air combat
Posted: 2007-07-12 06:59
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!
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!