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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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The problem with firing a long burst is that you waste a lot of ammo if your siting is off, which generally the case with all of us.
The way I went about it, was to practise deflection shooting, using short bursts to site the target. Once you have the target 'sited', feel free to blast it, but here's another point. With short burst, you start doing incremental damage, making it harder for the target to fly. This makes it easier to target in subsequent bursts, where once you have it nailed, you can pour as much lead into it as you're got. Perfecting deflection shooting is great for high-G moves, as is this game the G-wing stress looks to be connected to shell damage, and wings and bits fall off much easier. ![]()
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![]() Last edited by K_Freddie; 03-02-2014 at 09:05 AM. |
#2
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This makes sense in theory but I think I asked about this once and was told that this is not modeled in the game.
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#3
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Odd.. As I seen wings fly off so easily when I know I'm not on target - maybe too many lucky shots then.
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#4
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(When Stangs and Fockes began to lose their wings in high-G maneuvers) |
#5
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I mean, it matters of "bubbles" like in EAW or damage boxes, and how are they dimensioned? Then, each of them how many states of damage does have? And transition from a state of damage to next is a matter of "points" given by incoming bullets? I think that without these info (and more) we can't answer to your question. In principle, two bullets on same spot should give the very same effect, independently from their separation in time. BTW, about hypothesized effect of bullets on a stressed structure, there's no official evidence. From 4.10 Guide: "Once damaged then its structural integrity is reduced so the ultimate load reduces as well." That's to say bullet hits reduce available G-load, but this latter admittedly does not affect resistance to bullet. |
#6
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The damage model uses 100's of 3D parts, all with hit points as one value to express both strength and ability to take damage.
We know this because throughout we have been shown this as well as explained about with some questions answered. When FB came out we were shown engines with 20 different parts that could be hit and destroyed, that was just the engine of one plane modeled on the real engine of the real plane. The airframe, instruments and pilot/crews are all modeled down to pieces and with every major step the new planes modeled to higher detail and occasionally planes from older versions got upgraded models thus some planes became unbalanced as to vulnerability. We know the structural strengths are and were tied to hit points, the base of the Gigant can take massive hit damage because it had to be beefed up to not collapse when the model landed. I guess you had to be there and actually thinking at the time. If you want to know about EAW hit bubbles I can probably dig up the source code I wrote for the EAW Tweaker I wrote in 1999 that allows a one-pass even adjustment to all the hit bubbles both hit points and size. That was out before the hand-adjustments by committee ECA that Charles Gunst did manage to keep good control of. The Tweaker uses a C++ class object to handle both EAW cabinet and mod files, it even takes care of opening, checking and creating needed mod files as part of the object instantiation. It's practically a library. EAW hit bubbles are nothing like as detailed as even the original IL-2. EAW hit bubbles only know 'hit' and 'how hard'. IL-2 DM knows the part hit, the angle of the hit and the hit energy down to relative velocity and explosive power attributed to the projectile. But then a computer capable of running masses of planes in EAW might start to slow down with 4-8 planes in the original IL-2. Ask around if you didn't see. There's still probably sites showing those IL-2 model details and you may have such pictures as part of one or more IL-2 discs or patches. |
#7
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Thank you Max!
I mentioned EAW just as an example. I was wondering how IL-2 damage model isn't object of mods, like I often saw for other sims. Also, I would be curious to know where it is; I found inside flight model ("buttons") a section like that which follows: Code:
[Toughness] AroneL 50 AroneR 50 CF 400 Engine1 70 Engine2 70 Engine3 70 Engine4 70 GearL2 200 GearR2 200 Keel1 70 Keel2 70 Nose 100 Oil 70 Rudder1 70 Rudder2 70 StabL 100 StabR 100 Tail1 120 Tail2 120 Turret1B 100 Turret2B 100 Turret3B 100 Turret4B 100 Turret5B 100 Turret6B 100 VatorL 100 VatorR 100 WingLIn 120 WingLMid 100 WingLOut 100 WingRIn 120 WingRMid 100 WingROut 100 Flap01 100 Flap02 100 Flap03 100 Flap04 100 Returning to the original question, I think two bullets on same spot gives same effects (given they've same energy and angle of impact) no matter the time interval. Probably, effectiveness of long bursts is a matter of hit probability, higher according to number of bullets fired. So it is more probable, for a long burst, that two or more projectiles land on same spot, making more damage. Do you agree?
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... always looking for intelligent life |
#8
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Question is also how related. You can poke values and try to attribute changes to those and still miss effects down the road. You can also go into the woods and randomly eat leaves, flowers and berries not seeing mold spores on some.
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Yeah the chances go up then. The chances of bullets from different guns to hit the same part go up to. Concentrated fire can work to hammer through both armor and thicker parts but the best results is when weaker critical parts get hit just once. The pilot for instance. Also control cables which is rare but IL-2 models the effects of such damage. Or a fuel or oil line. Those are all quicker kills than busting a spar let alone the structure of a tail wheel and the seat armor behind it. So I spend more shots fishing for a critical hit at angles to places where I know the weaker critical's live, hence deflection directly into the engine, wing root, cockpit. |
#9
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I see. A WWI british ace said there was only one "paying" target on the whole plane and it was pilot's head. Likewise, a WWII US Navy report demonstrated how hits on engine and its fuel and oil circuits were main cause of aircraft loss.
Personally, I think aim is the core point: you can fire short or long bursts, but what really matters is how thy are aimed.
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... always looking for intelligent life |
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