#4143380 - 07/06/15 12:38 PM
Re: Aircraft DM MOD for v2.xx
[Re: OldHat]
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Joined: Mar 2003
Posts: 8,148
Polovski
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Hotshot
Joined: Mar 2003
Posts: 8,148
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The fuel tank is in smaller chunks for specific reasons within WOFF's code - we have fire spreading and so on. WOFF has it's own damage code running for most thing not CFS3. Just 1 small hole in your tank would technically make it leak, like 1 small hole in the bucket. So around 1% damaged in real life gives you a leak of course. There's zillions of factors to take on board, most bullets would pass through half the craft, until they hit something solid, bit of frame, fuel tank, oil tank, pilot, gun, engine and so on. There are fuel lines, too and from the engine and so on very easy to get a leak if you take a few hits. Anyway each to his own.
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#4143421 - 07/06/15 01:59 PM
Re: Aircraft DM MOD for v2.xx
[Re: OldHat]
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Joined: Jun 2014
Posts: 1,595
OldHat
Member
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Member
Joined: Jun 2014
Posts: 1,595
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Thanks a bunch, Duke. I hope you enjoy the MOD, CaNy and please report back your experiences so that I can make adjustments.
Pol, I agree with your real life assessment as well as Duke's previous explanation of how bullets travel when hitting WW1 aircraft and it also makes a lot of common sense. However, I am crippled by not being able to see the CODE or where the damage boxes are located. So, my edits are done after I've flown a few QCs and a campaign mission or two just to get a feel of how I would like damaged aircrafts to behave and what I would like to see in mission outcomes. So, yes, I understand that a single bullet hole will cause a fuel leak, but for me it is not fun to see it happen to me and the AI on alomost every airfield/railyard/frontline attack mission, so I beef up the hit points a bit and get a fuel leak on about a third of missions - which seems reasonable.
Also, an important factor to consider is that most folks here would not fly a WW1 aircraft in a real mission during that time period the way they play the game now. Why is this important? because now you still need to change the game's outcome after each mission enough to make it feel like actual WW1 taking into account all those folks who play while taking unrealistic chances.
Also, by using my MOD, there is a greater chance that the AI pilots will survive longer which makes the feel of this sim more in line with what I'm reading in actual combat reports. I could be wrong, but it seems the real life average loss of pilots who were stationed close to the front was about 2 to 4 per squad per week - varies with location, offensive push, etc. This is close to what I'm trying to simulate in my MOD.
So, this DM MOD is limited, but that's the best I can do and it's fun, so far. Of course, I wouldn't mind OBD to consider a few of my DM adjustments and implement them in a patch.... Well, just a thought.
Last edited by OldHat; 07/06/15 02:06 PM.
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#4143434 - 07/06/15 02:15 PM
Re: Aircraft DM MOD for v2.xx
[Re: OldHat]
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Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
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Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,448
Florida
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I think OldHats DM is excellent but I like WOFF's default Damage Model now too. I could go with either one and be happy. I think at this point though, IMHO, the best way to reduce scoring to realistic levels is to literally fly WOFF DiD style. No labels, no automatic pilot, no time compression, Encounters set on Normal, etc. That will result in several things:
1. See fewer enemies because there are no labels 2. Of the enemies that you see, fewer engage because you have encounters on Realistic rather than High 3. Fewer combats results in a kill when AI runs away because AI Always Engage is set to OFF 4. Fewer kills because without labels, it's easy to lose sight of enemy planes during furball combats 5. Fewer kills when AI drops to low altitude behind their own lines and you refuse to follow them down due to potential ground fire (even if there isn't any in the sim, you don't drop too low as a rule) 6. Player fights more cautiously when they literally have dozens of hours flying time invested in their pilot, so they don't take nearly as many crazy chances in combat. - Ask Creaghorn! 7. Player is more likely to get "bounced" by enemy AI due to no labels and pilot fatigue. 8. Claims denied for any number of reasons; no witness, someone else got the kill, etc
and I'm sure many more that I haven't thought of.
To be sure, the new DM or OldHats great mod also help factor into reducing the players tally once combat occurs, but I think the main reasons the tallies were so slow is because it's a big sky and they were slow moving planes with limited visibility and men flying them who took as few risks as possible with their own lives. Remember - the Brass weren't up there watching what they were doing. It was a lot easier to avoid combat if possible and nobody down below would be the wiser!
I don't think players can go wrong with either DM (OldHats or WOFF's) but I also think there's a limit to how much one particular aspect can go towards reducing overall kills. There are a great many factors that go into determining the rate at which players bring down enemy aircraft and the DM is just one of several that I think play an important role in that.
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#4143646 - 07/07/15 03:03 AM
Re: Aircraft DM MOD for v2.xx
[Re: OldHat]
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Joined: Jun 2014
Posts: 1,595
OldHat
Member
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Member
Joined: Jun 2014
Posts: 1,595
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Another patch!! Another MOD update!! Wait a minute...if I post the update, then OBD will release v2.11 tomorrow and the cycle will never end.... I need more coffee... Instructions to install the update is in the OP.
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#4151994 - 07/30/15 12:24 AM
Re: Aircraft DM MOD for v2.xx
[Re: OldHat]
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Joined: Jun 2014
Posts: 1,595
OldHat
Member
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Member
Joined: Jun 2014
Posts: 1,595
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#4152993 - 08/01/15 09:30 PM
Re: Aircraft DM MOD for v2.xx
[Re: OldHat]
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Joined: May 2014
Posts: 674
CatKnight
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Member
Joined: May 2014
Posts: 674
Cleveland, OH, US
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Jim Bobb: When you update JSGME you must do it one or two groups (two works fine) at a time. OldHat goes into detail a few pages back. If you try to update everything at once, the game will have errors.
Old Hat: I've been experimenting with your mod this afternoon. So far I'm liking it alot.
Pros for me: As noted by others, the primary furball/dogfight is lasting alot longer: 2-4 minutes. Not only does that make a prettier sight, but some interesting tactics as you have to dodge this way and that.
It's still not TOO difficult to get a kill - something I worried about as I'm a pretty mediocre player.
The AI's tactics seem to have improved. Perhaps that's just a result of their better staying power, but I just LOST a duel with a Sop Tripe that kept trying to lure me into the trees. We circled at about 50 feet altitude for 3 or 4 minutes, I was getting the upper hand, and just when I was sure I had him I overshot, he plinked me a few times, and into the trees I sailed.
Cons for me: It might be too hard for the AI to kill each other (I'm not using your damage reduction mod). I ran an all AI 11 on 11 QC duel, and only 1 A/C went down. Something I need to keep an eye on.
Again, thanks alot Old Hat. I may have to relearn some of my beloved tactics now.
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#4152997 - 08/01/15 09:36 PM
Re: Aircraft DM MOD for v2.xx
[Re: JimBobb]
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Joined: Jun 2014
Posts: 1,595
OldHat
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Member
Joined: Jun 2014
Posts: 1,595
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#4153079 - 08/02/15 06:04 AM
Re: Aircraft DM MOD for v2.xx
[Re: OldHat]
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Joined: Jun 2014
Posts: 1,595
OldHat
Member
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Member
Joined: Jun 2014
Posts: 1,595
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Thank you for sharing that, Wolfstriked. This alleviates the tedium of the MOD's installation a bit.
CatKnight , Thanks for sharing your experience with this MOD and I'm glad to see that you're liking it.
I have played with this MOD installed since about mid June. Overall here are my observations:
- Consistent mission outcomes. I average about 1 AI pilot loss per week. In fact, my pilot usually dies before I can see how long the sqaud will survive.
- Dogfights do last a bit longer. But AI fatigue soon kicks in for both enemy and friendly planes usually resulting in everyone escaping for home.
- Two-seaters: unless (a) you're a marksman, or (b) have an ace within your flight, or (c) have a great advantage over them like outnumber or outclass them, forget about scoring victories. They will shred you to pieces and still make it home in time for lunch. Also, the rest of your squad will usually ditch a disadvantageous fight before they get too badly injured.
Also, I have modified the vision distances further out so that ambushes only happen during low visibility conditions like cloudy days. With better visibility, the AI planes have ample time to react either to escape or pursue a fight. I'm still undecided if I'm going to keep the defensive visibility values where planes don't notice you too quickly approaching from below and behind. I know it's already included in stock WOFF, but I've delayed the reaction times a bit more. I'll keep testing this one.
So, bottom line is that I will not make any more changes to this MOD until OBD releases another DM revision or patch.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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