Re: Jets in 1.4
Posted: 2018-10-20 13:54
InfantryGamer42 wrote:If you dont have anything smarth to say, pls leave this thread. You are just making yourself look dumb.
InfantryGamer42 wrote:If you dont have anything smarth to say, pls leave this thread. You are just making yourself look dumb.
The the with AA missiles is that they're proximity based, and never suppose to hit target directly but explode as it set in detonation component.lakinen wrote:The next thing to be corrected in my opinion:
Armor(component) on most planes is put on "Airplane"-wrong.And then it has penetration of AA rockets 7.5 which is much larger than the helicopter which is 3 (PR_ARMOR_HELO_LIGHT)
https://imgur.com/a/XoY1Gq3
I do not know why the reason was ejected this armor PR_Airplane_Attacker -penetration 4.Which looks much better than "Airplane" armor c.
https://imgur.com/a/BsTN4Pf
And this is a probable reason why I could not do anything with adjusting head of the AA rocket damage.In the last video I used a AA rocket for testing with wary low exploding damage and plane explode.I wrote about it in "State of AA" theme.and maybe the reason Ehplosion_AA_blastwave...
so you agree to have advantage over some helpless AA. im all for change and fixing the issues with jets cause i used to play it a lot back in 1.3.9 -1.4... ,sorry but this is just stupid, you only do CAS and play nothing else ! how come you agree on a glitched system ? changes need to be made for good... both sides should have 50/50 chance to take out each other !DogACTUAL wrote:Personally i now got used to the new meta of flying towards AA missiles to glitch them and then promptly gunning the AA position. Please don't change a thing. Works everytime![]()
don't be sorry but you made videos about state of jets long time ago, so i was like "wtf why he changed his mind" ?!DogACTUAL wrote:I very sorry m8.![]()
Why change something when it wasn't broken? Mig needed nerf and aa spam to stop that's all cas needed.solidfire93 wrote:so you agree to have advantage over some helpless AA. im all for change and fixing the issues with jets cause i used to play it a lot back in 1.3.9 -1.4... ,sorry but this is just stupid, you only do CAS and play nothing else ! how come you agree on a glitched system ? changes need to be made for good... both sides should have 50/50 chance to take out each other !
there are enough feed back on this thread to be worked on, give the Dev's(Groho) time to work on it instead of changing your mind all the sudden :/ !
DogACTUAL changed his mind as all he cares about is "CAS > everything" and until it is like that he isn't happysolidfire93 wrote:don't be sorry but you made videos about state of jets long time ago, so i was like "wtf why he changed his mind" ?!
Since you seem to enjoy removing my posts, I'm gonna rephrase my question again.Mineral wrote:Can we get back on topic?
After reversing CComponentInfo_Target from the AA missile launcher, I found the target ptr at 0x1C . Then I reversed this god damn projectile struct to find the active target, but now I'm not able to reproduce the redirect bug to see exactly when the target ptr is swapped with the second target that isn't supposed to die in the first place.AlonTavor wrote:Querying for all GenericProjectile objects every tick and doing getPosition on them in Python is very reliable.
As for "current target" you'll need to reverse engineer the projectile struct and find the comp there.
This is another nice suggestion to approach the problem, but nobody bothered it.DogACTUAL wrote:A long time ago i wrote Fastjack a PM asking him about his approach and ideas and he wrote me back in some detail.
To paraphrase his ideas:
1) explosion.coneAngle for AA missiles. Have AA missiles only deal damage towards a certain limited angle when exploding, like claymores do, so good manouvering can defeat them.
2)Change flares from being a Heat_Object to being an object with an invisible sphere that has ProjectileCollision. So flares would work less as decoys to misdirect the missile and more like obstacles in the way of the missile that have the potential to 'block it' from hitting the aircraft. Putting flares in the right spot in the path of the missile would defeat it.
Would both or one of these be feasible to do, to mitigate the current problems with AA?
And to make the AA system more fair, interesting and skill based for both parties (AA and pilot) and less 'random' and frustrating?
At this point Mineral, you might as well remove your dev post for trolling.rPoXoTauJIo wrote:Working as intended.
I checked your post history and have never removed a post of yours it seems?winject wrote:Since you seem to enjoy removing my posts, I'm gonna rephrase my question again.
Are any devs looking to fix this issue? Yes or no?
This thread is about ground AA, A2A, flight physics, how flares work in this engine, the fun of flying in general, fun vs realism debate, 1.0 vs previous debate, assembly edits and long e-penis comparison posts and videos. There surely is some good feedback and suggestions in here but it's an absolute clusterfuck overall that no DEV or modder will ever take as a serious feedback thread I believe. But I never said 'get back on topic' to stop posting about those things, I was referencing the previous posts about DogActual only. So please continue, just not about DogActualwinject wrote:At this point Mineral, you might as well remove your dev post for trolling....
1. Yes, this is possible, but not all missiles have a forward facing shrapnel area (forget the proper name of it) and even thous that do, often have a secondary proximity charge on top that is all around or relies on a direct hit afterwards to finish off the aircraft.DogACTUAL wrote:A long time ago i wrote Fastjack a PM asking him about his approach and ideas and he wrote me back in some detail.
To paraphrase his ideas:
1) explosion.coneAngle for AA missiles. Have AA missiles only deal damage towards a certain limited angle when exploding, like claymores do, so good manouvering can defeat them.
2)Change flares from being a Heat_Object to being an object with an invisible sphere that has ProjectileCollision. So flares would work less as decoys to misdirect the missile and more like obstacles in the way of the missile that have the potential to 'block it' from hitting the aircraft. Putting flares in the right spot in the path of the missile would defeat it.
Would both or one of these be feasible to do, to mitigate the current problems with AA?
And to make the AA system more fair, interesting and skill based for both parties (AA and pilot) and less 'random' and frustrating?
Nice workwinject wrote:After reversing CComponentInfo_Target from the AA missile launcher, I found the target ptr at 0x1C . Then I reversed this god damn projectile struct to find the active target, but now I'm not able to reproduce the redirect bug to see exactly when the target ptr is swapped with the second target that isn't supposed to die in the first place.
.