Bert_Foster Posted July 18, 2015 Posted July 18, 2015 is it just me or Gunnery a little to easy at expert level, either that or BOS Hit boxes are pretty large. Gunnery in BOS seems very different to iL2 Classic or CLOD
Finkeren Posted July 18, 2015 Posted July 18, 2015 (edited) All I can say is: I do not agree with you. You are pretty much the first guy I've heard say, that gunnery itself is 'too easy'. Other people have claimed that it's too easy to shoot down planes (i.e. the DM makes them too vulnerable) This was especially common back before the DM revisions in update 1.009. If you want to see how the DM and ballistics work, simply record a track in game, replay it in slow motion and look. In slow mo you can actually see every projectile hit, where it hits and the corresponding damage. Remember, that you fire many more bullets than you can actually 'see' as tracers (only between 1/3 and 1/6 rounds are tracer rounds) but the sim models all bullets, including the majority you can't see. If you see your tracers missing the target, some of the other rounds can still have been hits. This has nothing to do with hit boxes, but is just a natural consequence of modelling non-tracer rounds. Edited July 18, 2015 by Finkeren 1
keeno Posted July 18, 2015 Posted July 18, 2015 Bert, maybe you're just a crack shot! for me there are times when I'm thinking to myself, "how the hell did I miss that!?" I think it's bang on. Cheers
Kling Posted July 18, 2015 Posted July 18, 2015 Well... i have played combat flightsims since 1991 and while I do think gunnery in BOS is probably the easiest in any flightsim so far I have no idea what is correct as I have never shot at an aircraft IRL. What I do think is overdone in BOS is the smoke effects Which makes it seem like every bullet hit starts some kind of smoke effect from the targeted aircraft. I think the overdone smoke effects will make the game look like it has to easy/fragile damage modeling. BOS is the only game I have played where I have seen ALL planes in a furball trailing smoke from some kind of damage. It actually looks fairly rediculous and laughable very often. I would happily see smoke effects toned down. This would make DM look less fragile. I have recently given BOS some time and Im slowly starting to appreciate the project (I loved ROF and still do). The game looks really beautiful however the smoke from planes really looks bad, and especially in comparison to the graphics in the rest of the game. 3d Smoke from a damaged plane ends abruptly 50m behind an aircraft and is replaced by 2d smoke that looks painted on top of the background. Leaking fuel is way too dense and thick. Radiator leaks are also to dense and once again disappear very abruptly behind the aircraft. The long 2d trail can only be seen from certain angles or from further away. While I do understand that 3d smoke eats up more FPS than 2d smoke, at least make the transistion between the both more smooth. For me the smoke effects are BOS's biggest visual flaw. The grapahics in general are excellent but such a small thing as bad smoke effects brings down the overall impression.(for me) My suggestion here would be, make smoke trails longer and more 3d. Make smoke less dense (except for fire maybe) 2
Sokol1 Posted July 18, 2015 Posted July 18, 2015 +1. A little less of "Hollywood CGI" smoke will be nice, and the cannon hits puffs appearing five meters behind enemy aircraft give the feeling of a big hit box... 2
Finkeren Posted July 18, 2015 Posted July 18, 2015 ....the cannon hits puffs appearing five meters behind enemy aircraft give the feeling of a big hit box... Again, I'll advice watching a recorded track in slow motion. The HE cannon hits actually do appear where they hit on the airframe, but they start off as a small explosion and only turn into the clearly visible and much larger black puffs of smoke after a fraction of a second, usually a couple of meters behind the aircraft. All quite realistic IMHO, even if the smoke could be toned down just a tad. 1
6./ZG26_Emil Posted July 18, 2015 Posted July 18, 2015 +1. A little less of "Hollywood CGI" smoke will be nice, and the cannon hits puffs appearing five meters behind enemy aircraft give the feeling of a big hit box... Happens in real life too...they dont appear behind, the explosions take time to expand while the target aircraft continues to move away from the smoke. You see it plenty of times in guncam footage. https://www.youtube.com/watch?v=4vuxpnx4Tic
MarcAnton Posted July 18, 2015 Posted July 18, 2015 I guess emil is right as you can see these explosions in many other guncam videos too. Shooting down airplanes seems a bit easier in BoS than in CloD but that is just a personal feeling. What iam wondering about is the function of these self sealing fuel tanks which never seem to self seeling when they got hit - leaving always a fuel trail behind the plane.
Willy__ Posted July 18, 2015 Posted July 18, 2015 (edited) There we go again on that... One of the main reasons I really like BoS its because there is no flying tanks (besides the il2 anyways ), Please, dont try to make it another CloD where the spitfires soak so many bullets and cannon rounds and continue to fly like nothing happened and are almost impossible to get set on fire. Edited July 18, 2015 by istruba
Kling Posted July 18, 2015 Posted July 18, 2015 There we go again on that... One of the main reasons I really like BoS its because there is no flying tanks (besides the il2 anyways ), Please, dont try to make it another CloD where the spitfires soak so many bullets and cannon rounds and continue to fly like nothing happened and are almost impossible to get set on fire. The DM in CLOD is by no means perfect! Noone ever stated that! What Clod has is better visual damage but that is a whole different discussion. Clod also has many more systems and items that can be destroyed. For TF5.0 DM will be changed in Clod. In either case, I think DM in BOS is ok, its just that its badly portrayed, with smoke all over the place and badly rendered smoke as well...
Voidhunger Posted July 18, 2015 Posted July 18, 2015 The HE cannon hits actually do appear where they hit on the airframe, but they start off as a small explosion and only turn into the clearly visible and much larger black puffs of smoke after a fraction of a second, usually a couple of meters behind the aircraft. All quite realistic IMHO, even if the smoke could be toned down just a tad. please show me. there is a slow time hit from la5 cannon at first only light from the hit is seen more light now the explosion from the cannon shell (behind the plane and not directly on the plane). and finally the debris from the hit and more explosions behind the plane its from the slow motion . so no there is no visible explosion damage modeling directly on the plane . which looks awful
III/JG2Gustav05 Posted July 18, 2015 Posted July 18, 2015 I think in BOS when some parts teared off from the AC it always happens several seconds after the hit takes place. always has a lag. maybe there has some coding problem? just guess.
Wulf Posted July 18, 2015 Posted July 18, 2015 are explosions instant? That's going to depend on the mechanism used to detonate the explosive charge. Given that aircraft structures are typically relatively thin and or narrow, detonation would have to be essentially instantaneous (i.e. on contact) to be effective. Otherwise, the projectile's velocity would result in it passing clean through an airfame before detonating.
7.GShAP/Silas Posted July 18, 2015 Posted July 18, 2015 I think in BOS when some parts teared off from the AC it always happens several seconds after the hit takes place. always has a lag. maybe there has some coding problem? just guess. Portions of the aircraft can also be damaged and, after however long and however much stress required is placed on them via flight, they bend and/or break. Often this is when attempting to execute a turn or operate control surfaces. It's quite a treat to watch. Regarding portions immediately blown off, I haven't noticed a delay.
Willy__ Posted July 19, 2015 Posted July 19, 2015 I think in BOS when some parts teared off from the AC it always happens several seconds after the hit takes place. always has a lag. maybe there has some coding problem? just guess. I too find that, but thats seem only in the graphics side. I find the netcoding very good, if I miss a shot its because I missed it and not because of lag.
Potenz Posted July 19, 2015 Posted July 19, 2015 the best thing about BoS DM is the accumulative damage, that makes you think that a hit made no damage but the structural damage is there and when the forces are enough the damaged parts starts to break off, in Friday mission i got some hits in my 111, and when i was about to land i applied rudder in order to align with runway and i heard a breaking noise, then when i saw the replay, i realized that i had lost my rudder that was badly damaged, IMHO that feature is amazing, way more better than the instant damage in 1946 and CloD.
Finkeren Posted July 19, 2015 Posted July 19, 2015 (edited) I think in BOS when some parts teared off from the AC it always happens several seconds after the hit takes place. always has a lag. maybe there has some coding problem? just guess. No, it's not a problem, it's intentional. When the structure of a part of the aircraft is damaged, it doesn't just fall off (and neither should it) instead it is torn off dynamically by the airflow or further damage. That may take seconds or even longer. It happens fairly often that a plane recieves structural damage while in a slow turnfight, where the airspeed is too low to actually tear a part off the aircraft, and then some time later the aircraft may be in a dive or similar high speed situation and suddenly the wing starts to tear off. Except for small parts like wheel well covers and hinged parts like control surfaces nothing is ever truly 'shot off', it always takes airflow or maybe a bumpy landing to cause catastrophic damage to a larger part of the aircraft. This is part of what makes the DM so great. Edited July 19, 2015 by Finkeren
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