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Author
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Topic: gunWeight Property
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Spoonman Pilot
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posted 11-28- 08:25 PM
I am sure a lot of you are aware of the problem with the highly deadly FLAK and the weakness of small calibre weapons in our aircraft. I have done some research and by tweaking certain values, have discovered an important property that I am sure some of you already know. I am not sure what broke the weapon strength, but I suspect it was the 1.5 patch some way changed the way gunWeight was being used to determine damage factor.The property gunWeight in every vehicle and aircraft plays an important role in the strength of the weapon round. It is not a factor in the weight of the actual weapon, but the round or shell. Lets look at the loadout.ppf of the FW-190 A-3 that has 2 x 7.9mm MG’s, 2 x 20mm Oerlikon Cannons and 2 x 20mm Mauser cannons: MG’s- (gunInit (gunName 'gun2 gunMV 2460 gunWeight .03 1200 gunWarhead 0 gunAmmo 900 gunChain 0 gunSound "sndMG1" gunRange 1200))
Oerlikon - (gunInit (gunName 'cannon1 gunMV 1870 gunWeight .2535 gunROF 450 gunWarhead .06 gunAmmo 60 gunChain 1 gunSound "sndCannon1" gunRange 1200))
Mauser - (gunInit (gunName 'cannon2 gunMV 2329 gunWeight .2535 gunROF 780 gunWarhead .06 gunAmmo 200 gunChain 2 gunSound "sndCannon1" gunRange 1200))
The gunWeight of the machine guns is a very weak .03 however is only 39.5% smaller round. The gunWeight value is 8.45 TIMES less than the larger shell or 89% weaker. Of course, there are explosive factors with the shell, but lets compare apples to apples here. If weight factor is to be corrected, then the proper gunWeight for the 7.9mm shell should be .1001, not .0300 – which would explain a lot of things, like why it takes almost 500 rounds of 7.9mm in the A3 to take down a single aircraft. Same goes for all small caliber weapons such as the .303 Brownings in all Spitfires. They all have a factor of .025 – the SpitIa is a useless aircraft. In real life situations, 30-50 rounds of a .303 into the tail or wing of any plane/bomber will do MAJOR damage, if not cripple the plane. Into any wing and it’ll rip it clean off. Currently in SDOE, it takes almost 2000 rounds to down a single Ju-88 in single player. For FLAK units, the gunWeight for ALL object enough is 0.08 – from the FlakPanzer to the FlakAA37mm. I will test the gunWeight factor in these objects tonight to see if I can tame the tiger in the Flak units by reducing their effectiveness. All this being said, am I correct or am I way off target? If I am right, I would like to fix all the gunWeight factors for all aircraft and AA units and then submit them to the Planepack guys. Does someone have a different light on this story or can correct my mistakes in my assumptions? Spoon
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ArgonV Pilot
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posted 11-28- 08:59 PM
This sounds respectable! Sorta like when I went and decresed the bomb warhead values for all of the aircraft so you wouldnt blow yourself out of the sky at a semi descent altitude.P.S. If you change the warhead for all the current planes guns, could you also change the bomb warheads for all the planes aswell? The values I used are as follows: 1000lb bomb warhead: 200 500lb bomb warhead: 120 250lb bomb warhead: 90 Same applies to the German bombs. You will find that ALOT of the bomb weights and warheads are incosistant in the loadouts. P.P.S. The poundage of the bomb I refer to (Example: 500lb bomb) is the actuall ordnances weight, not the model of the bomb. [This message has been edited by ArgonV (edited 11-28-2000).] IP: Logged |
spin Pilot
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posted 11-28- 10:11 PM
Falck did a lot of work with the loadouts a long time ago. He is probably one of the more familiar with how the weights of the gun ammo compare to "realworld" values.I'm not sure if he's been around lately though. ------------------ Spin Visit Spin's Planepack Site to learn more about planepack V6.0 and ongoing development of the planepack IP: Logged |
Werner Molders Pilot
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posted 11-28- 10:26 PM
Wow, with this and the trees it's great to see some fundamental changes to sdoe going on! Just a note (perhaps of encouragement)... disproportionately large bomb blasts (compared to cannon shells vs. steel plating) to compensate for disproportionately strong buildings (especially the control tower) are one of the key factors holding back further vehicle development.Just thought you might want to know... Keep up the great work! Werner ------------------ Visit Abbeville Field Today! IP: Logged |
Spyder Pilot
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posted 11-28- 10:39 PM
We modified the warhead weight some time ago to make up for the kill problems online, yes it worked fine but it pissed people off so we dropped it.
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ArgonV Pilot
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posted 11-28- 11:19 PM
How may I ask did it piss people off?  IP: Logged |
Falck Pilot
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posted 11-28- 11:52 PM
http://www.geocities.com/CapeCanaveral/Hangar/8217/fgun/fgun-pe.html That data is the same as what I used. Remember grams need to be converted to pounds for Openplane. Yes, the .303 are very weak, but the weight is accurate. I always hoped a patch would come along to fix the problem rather than putting in historically inaccurate values though. All the data thats in the planepack now for the out-of-the-box planes should be fine, and most new planes use these as a reference and therefore should be fine too. I must say when I first redid the loadouts most of the factory settings were within a few decimal places of the values I found. I primarily changed firing rates of the guns and set up different gun chains. IP: Logged |
Tailslide Pilot
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posted 11-29- 12:18 AM
30 rounds of .303 will rip a plane's wing off?IP: Logged |
Da Jug head Pilot
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posted 11-29- 12:44 AM
Well, if gunweights a problem, how much is a henweigh  Sorry, couldn't resist. ------------------ "Where'd he GO!?!?" thunk-thunk-thunk-zing-OUCH That answered my question IP: Logged |
Zurawski Pilot
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posted 11-29- 01:37 AM
The killer for the DM in FS in my humble opinion is that though FS has an excellent "core" damage model... it just doesn't model specific damage.Obviously if one would rip into a wing with any number of .303s, they would eventually hit a control cable... fuel-line... radiator...etc. Without that the damage is purely a collective destruction of a massed hit-point for the core/base object. IP: Logged |
Bishop Pilot
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posted 11-29- 03:19 AM
Does anybody know how accurate the muzzle velocities are in the loadout files?IP: Logged |
IgorSK Pilot
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posted 11-29- 08:37 AM
...good observation and research! I thought the projectile effectiveness was in gunWarhead...what's the function of this then?
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jedi Pilot
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posted 11-29- 11:12 AM
This is an important issue for us to start looking at IMO, but it also has some long "tentacles"...For instance, probably no one would have any heartburn if you took the machineguns on the Hurricane I, Spitfire I, A6M, Bf-109E, and Ju-88, and "beefed them up" a little so that they can actually shoot each other down like they're supposed to. These are "early war" planes that are really only competitive with each other, and probably no one is building missions for Spitfire I vs FW-190D (although the Zero does need to be somewhat dangerous even to planes like the Corsair and P-47). However, this means that you're applying new "gun force" against a damage model that's still the "old style" fuselage = 80 obhits, wingtip = 65 obhits damage model. All fine, until the aircraft receives a new damage model, such as Condor's engine damage, or control surface damage, where the actual system damage is modeled instead of the major structure failing. Typically, to get "system damage" to work, you must "beef up" the component itself, so that, say, the fuselage will last long enough to allow the engine to fail. Not sure where I'm going with this, other than to say that the damage model and the gun effects go hand in hand. I'm not so sure 100 .303 rounds fired through the elevator of a plane would do much more than decrease the elevator's effectiveness. OTOH, put those rounds through the fuel tank... Right now, only a few planes even HAVE damageable fuel tanks. Overall, I think there's a pretty good case for just boosting the rifle-caliber guns arbitrarily. We know they worked in real life, but they don't work in the game. Same for bomb effects. It's too "easy" to destroy stuff (and yourself) with hits that aren't even near misses. Having fighters knock down dams with 2 bombs is a bit silly. However, if you did put out a "Planepatch 6.X" that included just the loadout.ppfs for the planes with peashooter guns, at some point you'd need to do another one to account for (hopefully) updated damage modeling for those planes. No reason not to proceed of course. Probably be some time before all the planes get new damage models.  ------------------ --jedi--
[This message has been edited by jedi (edited 11-29-2000).] IP: Logged |
nealg Pilot
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posted 11-29- 01:21 PM
Jedi - thanks for that post. Ok, I wasn't going to say anything, though a couple of people have suggested I post it here....I have been working on 'boosting' the .303's in the Spit1a. I stress that I am doing this mostly for myself, to see if I can 'put my money where my mouth is', so to speak. I picked the loadouts because I don't have the talent or the time to get into DM's, and I am eagerly looking forward to Condor's engine DM's. The nice thing about using the loadout is that it doesn't have to be permanent...just remove it from your plane folder when new DM's come to the surface. I am only working on the Spit .303's, and am learning a lot, thanks to Tailslide, Spoonman, and all the =FC= who have offered advice and support, but especially to Spyder who started this idea in my head a while back by his work, which I helped to test. Also, I am only working on the gunWarhead values, in a attempt to 'simulate' incendiary .303 rounds; seems these were used a lot in BoB. Obviously, there is a loss of realism factor here, which I hope to minimise, but my goal is to have Spits and the Hurri able to compete in online BoB missions..anyway, I am not touching the other values, and if I cannot proceed unless I have to, I will stop and leave it for those with more talent and intelligence than myself. I know a lot of work and research was done to get these values, and am not comfortable changing them. Again, I am doing this as much for myself as anything. I am finding it a lot of fun, and very interesting and rewarding to feel I may be doing something to help those of us who wish to use craft like the Spit1a and Hurri online competitively. Also I stress that I view it as only a temporary 'fix' until such time as the DM changes come to light. I would prefer those over this. I have no intent to make any online standard, and if successful at all, will only offer it to those who want it. The nice thing about a loadout is that it can be easily removed to return the plane to it's intended state. Wasn't going to say anything, but Jedi's post hit too close to home. I hope I haven't upset any apple carts here....not my intent, I assure you. If anyone wants, I can try to keep you apprised of any progress I may make. Thanks for lis-er, reading. 
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wakeup tailgunner Pilot
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posted 11-29- 03:18 PM
This was something I came up aghainst when trying to re-DM the B17. You can build in many effects, as Condor is doing, but the extent to which you see them is the tricky bit. I pasted Condors engine damage into the Lanc, but never got to see smoke. The wings blew away!What we have to make sure with damage modelling, is that the plane is still as easy to kill as it was before. OR in the case of the B17, was harder to kill, since they blew way too easily. What ArgonV and I have been playing with on the Camel is perhaps a start on the route I think we should be taking with DM. The fuek tank idea is another. Wherever possible, I think we should physically model these key components. Put in real fuel tanks, give them inertia boxes so thay can take damage, and tie proper effects to their damage. My current ideas on the subject run as follows: Engines...as per Condors basic model, but without the radiator. Seperate radiator or oil cooler for the radials. Make the engine a child object of this item. When the item is blown away, you lose the motor. Need to leave the prop in-situ, or swap in a non-rotating model to sim a siezed engine. Seperate fuel tanks...lots of flame possibilities here! Fuel tank hits would result in fires and white smoke....for fuel loss. Don't know how this could be made to affect the SFC of the motor though. Engines...should have a physical presence that matches their real size. Not always the case! And so on. The damage modelling allowed by the game is such that if we model it, it can take damage. If we balance the effects, w ecan have planes that behave better under fire. .303 shots make small holes, but if those holes are in vital components... IP: Logged |
Jeeves Pilot
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posted 11-29- 05:22 PM
OK...gotta put my .02 for a fellow chick This problem was never more evident than during the SDOE War--- I was one of the Allied mission planners and was quite often discouraged to see that half of the Allied arsenal could not be used online because they consisted of .303's.... and in the end-- the war became endless dogfights between 262's and F4U-4's--- all because they both have cannons. As nealg said-- if we are ever to have historically accurate battles online (be it BoB, Battle of France when the Dewoitine comes out...or whatever...) we need to see this problems resolved. Again like nealg-- I'd rather see DM fixes than loadout tweaks-- and appreciate those that are currently working on it-- but it will take a while and until it happens-- I would love to see better matches online-- and for those of you Axis pilots about to call foul---this will also help you out in your 109's when your nose cannon ammo is gone and all you are left with are those 7.9's... so I hope the community can rally around this temporary fix (when it is done) just as they did when Werner called for Nations V.2 to be the OS. Thanks to a great community--- and the rewards will continue to grow.------------------ Brought to you by the campaign for a better Dauntless! Jeeves =FC= IP: Logged |
Tailslide Pilot
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posted 11-29- 05:35 PM
It may have something to do with the current 262 and f4u fm's being able to out turn outrun and outclimb any other plane as well  IP: Logged |
Pachy Pilot
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posted 11-29- 05:41 PM
I'm 100% with you Jeeves. Spoonman, you can't get the best of a simulator by throwing deliberately false values at it. The gunWeights, ROFs and muzzle velocities are, from what I've checked, right on with real-world values. Altering them is NOT the way to go.That's why Condor's (and other's) work is so important, adding realistic DM to a plane makes all its historical opponents much more interesting to fly. And yes "early" planes are especially concerned. The D.520 has a cannon but only 60 shells, and I've just put historical data for those 7.5mm MAC34 machine guns in the loadout.ppf and believe me those MG's are crap 
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Mirthain Pilot
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posted 11-29- 06:05 PM
Actually, we do need to do something until the DM wizards can get to the planes and make them work more like they should. This is the point of doing these changes.. but don't forget, the p-38 is still leathal without the cannon. The .50 cals are fine, but the .30 cals are quite underpowered. Adding a small charge to give them some boost isn't going to hurt our play but will enhance it. Being able to actually shoot someone down with a hurri or spit1.... or even the Spitiv with no cannon. This doesn't need to be a massive change and is just play balancing until the DM's are more subtle to allow for the lighter guns to act historically. We currently have many different levels of damage available online as it stands.... the 51 is much easier to kill than a 190 right now, because the 51 has the new DM and 190 doesn't. But it is still fun to fly them together... much of this argument is mute really..... Lets make the guns effective until the BoB planes have a more realistic DM. By only chaging the loadout.ppf file it is a simple text change that can be done with a .bat file and doesn't require huge .SM file changes. Lets hash out some numbers that will allow the planes to at least cause some damage before being forced back to base so we can enjoy these planes as more than airfield dressings. Here is a rough suggestion for the .30's... take the gun wieght, divide by 3 and give it that much warhead. It is a small charge but could provide enough boost to do some damage.
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Spoonman Pilot
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posted 11-29- 09:59 PM
While the current loadout.ppd files may actually reflect realistic weights for rounds, the damage model is not. The result is that Mg rounds have little effect on a damage model that is more geared towards catastrophic events, such as engine fires, surface damage, and wings-elevators-tails being blown off.So, what is the current solution? Let’s take a look at a possible short term one: I tested the A3's with gunWeight values of 0.07 for the machine guns. It takes around 100-150 rounds to take down a B-17. Is that realistic? Hard to say. With realistic damage modelling, you should be able to put a few dozen rounds into the engines with machinegun rounds that would cause serious damage. Engine damage is something I came across in Chuck Yeager’s Air Combat. Remember that game guys? From fuel and oil leaks, to hydraulics, airfoils, elevators, engine overheating, there was a lot of damage elements. But in our SDOE, I can’t realistically damage the engines with the machine guns – I need cannon rounds to cause damage or I need to increase the weight of the MG rounds to simulate these effects until a fix can be put in place for ALL aircraft. We need something done because as it stands right now, the game has a lot of great aircraft models but a few shortcomings with respect to damage modelling. Question is, do I fix it, or wait for the engine damage models to come out? Even if the models come out, do I still even need to tweak the ppd's? Spoon IP: Logged |
goth Pilot
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posted 11-29- 10:16 PM
I have to register my vote for continuing this "patch" contemporaneously with the DM effort. 1) Because it give an instant fix for now which increase the "feel" of realism online.
2) Because we cannot predict if or when the DM project will be successful.
I look at it this way. Sure, its a "hack", but how many of you had to re-write "house rules" to Pen & Paper role playing games like D, Traveler, or Champions? Simulating real life is a very difficult process. And, nobody will ultimately agree on what is realistic. For every statistic one side produces, others will argue anecdotes or contrary facts. This "Scientific/Realism" Debate will continue to make the sim better and better. But in the meantime, what harm is there is a "patch"?
The greatest harm I see is that plane makers might have to rethink damage modeling on their planes now, or after the DM project is complete. But wouldn't this be true in either event? When the DM model is fixed, won't many planes with "special damage effects" have to be tweaked again anyway?
Personally, I judge a sim on its look and feel. If it looks realistic and feels realistic then that's good enough for me.
Whoops- was undressed goth=FC=
[This message has been edited by goth (edited 11-29-2000).] IP: Logged |
Nat Pilot
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posted 11-29- 11:12 PM
well, I like the idea, but it will cock things up in a big way, the reason the new DM mods are so good is that your .303's will now do the job if set to historical values, because instead of trying to destroy a whole wing or engine etc, you will be able to damage critical parts which take less hits than the whole of a wing. If you increase the damage your guns are doing you might aswell forget about upgrading the DM, now, if you want to mess with your loadouts and alter the guns killing power, thats up to you ofcourse, but I really hope that most will stop this folly and let condor and others get the DM right, I thought we want to make the game more realistic, not less, and although it might not be realistic how maney hits you need before getting a kill, the answer isn't to make the guns even more unrealistic to compensation, rather make the DM more realistic, which is exactly whats being done now.~Nat~ ------------------ 7./JG3 "Naturlich" "SDOE... What and where would you like to fly today?" http://members.nbci.com/naturlich/index.htm </B> IP: Logged |
Mirthain Pilot
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posted 11-30- 12:01 AM
But that means that using the planes that are mainly loaded with those guns are basically unusable. Is anyone updating the 109 FM's right now? I guess that is the question on everyones lips that isn't being asked. If the 109e, stuka and ju88 dms are being updated for release soon, then no big deal, really the .50 cal using aircraft are fine, I can shoot down anything in a 38 or 51, no problem. But after the cannon are gone in a spit5 or at all with a spit1a, I can dump everything into a plane and not get a response. I know many of us like the early war... the turn and burn fights are very intense, and I would really like a crack at an 88 with a hurri.... that actually did the damage... you know what I mean? If the DM enhancements are forthcoming, then cool, lets not worry about it... but if they are still quite a ways off, lets slightly enhance them to help compensate for the lack of DM subtlty. ;} I don't think it is a hurtful thing and is easy to go back on. either way for me, I would just like to use those planes and have some kind of effect without resorting to Ramming..... although I am good at that... Heheh
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Tailslide Pilot
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posted 11-30- 12:19 AM
If the .303s are upgraded the .50s should be proportionally upgraded so they also do more damage otherwise there wouldnt be much advantage to having .50 calibre. Of course once that happens theres not alot of reason to work on the DM and anyone who does will have their plane branded as "too easy to kill". I'm happy with whatever gets decided as long as it gets rolled into a plane pack and doesnt cause conflicts. Maybe we can vote on it or something.. no dimpled ballots please. TS IP: Logged |
ArgonV Pilot
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posted 11-30- 12:54 AM
Why up the .50 cals? They are fine... The .303s are the guns that have basicly no effect. If you up the .50 cals then you really screw it all up. The .303 cals are "underpowered" so to speak right now because of the DM. The DM for .50 cal weapons is fine as .50 cals cause more "extensive" damage to a plane. (They can blow wings/body parts off and such) The .303s need a DM thats "intricate" so they have an effect. (They need to beable to damage control surfaces, fuel tanks, and the control wires)IP: Logged |
Tailslide Pilot
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posted 11-30- 12:57 AM
The .303 and .50 calibre weights are proportional to each other right now so they do a proportional amount of damage. Increasing the .303 and leaving the .50 alone would give an unfair advantage to the .303 compared to the .50sIP: Logged |
ArgonV Pilot
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posted 11-30- 01:01 AM
Theroectically yes... but you forget that the DM also is the culprit in the eqution that makes that statement false. The guns themselves may be porportional, they also do a proportional amount of damage to a plane that has the DM done correctly... But the damage they do to the current planes is not as the DM is off.P.S. I hate physics class.......  [This message has been edited by ArgonV (edited 11-30-2000).] IP: Logged |
Tailslide Pilot
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posted 11-30- 02:12 AM
As far as I can tell the DM bug affects both.. offline i can shoot down 3 spit1a with a spit1a ammo load, and i can shoot down 3 p47's with a p47 ammo load. Online i am lucky to shoot down a spit1a with a spit1a ammo load and i am also lucky to shoot down a p47 with a p47 ammo load. TS IP: Logged |
Mirthain Pilot
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posted 11-30- 05:47 AM
TS, I hate to praise you and contridict you in the same sentence, but you didn't get to be the scourge of SDOE's skies for nothing. Honestly, before we changed the 38 FM's, I would get 4 or even more kills with just the 4 .50s. I can shoot down 2-3 planes with the 51's loadout. Keeping bursts short and all. Basically argon is correct in this, a very slight improvement of the .30's would not throw the game out of balance, nor would the .50's need to be improved. they are fine. By doing a small improvement for the .30's it give it a fighting chance online. I do recomend putting the power anywhere near the .50's BTW... something slight... online testing to show the change, but a good pilot should be able to get at least one kill with the spit1a. Even the Hurri could kill if someone got in front of it. It should take most of your ammo to get a kill, that is the reality of it, but it should be possible. And you TS are a god here..... I have seen you with 4 or more kills in a single mission before.... not respawn either. I understand your reticence at changing those values, but like I said, it is a temporary fix to allow some BoB campaigns to be flown online with a chance for the Brits to actually shoot someone down. When the DM's are fixed, we can change back to the old figures and all will be right with the world. Nothing else needs to change but gives those planes a chance to fly online and actually do something besides look pretty. ;}
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Archer Pilot
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posted 11-30- 11:27 AM
ok, since we "Yanks" no how to run elections........ LOL....... I vote - I agree with Mirthain, lets make the adjustments unless the DM is very close. I'm not a "plane tweaker" but it sounds like it is fairly simple. So when the new DM is finished.... change it back ! I also agree with TS, change them both. Lets rip some metal! I also have an idea. Everyone remember how they began dropping tinfoil out of the bombers to mess up the German radar? I wonder if we can tin coat those voter chads? Oh, thats right Al Gore already invented that. Dam...... can't find my "chad" now? ------------------ Archer ^I^ IP: Logged |
Private Roger Pilot
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posted 11-30- 12:04 PM
Yep, I'm in complete agreement with Mirth. What's the worse case scenario for making the change while we await the bigger change to all the DM's? Once we are ready to go live with that...change the sucker back. At least we would be able to fly all the great earler crates and have a small chance of getting a kill, although my ramming kills wouldn't increase.  IMO PR=FC= IP: Logged |
Tailslide Pilot
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posted 11-30- 12:36 PM
The p47 has something like 8 .50 calibre and it takes almost all my ammo to shoot down another p47 online.. how is this different? TS
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nealg Pilot
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posted 11-30- 01:54 PM
Since I got involved in this, I should say something. It isn't easy cause I am working on it, yet...anyway. One of the difficulties I am having is trying to keep the balance...I know, I know, dumb, eh? But, taking into account that we are of varying degrees as pilots and as marksmen, my hope is that we can have the .303's competitive without destroying the fun for everyone. Currently I am working with values that allow me to damage and even kill a 109 online, but it takes nearly 1000-1200 rounds. To me, that is perfectly acceptable, but put Tailslide or Mirthain or any of a couple of dozen of the best shots in the same scenario, likely that kill will happen with 500-800 rounds or less.As example, I had a value the other night I thought might work...took me over 900 rounds of 303 to damage a 109 ( smoking like a forest fire ) then down it. I let my son, Sparky =FC=, try it...some of you know he is pretty deadly....well, he did it without causing the smoke, in less than 500 rounds. Back to the drawing board.  It is gonna be a while before I have anything I am comfortable with, but I think it can be done. I repeat that I am not trying to upset a balance here, but simply make the Spits and Hurris capable of competing against 109's, 88's, and 87's in a BoB online scenario. When Condor's engine DM's are released, I will remove my loadout and forget it ever existed. If I were going to fly a Spit1a against a Spit 1a, I'd want blanks, just to test flying ability and practice maneuvers. Same with a 51 vs 51 or any other plane...if I thought it would do any good, I'd try my hand at those, but I can shoot things down with them now, so compared to the .303's, the .50's are Uber. This was my sole reason for starting this. I know the work on the DM's is much more involved, and don't want it rushed - if this can be a stop- gap, then I wanted to try it. Wasn't my intent to start any arguments...that is why I didnt want to post here until I felt I could do it. I still am not positive it is going to work, but if I do get something that seems right, all I ask is that someone try it...if you feel it is wrong, done, over, 'nuff said, and I will abandon the thing. Delete the loadout, and it never existed. Fair enough? 
------------------ nealg=FC= IP: Logged |
jedi Pilot
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posted 11-30- 03:53 PM
The "imbalance" is probably more between the cannons and guns than between the machineguns themselves.With a "point-value" damage model, the cannons will always be overpowered, because a single quick burst of cannon will generally contain enough "damage points" to overwhelm the structural obHits of a part. This is why the F4U-4 or 109K can kill with a single trigger press if they hit the wing of an "unmodified" 190 or Spitfire. With machineguns, you have a "double-whammy" of having both lower damage potential AND the necessity to stay "on target" longer to put in the required obHits. Fail to get the number of hits in your first burst, you have to hit with a second burst, but that second burst doesn't hit the same spot. So instead of killing with one burst with a cannon, or the two/three bursts the guns SHOULD take, you have to get in position for 5, 6, even 7 bursts of fire before your "aggregate damage" on any one structural part reaches the obHits for that part. In reality, that first machinegun burst might well have holed the radiator or set the fuel tank on fire, making the machineguns the legitimate threat they really were. Solution: build in (or simulate) the actual systems that could be damaged by gunfire, so that your guns do damage when they hit something "important." The cannons, of course, will still have their "one-shot kill" potential, but now the guns will at least be dangerous. Unfortunately, that takes a revamp of the entire plane's damage model, a somewhat straightforward, but also quite lengthy process. In the meantime, about all you can do is lower the obHits for the plane, or raise the gunWeight property in the loadout.ppf. How much? Hard to tell. Needs online testing, and some sort of concensus on what's "reasonable." I'd say the Spit I and Hurri I would have enough ammo to kill 1 (one) Ju-88 most of the time, and probably could kill 2 Bf-109s or Stukas most of the time. But that's just an opinion, and of course the offline and online performance may not match up, so making the guns "good" online probably means making them "great" offline. Again, the "sophisticated" damage model would probably help this a bit. ------------------ --jedi-- IP: Logged |
Mirthain Pilot
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posted 12-01- 12:52 AM
Actually Tail, The P-47 was one of the hardest aircraft to down in the whole war. If the DM is even slightly close to it, it should be a bear... Many a german pilot went winchester trying to shoot a single 47 down. It isn't a fair comparison. Try the 5.3 Mustang instead.... although i know that is easy enough as well. Better, take a 38, and shoot down anything with no cannon. that is only 4 mgs. I have done it. I am sure you could. But your choice of the 47 is really not a fair comparison. Even with the 8 guns it is trying to shoot down a tank.... and if I am not mistaken the DM for the 47 was setup to reflect that. ;}
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Tailslide Pilot
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posted 12-01- 02:39 AM
I disagree the p47 had the benefit of a radial engine it wasnt made out of titanium. Alot of other planes in SDOE had pilot armour and radials too..IP: Logged |
Spoonman Pilot
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posted 12-01- 03:09 PM
I have a fix in place for a SpitIa on my home machine. I can then incorporate that change into all other small calibre machinegun weapons, or those with weight values below .05When I'm done, I would like to submit them to TS and the gang to validate and verify their effectiveness. My NEXT task, is to cut the power of our Killer Flak guns. I think I have a modification that basically takes the current power and reduces it by 1/5. That means, in a 4 bomber group with 1 enemy flak gun, 1 plane may get some engine damage. With 2 flak guns, some planes may loose an engine. With 3, it's pretty noisy up there, but you can survive and is sure is realistic. Spoon [This message has been edited by Spoonman (edited 12-01-2000).] IP: Logged |
Jeeves Pilot
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posted 12-01- 04:00 PM
You could always do what this guy did :"Libya--WWII-- A pilot in 80 Squadron, Pilot Officer V A J Stuckey, caught an SM79 on one occasion above Mersa Matruh (this in a Gloster Gladiator). He managed to creep up on the Italian without being seen and in his first attack silenced the rear gunner in his dorsal position as well as knocking out one of the aircraft's three engines. In this damaged state, the bomber was unable to outpace the Gladiator and the British pilot fired until all his ammunition was gone. However, the bomber continued to fly and the frustrated Stuckey closed in, slid back his canopy, and fired a Very flare at the enemy cockpit. This so upset the Italian crew that they baled out, and the bomber, set alight by the flare, fell in flames." ------------------ Brought to you by the campaign for a better Dauntless! Jeeves =FC= IP: Logged |
Tailslide Pilot
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posted 12-01- 04:12 PM
LOL Jeeves, great story! Spoon, doesn't adding weight affect the trajectory of the bullets? Couldn't you just set a small warhead charge on the bullets? TS ------------------
www.airsims.com IP: Logged |
Spoonman Pilot
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posted 12-02- 02:40 AM
Why yes, I could give them a little 'oomf' and that's exactly what I did.I am proud to say that now the small calibre weapons seem to have 'some teeth'. It's no free ride mind you, but you no longer take 1000 rounds to down a B-17. Damage is now effective - throw a second or two worth of ammo into an engine, and it smokes. Hold it down longer, and presto - engine blows. Mind you, the Ju-88 AND the Lancaster now have 'sharper' teeth WRT their guns. I don't know, but now it seems more realistic with the small calibre weapons having some effectiveness. I really enjoyed taking the SpitIa up now. Light, nimble, slow, but it can lay a good sting or two. I'm guessing that if you have an aircraft with MG's and Cannons, you don't have to worry about running out of Cannons. You'll still have to earn your kill online, but the MG's now have a realistic damage effect. I'll contact you shortly Tail, I'm off ot bed.  Spoon IP: Logged | |