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FM/DM threads Everything about FM/DM in CoD

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  #1  
Old 11-20-2012, 11:03 AM
Roblex Roblex is offline
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Thanks for all that. The only thing I am still not sure of is,you say ball does a lot of damage to ailerons & even engines but you
also say that the game does not model the deflection problem with AP so surely that would mean that AP is always better than ball? Ball
can only damage things by making holes and AP would make as big a hole plus it would also do more damage to harder structures that ball
does not. Is there a flaw in my logic?
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Old 11-20-2012, 12:08 PM
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Robo. Robo. is offline
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Quote:
Originally Posted by Roblex View Post
Thanks for all that. The only thing I am still not sure of is,you say ball does a lot of damage to ailerons & even engines but you
also say that the game does not model the deflection problem with AP so surely that would mean that AP is always better than ball? Ball
can only damage things by making holes and AP would make as big a hole plus it would also do more damage to harder structures that ball
does not. Is there a flaw in my logic?
There is no logic, you have to keep the real life qualities of the ammo types seprarated to what they are in game. I answered your question and you still say you're not sure. Of course you're not, that's why you were asking... So again:

I didn't say AP deflection is not modelled at all, it's just not as big issue like it was in real life. IN THIS GAME, Ball Mk.VII is better than AP for shooting bits off and doing lots of internal damage. It has nothing to do with real life logic. Same for IT ammo that is more effective than De Wilde IN THIS GAME. In real life tests, DW was twice as likely to cause fire.

If you still not sure, try them one by one, pure AP and pure Ball (and so on) in all guns and see what damage you are causing. There is a script somewhere around here that will display what damage exactly you're doing to your target. This all has been already done by No.401 chaps (Catseye and Wolverine) and their research is what I based my reply on.
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Old 11-20-2012, 12:23 PM
Roblex Roblex is offline
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Thankyou. I understand now. I will put the ball ammo back in, at least in part, but will stick with DW because I don't like having tracers announce my poor gunnery attempts before I can do some damage
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Old 11-20-2012, 01:20 PM
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ATAG_Snapper ATAG_Snapper is offline
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Quote:
Originally Posted by Roblex View Post
Thankyou. I understand now. I will put the ball ammo back in, at least in part, but will stick with DW because I don't like having tracers announce my poor gunnery attempts before I can do some damage
+1

I can't add to Robo's thorough answer, I can only say "Yep!" But like yourself I've opted to take out the white incendiary tracer -- my 109 opponents react VERY quickly to tracers flying by them. DeWilde is not as effective, but I keep some in the belt with Ball #7 because they help confirm when you'r on target. Having no tracer usually buys me an extra second or two to adjust my aim before the enemy flips away.
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Old 11-20-2012, 03:57 PM
SEE SEE is offline
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The RAF default belt (you can check its make up in FMB) uses both observer and Tracer - seems odd how the defualt belts for each gun are made up.

Anyway, here is the script for giving on screen damage. Just copy and past into a notepad file and use the same name as the mission you want to associate it with but the extension must be .cs ( i.e if the mission file is weaponstest.mis then the notepad file will be weaponstest.cs and placed inj the same folder as the mis file.)


using System;
using maddox.game;
using maddox.game.world;

public class Mission : maddox.game.AMission
{

public override void OnAircraftDamaged(int missionNumber, string shortName, AiAircraft Aircraft, AiDamageInitiator DamageFrom, part.NamedDamageTypes WhatDamaged)
{
base.OnAircraftDamaged(missionNumber, shortName, Aircraft, DamageFrom, WhatDamaged);

if (DamageFrom.Player != null )
{
GamePlay.gpLogServer (null, "{0} hits {1} : {2} \n", new object [] {DamageFrom.Player, shortName, WhatDamaged});//Test
}

}
}
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Last edited by SEE; 11-20-2012 at 04:01 PM.
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