#4134528 - 06/15/15 06:48 PM
Re: Aircraft DM MOD for v2.xx
[Re: OldHat]
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Joined: Jan 2015
Posts: 103
Bad0pel
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Posts: 103
Massachusetts
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It wouldn't hurt to just have different available DM settings to choose from, sorta like how in Workshop you can change the accuracy and strength of the weapons for both player and AI. Everyone has a different level of difficulty in which they play, and of course if something is just too darn hard more times then fun, people end up giving up for who knows how long. Vanilla DM made me stay away from flying Gothas in anger because nothing was more annoying then flying for 38+mins to a target with 4 other Gothas just to watch my entire flight including myself get blown out of the skies in a matter of seconds before getting more then a quick burst from the gunners MG, its like 2 shots from a enemy MG would take the beast down with simple ease. So now with OldHats DM change my flight actually has a fighting chance, combined with less accurate guns makes for a challenge for kills from both myself, my gunners and the AI's both with me or trying to down me.
Last edited by Bad0pel; 06/15/15 06:49 PM.
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#4136796 - 06/20/15 12:43 AM
Re: Aircraft DM MOD for v2.xx
[Re: OldHat]
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Joined: Mar 2009
Posts: 7,532
DukeIronHand
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High over the Front
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It may have been temporarily because of the new aircraft added in the latest add-on. Obviously Oldhat will know for sure.
EDIT: Right authors name this time!
Last edited by DukeIronHand; 06/20/15 04:23 AM.
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#4136822 - 06/20/15 02:34 AM
Re: Aircraft DM MOD for v2.xx
[Re: DukeIronHand]
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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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It may have been temporarily because of the new aircraft added in the latest add-on. Obviously Hellshade will know for sure. OldHat would know. Not I. It was he that made the mod.
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#4137005 - 06/20/15 05:06 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
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Posts: 4,448
Florida
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Anyway this is the sort of visual feedback I was talking about. If, perhaps, once a wing got to 50% or 75% (whatever OBD thinks is best) damaged before total structural failure, the wings could display a visual damage indicator, such as shown below, then it wouldn't be so surprising that they suddenly failed. I'm not even talking about necessarily changing the DM so much (I don't think) as I am just giving players better feedback of just how damaged an enemy plane (and your own) is. If the damage to the plane shown below was caused by your shooting, you would be more accepting of total structural failure when it happened, I think. As it is now, especially if you are using hi res plane skins, a plane literally looks perfect and then just suddenly completely disintegrates. Such visual displays are already built into the game, it's just linking them to different types of damage amounts, is my guess. Possibly something similar with the fuselage or engine before a fire, etc? For whatever it is worth, those were my thoughts.
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#4137012 - 06/20/15 05:15 PM
Re: Aircraft DM MOD for v2.xx
[Re: Polovski]
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Joined: Nov 2014
Posts: 3,696
Fullofit
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Posts: 3,696
Ajax, ON
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It's a fine balance Hellshade, with more smoke people complain that it has been smoking for too long and not gone down yet. Yeah more looks good but unbalances elsewhere. We shall see anyway we were already working on changes to DM for better results hopefully something will emerge. Maybe for superficial damage we get white, or light smoke, and then it changes to black smoke with critical hit. Then, no one would complain that the enemy smoked for too long without going down.
"Take the cylinder out of my kidneys, The connecting rod out of my brain, my brain, From out of my arse take the camshaft, And assemble the engine again."
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#4137623 - 06/22/15 10:46 AM
Re: Aircraft DM MOD for v2.xx
[Re: OldHat]
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Joined: Jun 2005
Posts: 8,229
Trooper117
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UK
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#4137639 - 06/22/15 11:43 AM
Re: Aircraft DM MOD for v2.xx
[Re: Polovski]
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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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. Such visual displays are already built into the game, it's just linking them to different types of damage amounts, is my guess.
Unfortunately not so easy. Maybe one day - wishlist... Good to know. Much appreciated sir. Thank you for the into.
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#4138626 - 06/23/15 09:50 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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I have made other adjustments to probabilities including pilot and fuel tank. I just need a brave soul or two to test my mod and see if combat feels better. I've adjusted only 3 aircraft for this test:
DFW, DVIIF, SE5
Best way to test is through QC with dogfight and airfield or railyard attacks. Unpack into JSGME MOD folder and activate. Aircraft DM Beta3 I won't have access to internet after an hour.
Thanks in advance.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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