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#1
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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? |
#2
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![]() Quote:
![]() 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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Bobika. |
#3
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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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#4
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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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#5
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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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MP ATAG_EvangelusE AMD A8 5600K Quad Core 3.6 Ghz - Win 7 64 - 8Gb Ram - GTX660ti 2Gb VRAM - FreeTrack - X52 - Asus 23' Monitor. Last edited by SEE; 11-20-2012 at 04:01 PM. |
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