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  3.03 ammo loadout needs fixing!!!!!!!!!!!!!!!!!!!!!!!

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Author Topic:   3.03 ammo loadout needs fixing!!!!!!!!!!!!!!!!!!!!!!!
Hawker
Pilot
posted 06-30- 07:30 PM     Click Here to See the Profile for Hawker   Click Here to Email Hawker     Edit/Delete Message   Reply w/Quote
Ok last night flew a mission,I was in a 109G6 vs spit Mk1a .Well needless to say I am invicible!!!!! Yup u heard it right hell i flew chasing one guy till i was outta ammo completly ignoring Zoy on my 6 cause he was hitting but no damage at all was noticeble ,other then my sore gut from laughing so hard.The 3.30 ammo has to be fixed in all planes it is in!!!! The spits do not carry enough ammo to have there 3.03 ammo just to be paint scratchers.BB's do do more damage.THIS NEEDS TO BE RESOLVED!

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Jaguar
Pilot
posted 06-30- 09:48 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
I totaly agree..... but I'm note sure exactly what's wrong with it. Is it the ammo, or is it in the hit detection? I mean I don't care what a plane is made out of, when you shoot that many bullets at a plane, and get THAT many hits. SOMETHING is going to get damaged.

------------------
Cheers!
Lt. Col. Jaguar
The FS Hangar

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Hawker
Pilot
posted 07-01- 12:10 AM     Click Here to See the Profile for Hawker   Click Here to Email Hawker     Edit/Delete Message   Reply w/Quote
well zoy had hit me alot just no damage was incured,I heard all the shots hittin me ,all i did was ignore him cause the 3.o3 ammo just bounces off.

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Falck
Pilot
posted 07-01- 01:31 AM     Click Here to See the Profile for Falck     Edit/Delete Message   Reply w/Quote
According to openplane a .303 generates about .7 obHits, compared to 3.9 for .50cal and 10-17 for the various models of 20mm.

So pour in 5-6 times the about of .50cal you would need and you should get the same result. This doesnt seem to be happening. I wonder if a lot of the packets are getting dropped since the .303 has such a high rate of fire (1200rpm). Offline it seems to work ok.

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FarmerJoe
Pilot
posted 07-01- 01:50 AM     Click Here to See the Profile for FarmerJoe   Click Here to Email FarmerJoe     Edit/Delete Message   Reply w/Quote
Maybe if we made the warhead property on hit very small it would work perfectly? Is that a good idea or no because it has no warhead property on it. Just an opinion.


Subaltern FarmerJoe Axis West
Three Amigo http://members.xoom.com/sdoesbeauts
check out my latest and greatest =)

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Hawker
Pilot
posted 07-01- 01:54 AM     Click Here to See the Profile for Hawker   Click Here to Email Hawker     Edit/Delete Message   Reply w/Quote
maybe we should try 1.0 ob hits instead of .7? maybe it sucks if its anything under 1?and spits dont have alot of ammo like a lanc rear turret gunner to keep pouring in.

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ArgonV
Pilot
posted 07-01- 01:58 AM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Dont you guys know of the on-line damage bug? The WWI guys do so they weakened their planes slightly. Go ask the WWI guys for more details.

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Hawker
Pilot
posted 07-01- 02:58 AM     Click Here to See the Profile for Hawker   Click Here to Email Hawker     Edit/Delete Message   Reply w/Quote
we do argon,but it really seems to affect the 3.03's more so then any other ammo types,unless ur ww1 is even smaller

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Bryan Russell
Pilot
posted 07-01- 07:00 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I think the obHits are probably right but I don't think the sim or the aircraft properly models instances where a single .303 can stop something from working, such as the pilot, the engine, a control wire etc etc etc.

At the moment the formula is probably based on something like "20 .50 hits" or something like that, where a single .303 in the right place can effectivly damage (in terms of working) as much as a .50.

I would guess that you could tune stuff in the aircraft so that it realistically got shot down by .303 ammo, but then the .50 or 20mm 'calibration' might be upset.

I think that something is probably missing from the damage equation, maybe penatration or something like that, I don't really know.

P.S the .303's have the same problem offline, so its more than just teh damage bug

[This message has been edited by Bryan Russell (edited 07-01-2000).]

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Mighty
Pilot
posted 07-01- 02:55 PM     Click Here to See the Profile for Mighty   Click Here to Email Mighty     Edit/Delete Message   Reply w/Quote
It's not a "rounding" problem. We handle < 1.0 hits correctly. I remember Michael finding and squashing that bug before release.

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Falck
Pilot
posted 07-01- 03:06 PM     Click Here to See the Profile for Falck     Edit/Delete Message   Reply w/Quote
Mighty is there a command in either 1.5 or in one of the beta builds to show damage to the parts of your aircraft?

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Tailslide
Pilot
posted 07-02- 05:05 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

They do not have the same problem offline, when I was testing the spit1a offline I was able to regularly shoot down 2 or 3 FW190's with a single load of ammo.

Online, I have never shot down anything with the Spit 1a.

TS

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Bryan Russell
Pilot
posted 07-02- 08:57 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I did have problems with .303's offline when I was testing the Hurri. I'm not the worlds best shot, but on the 6 of a level flying 109 isn't that difficult.

I havn't really fired on anything with .303's only since upgrading the PC, since I rarely shot anything down anyway.

Since these previous examples were run at around 10fps, that may have been a factor. Maybe I'll take the hurri or Spit1a up for another look.

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charmstar
Pilot
posted 07-03- 02:36 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
Possibly using the obProb statement in conjunction with onDmg can alleviate this problem? If there is say a 5% chance of blowing up onDmg = 1, then you only need to reach 10% of obHits to generate a kill in some situations.

I think most FS planes don't take enough advantage of this combination. It is ridiculous for a fuselage for instance to just take 40 hits and then die. Instead, it should have obHits = 80, with a 50% chance of dying by onDmg = 5. This way some planes could go down with one or two lucky bullets, and others will keep flying for twice as long as normal.

cheers,
charm

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Mighty
Pilot
posted 07-03- 04:23 PM     Click Here to See the Profile for Mighty   Click Here to Email Mighty     Edit/Delete Message   Reply w/Quote
Falck, no damage display. We always looked at it with the debugger. Neat idea, though.

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