more practice then they did and the other advantages, no fear, no g's and all the rest. IP: Logged |
juzz Pilot
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posted 12-28- 08:29 AM
Here's some "food" for thought (and trivia too, hehe ) 1. quote: My salvo hit the fuselage and wings. To my astonishment, the detonating shells exploded on the outside surface of the airplane like a giant fireworks display and then disintegrated into dust. Based on all my experience up to that point, I was certain my burst had been enough to down the Ivan. Therefore, within seconds, I cut over to the second aircraft that had been flying alongside and shot at him as well from behind and below, giving him a full load in the belly. And my second victim didn't give me the pleasure of falling out of the skies the way the rule book says. The airplane simply made a turn and headed back for home.
Fw190A vs guess what? 2. quote: ...on Aug. 16, 1944, Feldwebel Siegfried Schubert achieved the next aerial victory for the squadron. With just three shots from his two MK108's, he cleanly seperated the entire tail section of a Flying Fortress.
The unit was 1./JG 400. What was the plane flown. 3. quote: He joined 3/JG 54 in the spring of 1943 and almost immediately started scoring consistently, so much so that in just 70 sorties he had notched up 71 confirmed victories - a record that was never surpassed. His luck ran out on 16 July when he rammed a Yak-9 near Orel at low level and his aircraft crashed and burned.
What was the pilot's name? 4. The USAAF flew 2,462 fighter sorties over Europe on 19th August 1942. The Lufwaffe responded in force too. quote: The most successful Jagdflieger on this day was Josef Wurmheller of III/JG 2 who claimed seven victories, despite flying with a broken leg and concussion
What was "special" about the 19th August 1942? (an "easy" one, esp. considering all the Canadians in here ) quote: ... --------- accounted for six Tomahawks of No 5 Sqn SAAF in just eleven minutes on June 6 1942. The rest of his Staffel achieved virtually nothing. ---------'s marksmanship also rates a mention. Combat reports anaylised in Berlin showed that, at the height of his powers, he expended an average of fifteen shells and bullets per victory. More than one wingman described the first shells hitting the nose of the enemy aircraft, then "walking" back to the cockpit area.
Fill in the blanks with the pilot's name.IP: Logged |
JV44Siggi Pilot
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posted 01-02- 08:21 AM
Spanky, you're my hero. Arcade or simulator? There should be a choice in the lobby, one arena for the arcade fans and another for the realist fanatics. As for a 'realistic' number of kills per mission...well, a forty mile by forty mile map rather pisses on any hope of realistic combat anyway. If we wanted real realism we'd have to fly our missions exactly like the real thing...take off, fly five hundred miles, fight, fly another five hundred miles and land. In addition, we'd need hundreds of a/c in the air at the same time, all doing their own missions, in order to facilitate natural encounters, bounces etc etc. Untill we get truly persistant virtual worlds, and the bandwidth to accomodate them, along with home systems of sufficient power, we are saddled with imperfect simulations of WW2 air combat. Five years from now...pray.  IP: Logged |
JV44Siggi Pilot
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posted 01-02- 08:34 AM
And another thing, while I'm on the subject of immersion and player satisfaction... How many people really enjoy playing in God Mode? I've tried Half-Life in God mode...it was funny (rather than fun) to march down corridors with my MP5 trigger taped, immune to enemy fire and killing everything in sight. For about five minutes. Satisfaction comes from doing well. The harder it is to do well the more satisfying it becomes. And when one becomes significantly better than others at doing well, there lies the ultimate satisfaction. The sooner games developers start considering player psychology the better. Spanky's remarks about pilots' fearlessness and the need for a system of recognition go straight to the heart of the matter. Until we put this simming lark on a more serious level it will remain nothing more than light entertainment, shallow and un-satisfying.IP: Logged |
Tailslide Pilot
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posted 01-02- 03:20 PM
I haven't noticed the G effects being cumulative in SDOE. I've often read that in 80% of kills, the victim never saw the attacker until it was too late. Some pilots would even sneak into enemy formations or landing patterns flying like a friendly aircraft then start blasting away ! Compare that to the sims we are currently flying.. The magic padlock and map (SDOE/FA2) and the glowing green numbers over the planes (AH) make it hard to miss anyone sneaking up or to mistake friend for foe. Screen resolution is so limiting compared to real eyesight it makes visual ID really difficult too so is it a necessary evil? ------------------ ________________________ TS Aircombat
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JV44Siggi Pilot
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posted 01-02- 06:45 PM
The magic padlock and map TOTALLY SUCK!!! Imho. In real life 80% of the pilots rubber-necked for half an hour, then got pissed-off with it and stopped. They normally died sooner rather than later. 20% of them rubber-necked like they had elastic necks. They got most of the kills, and a lot of them survived the war. The magic padlock and map turns every pilot into a twenty-percenter, and that makes a mockery of combat skills.IP: Logged |
JV44Siggi Pilot
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posted 01-02- 06:49 PM
As for screen resolution making spotting enemy a/c at distance difficult, somebody a while ago had an excellent suggestion for that; make a/c randomly 'twinkle' when they get within a certain distance, and before they are actually visible as a discrete object. Voila! Manual spotting becomes possible in a most realistic manner.  IP: Logged |