Quote:
Originally Posted by Pursuivant
Originally Posted by FC99:
Tail coming off is relict of the past when average player's PC were much weaker than what we have now and it is best viewed as crude visual representation of catastrophic damage
That might explain wings coming off B-17 or B-24 due to damage, too.
Is there any way to better model that catastrophic damage so that very tough planes don't lose parts in unrealistic ways?
Originally Posted by FC99:
You are very wrong about human gunners too, they are way better than AI, obviously you don't fly online much
Then you've got a decent way to calibrate AI gunner skill. Get a bunch of very skilled human gunners in coop, ask them how many hours they have flying online as gunners, then determine their hit percentage against a variety of targets and a variety of deflections.
Use the hit percentage by your very best and most experienced humans as your "Ace" quality gunner standard and adjust AI skill from there.
Whether or not it's historically realistic, synching AI gunner skill to top human skill has the following benefits: a) It means that nobody can bitch about the AI being "better than human", b) means that offline AI gunners will be good training for people who are practicing before they go online. By definition, if you can beat Ace AI, you can do pretty well against human gunners online.
Likewise, if TD feels like revisiting fighter gunnery accuracy (which went from "lasers o' death" prior to 4.11, to just about right in 4.11, to "nerfed" in 4.12) you could base Ace gunnery standards on hit percentages for the very best human players.
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There seems to be an ongoing campaign to conflate my comparison of the off-line ai gunners to the human beings that actually manned the guns of WWII bombers, attack aircraft and heavy fighters with the in-game mouse aimed guns.
Two entirely different things. Both criminally bogus of course, but
two different things.
The in-game player's mouse gunner model is vastly simpler and less complicated than the operation and aiming of machine guns from a constantly bobbing and rolling gun platform like an actual moving aircraft of that era. You are on a rail smooth, predictable platform and you can easily control your guns; no engine vibration, no jammed or sticky rings or turrets, no gunshake or recoil making that three-to-six round burst scatter across a two or three degree range, and only an occasional (and buttery smooth) change in direction or angle of your platform to potentially spoil your aim.
This differs very little from the all-ai aircraft gunners offline model, except that they enjoy absolutely perfect awareness of their human target's range, speed and direction; they know precisely how fast they are going, they know how fast you are going and to the millimeter how far away you are and where you will be when they fire their guns at ranges well beyond the average player's convergence ranges. They can perfectly compensate for their 'aircraft' turning, banking and diving. And they consistently manage to hit critical components of target (Player) aircraft moving at high speeds from ridiculous angles in microsecond wide firing windows, and they
still seem to victimize some aircraft types more consistently than others.
None of that compares remotely with the actual capabilities of the real-life gunners on WWII era aircraft. For the offline fighter campaigner the difference is critical. The 8th Air Force awarded the title of 'ace' to over 300 bomber crew gunners; I would be amazed if any two of them actually destroyed a
combined total of five enemy aircraft in flight, and the late war US bomber defenses were the heaviest and most sophisticated of the war. Their gunners were arguably the most extensively trained of the war. If their efforts were so futile, what does that say about the gunners on the lightly armed, less stable types that everyone else fielded?
cheers
horseback