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air combat

Posted: 2007-07-12 06:59
by -dEpRaVe-
As an avid flyboy, I would first off like to lavish unspeakable praises an laurels on the brainchild of the Project Reality team for making such a pwnage-worthy mod.

Now, as an avid flyboy, I have a few Q's and maybe someone informed will provide me with a couple answers? Searched the posts but didn't find anything that specifically answered my questions.

1. I know you guys are working with the missile systems, but it seems to me the state of things right now is if you get locked on by another plane, all you gotta do is bank...9/10 times it's enough to juke the missile, just like in Vanilla. It's either cannon, or bust, unless their pilot decides inexplicably to fly in a staight line, which is the only way a missile can hit. The ground AA is a little better and they seem to be able to track the jets more efficiently...the few times I have been shot down were mostly when the crafty pilots lure me to their main airbase and get their stingers to shoot at me. Are better tracking systems for missles being implemented for the final .6? On another note, it should be harder to acquire a lock, but easier to shoot someone down with missles than cannons once you acquire one.

2. Jet hitboxes. I've mostly gotten most of my kills from old vanilla machiengunning, but the number of rounds needed to take down an aircraft is puzzling me. One time a 15-round burst was enough to send an F-16 crashing to the ground in flames, but lately on one instance in Kashan, I was in a tight turn with the F-16 in my MiG and I was about maybe only 20m behind him in an upward turn...I turned on my afterburners and got the gunsights of the MiG to the very tip of the nose of the F-16 and let off a burst of 10-15 rounds. Now, I saw the rounds explode on the airframe of the jet and heard metallic clinking noises, but there was no smoke! We went into another one of those turns and I did the same thing, lead my target correctly because I got another burst of fire and plinking noises....but still no smoke. I've concluded that this is kinda like when you shoot at an enemy soldier, you see a blood puff, but you did no actual damage. Are jet hitboxes programmed weirdly?

3. Proximity detonations. Dunno how to address this one either...One time I was dragging a lock from the US main airbase and a missile shoved itself up my turbine and I caught fire....which was the only time I caught fire instead of simply exploding in midair. I've also seen missles that SHOULD'VE hit it's target (the aircraft was only in a mild upward turn and the missile only had to adjust about 30 degrees AT MAX...10 degrees at minimum) but at the point where it should've blown the pilot and his plane from the sky, it just explodes with no visible damage to their aircraft. How does proximity detonation work? Related to hitbox issues maybe?


Love the mod, keep it going!

Posted: 2007-07-12 12:13
by Schurke
for 2)imo the hitboxes are very sensible to your ping and the enemys ping.

as we all know the problem with the "dust hits" without damge with normal player models, the same appears to the jets and the cannons.

you are shooting at a model on YOUR computer,and your computer is showing you hits with the animation,but as the information is not in "realtime" with the countermeasures of the enemy, the server is messed up.

also for the missiles,i tested it on vanilla,it depends only on the ping of you and your enemy.

example:i have ping 35,enemy ping 90.

it was impossible to hit me with the j-10 missiles while i was in the f-18-in rearview i saw it all bouncing off.

vice versa on another server
with me having ping 80 in f-18 and the enemy with ping 10 in j-10 EVERY missile from him hitted me.

with the same ping on f-18 and j-10 an average of ONE missile hitted.

so maybe the f-35 is invincible with ping 10 against a j-10 with ping 350 ? ;)

i dont know if it is possible to give all jets the same/kind size of "hitbox"

to compensate this,the only solution i think is to make the jet-missiles UBERaccurate like they were
in patch 1.20.

Posted: 2007-07-12 12:24
by Bob_Marley
-dEpRaVe- wrote: 1. I know you guys are working with the missile systems, but it seems to me the state of things right now is if you get locked on by another plane, all you gotta do is bank...9/10 times it's enough to juke the missile, just like in Vanilla. It's either cannon, or bust, unless their pilot decides inexplicably to fly in a staight line, which is the only way a missile can hit. The ground AA is a little better and they seem to be able to track the jets more efficiently...the few times I have been shot down were mostly when the crafty pilots lure me to their main airbase and get their stingers to shoot at me. Are better tracking systems for missles being implemented for the final .6? On another note, it should be harder to acquire a lock, but easier to shoot someone down with missles than cannons once you acquire one.
The Ground launched missiles don't seem to be the fire and forget weapons they should. In my experience theres a much higher chance of hitting the target if you keep your reticle on the jet, and when you don't the missile goes off target most of the time. Perhaps the ones in jets are similar?

Posted: 2007-07-12 22:00
by knewman
Yea I've noticed that too, sometimes I take out my binocs after I launch a missiles to get a better look at the missile hitting the plane but the missile just strays off as soon as I put away my aa launcher.

Posted: 2007-07-12 22:08
by Falkun
Bob_Marley wrote:The Ground launched missiles don't seem to be the fire and forget weapons they should. In my experience theres a much higher chance of hitting the target if you keep your reticle on the jet, and when you don't the missile goes off target most of the time. Perhaps the ones in jets are similar?
I think you may be on to something. I was able to keep my jet's reticle on the enemy jet for several seconds; during that time the missile that I fired hit him perfectly. Firing upon the enemy jet with a lock, but letting him get out of my reticle, almost always resulted in a complete miss with the missile veering off into another direction.

The missiles are like 5 year olds on caffeine!

Posted: 2007-07-12 22:48
by Expendable Grunt
I tried Air Combat for the first time in PR since the early days of me playing .5. I can honestly say I need more work, though I may not be able to be very good with only keyboard and mouse.

Posted: 2007-07-14 21:58
by -dEpRaVe-
One more thing: I was chatting w/ |TG| Warehouse today on Kashan and he mentioned sopmething about being able to bind more or less essential functions (such as looking around in the cockpit) to joystick buttons. This would be a tremendous help, especially against the imbalance of the F-16 and MiG-29. (If you don't mind me asking, why is the US using F-16's instead of F/A-18's?) The site was something like http://www.joytokey.com but all it shows me is this weird japanese page.

Posted: 2007-07-14 22:07
by demonicklown445
Falkun wrote:I think you may be on to something. I was able to keep my jet's reticle on the enemy jet for several seconds; during that time the missile that I fired hit him perfectly. Firing upon the enemy jet with a lock, but letting him get out of my reticle, almost always resulted in a complete miss with the missile veering off into another direction.

The missiles are like 5 year olds on caffeine!
Yeah, maybe hooking up 5 year olds with JATO rockets strapped to their feet would make a better weapon?

Posted: 2007-07-14 23:03
by knewman
-dEpRaVe- wrote: If you don't mind me asking, why is the US using F-16's instead of F/A-18's?
I think the idea is that the Air Force is providing CAS/air superiority and they use F-16's and A-10's

Posted: 2007-07-15 00:06
by Leo
-dEpRaVe- wrote:One more thing: I was chatting w/ |TG| Warehouse today on Kashan and he mentioned sopmething about being able to bind more or less essential functions (such as looking around in the cockpit) to joystick buttons. This would be a tremendous help, especially against the imbalance of the F-16 and MiG-29. (If you don't mind me asking, why is the US using F-16's instead of F/A-18's?) The site was something like www.joytokey.com but all it shows me is this weird japanese page.
http://www.electracode.com/4/joy2key/Jo ... ersion.htm

The english version

Posted: 2007-07-15 00:32
by eggman
Yeah needs work. Am hoping that for v0.7 we'll have a test map that can be used to test aircraft combat dynamics effectively.

Posted: 2007-07-15 01:10
by Bob_Marley
a theoretically possible 8x8km map? :o

Posted: 2007-07-15 01:19
by eddie
Errrr, seriously?

Posted: 2007-07-15 01:22
by Leo
Bob_Marley wrote:a theoretically possible 8x8km map? :o
Holy ****....64^2 map? *wets pants*

Posted: 2007-07-15 01:23
by 77SiCaRiO77
download battleship mod , they have a 8x8 km map

Posted: 2007-07-15 01:28
by ImperialDragon
Also, for realism, shouldn't aircraft always come in pairs of two? Seeing as how most air forces never send up an aircraft by itself, always with a wingman. I don't know if it would end up with simply there being too many jets, but shoudn't it follow the wingman rule? Two A-10s, two F-16s, two MiGs, etc?

Posted: 2007-07-15 01:29
by Leo
77SiCaRiO77 wrote:download battleship mod , they have a 8x8 km map
Yeah, but it's all water.

Posted: 2007-07-15 01:31
by eddie
ImperialDragon wrote:Also, for realism, shouldn't aircraft always come in pairs of two? Seeing as how most air forces never send up an aircraft by itself, always with a wingman. I don't know if it would end up with simply there being too many jets, but shoudn't it follow the wingman rule? Two A-10s, two F-16s, two MiGs, etc?
It's mainly for gameplay reasons that there are not wingmen. We'd just have one guy take an F-16 off to the south, one to the east etc. Plus we only have 32 players per side, this isn't an air combat modification tbf.

Hope that helps.

Posted: 2007-07-15 01:43
by Leo
In Kashan there are two F-16s and two MiGs....

Posted: 2007-07-15 02:52
by Bob_Marley
Or, more accurately, there can be a maximum of 2 F-16s & MiG-29s each at any one time.