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J5_Baeumer

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About J5_Baeumer

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    www.jasta5.org

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  • Gender
    Male
  • Location
    Boistrancourt, France
  • Interests
    Keeping the skies of France safe from teapots and making French fries!

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  1. @Oliver88 Just closing the loop on this. It appears there may have been a coding inconsistency in the default parser settings causing no score. I brought this to the attention of the parser author and in the meantime, I modified the setting on that object so points will be assigned.
  2. Sorry, but there is no way to selectively enforce, @J2_Bidu . I know the feeling as I've had a few periods where my connection was unstable somewhere between me and either the master IC or game server.
  3. We'll have a look into it, Oliver. Thanks for bringing to our attention.
  4. Fun times.... was good to see Syndicate show up in such force today! After Action Reports and Earned Pilot Awards (aka Flugpark Parser) - http://stats.jasta5.org:8000/en/
  5. Flying Circus Furball When: Sunday, October 18, 2020 Time: 19:00 UTC/GMT (convert to your local time zone; sometimes the action begins a bit earlier this time of year) Where: Flying Circus Flugpark Type: Dogfights and two-seater missions (drop in & drop out anytime). Entrance: Everyone welcome, regardless of experience. Come fly and have fun! Communications - Flugpark Discord: https://discord.gg/h8MRmyN After Action Reports and Earned Pilot Awards (aka Flugpark Parser) - http://stats.jasta5.org:8000/en/
  6. I believe there are more subtleties to this. Almost as if there are layers to the DM. He mentions, "skin DM" and visual DM. The discussion was about visual representation of damage..... bullet/hit counting. This suggests graphic tiles/files that compose each plane model....and representing damage....visually.... by swapping out graphic files to visually represent damage to a part of the plane model....like when we see struts broken or bent, as an example. Damage to sections of the model to represent damage visually. This would be different than an underlying damage model and hit boxes per se, as I am at least thinking of the traditional "hit box" modeling, like in the older sims. However, reading further UP in the thread we come to his earlier post below... (click the arrow in the upper right corner in the post below to go directly to the post in question. I think there is a bit of semantics going on here, but I believe all the highlighted points read 3 or 4 times makes it clear, especially in #5. There are pieces of the plane model. Some may want to call these "hitboxes", but they are graphic files assembled to visually represent the object model (planes for this disucssion). There are layers to these pieces (aka hitboxes). But there is no damage point value per se like hit points. I contend that to really BE a "hitbox", that box needs to have hit points, in the traditional sense of "hitboxes" that people seem to be referring to in the posts. Read and reflect on his statement between 3b and 4 in his post carefully. Then consider that what everyone's complaint has been is that the damage model is borked and causes wings to shed (and now critical damage to surface control modelling complaints, which is a related but separate issue. The conversation here and elsewhere is about the wingshedding and that is governed by the spars and that does not use any hitbox, as he states clearly in #3. Don't confuse visual damage modeling with damage modeling, which is more based on probability theory. The results of the probability theory algorithms Andy references RESULT in visual damage modeling to provide for visual cues to players, which he clearly states and we all know from experience by now, does not model (visually) every single bullet strike. Its an algorithm that drives visual damage representations on various pieces ("boxes") of the modeled object. I contend that what Andy referrs to once as "major hit boxes", are in fact graphic files that are separate and reflect the results of the damage to a particular part of the "visual" damage model, as determined by the probability algorithms Andy references frequently. I think that what seems to add to the confusion is that the following table, provided by Andy, might lead some of us to believe that this is a graphical representation illustrating or being related to a spar hit box, which we know by reading Andy's statement in #3 above, does not exist.
  7. The ME works fine using the method. The devs have already stated there are no hitboxes, just probabilities of various critical hits based on variables such as relative plane positions and other factors. Suggest you review the posts by developer APetrovich and related discussion around the damage model. This is why damage is expressed in % underscoring the point (another pun intended)!
  8. @unreasonable and anyone else interested: you can confirm what I have said in paragraph one yourself. Just spend some time reviewing your personal sortie records tab in the parser counting up (separately) the damage and pilot wound totals. You will see I am 100% correct (pun intended)!
  9. Does anyone else think that "captured " plane skins are of limited use and actually often a real fun killer in events etc? Thank goodness we control the skins we see by controlling the skins we download. You won't catch me dead installing any such skins, as that's how pilots often end up who install them, as some found when a player showed up recently on a server and thought it would be fun to trick other players in the blur of battle into thinking they are friendly. Use at your own risk!
  10. ...and here German intelligence has been reporting that allied pilots feel their planes are unflyable/unplayable. Velly interesting.....!
  11. There have been many comments in several other threads that suggest the current thinking is that we don't "see" evidence of every bullet, just some of them. It would be nice to move beyond the idea that we should be seeing evidence of every bullet strike. We don't. Count how many bullet strikes there are in any video and/or count how many bullet holes there are in a plane that gets shot down and compare with how many bullets the shooter (or target) "thinks" actually hit and compare that with the actual parser data. It will never match. Parser data shows essentially each "hit" and generally, each hit that isn't a "critical" hit (to pilot, engine, or system and now control wires) shows up as .01% of damage. Every hit is not alike, so each hit is represented as the percentage of damage it does to the plane (or pilot). Each plane has 100 hit points of damage it can take, including all the above systems etc. but not including the pilot. Pilots have a separate 100 hit points they can take. Hits to pilots are expressed in % based on how serious the hit is (again, not every "hit" is the same). One bullet can do 100% of damage to either the plane or the pilot, with either ending in the same result. The other thing that we pretty much have come to a conclusion on (pending any clarification or rebuttal by the devs) is that there is no difference between SP and MP except that our individual experience/perception of them both can lead us to think there is a difference where none exists. It is likely due to the following, as stated by many before: AI planes fly within their performance envelope for their current plane state. So they act very different that players. Players like to "yank and bank" and tear off their plane parts as a result. AI doesn't do that. Of course in SP the AI setting you select makes a difference as well. Comparing flying against AI vs. players is therefore apples and oranges. Its different. But not likely due to the DM being different, because the DM likely is not different.
  12. @gascan Great work. Glad you enjoyed yourself in the campaign and thank you for taking the time to share with all of us.
  13. Great fun and great chases today! Thanks to all who came and played and had fun!
  14. Flying Circus Furball When: Sunday, October 11, 2020 Time: 19:00 UTC/GMT (convert to your local time zone; sometimes the action begins a bit earlier this time of year) Where: Flying Circus Flugpark Type: Dogfights and two-seater missions (drop in & drop out anytime). Entrance: Everyone welcome, regardless of experience. Come fly and have fun! Communications - Flugpark Discord: https://discord.gg/h8MRmyN After Action Reports (aka Flugpark Parser) - http://stats.jasta5.org:8000/en/
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