Author Topic: Aiming  (Read 20521 times)

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Offline Rodo

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Approximately what speed should i slow down to?

I don't remember, I only slowed down because I was almost onto him, So i just slowed down to prevent me from passing him, that gave me enought time to land a couple of hits, the best that could happen to you is getting him while it's turning and showing it's whole shiluette (when you see the "bat" shape), but that doesn't happen a lot of times.

I would take the advise of Meleardil, practice will get you through it, you just have to play it a couple of times and then you get it easier.
el hombre vicio...

 

Offline Angelus

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In terms of gameplay, not really. In terms of physics, a lot.

BtRL used a ve ry strange scaling system where 1m was actually 2.5m. The result being that ships had to travel much faster in order to keep things believable. Getting rid of that was one of the first things Diaspora did because it was completely screwing up our attempts to make anything with capships in.


Yeah, as i converted some ships for the intro video i noticed that a 1.6km long Battlestar isn't 1.6 km long ingame.
Of course, i noticed it after i converted all the ships. My first thought on that was, i should reset the fov - i played with it a bit, but that didn't work.
My second thought was, i did something wrong during conversion, 'cause the BtRL Miner was almost as long as the BS.
As i made a new cockpit for the MkVII i noticed, that the ship is more then twice as long as it should be.

Thank the Lords, you don't use that system, 'cause flying over larger objects ( Capships, large Asteroids ( larger then the ones from the BtRL Demo ) landscapes - with mountains...) makes you feel like flying through bubblegum, i mean it's like you don't move at all.



 

Offline IceFire

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Jackal, if you already have IL-2 experience then you should be working your way up to being a very good deflection shooter.  That is key in FreeSpace 2 and in BtRL as enemy fighters are rarely going to just roll over and present their six for an easy shot.  Sounds like aiming or control input may be a bit of an issue...definitely worth doing a little reading on the subject if need be and applying that to IL-2 and this game.  The techniques are the same.

If you want a suggestion for a good practice aircraft in IL-2...the Hurricane IIb with its 12 .303 machine guns is brilliant as the sheer wash of tracer fire will help teach bullet trajectory while the gunsight and good over the nose view of the Hurricane is good for deflection shots.
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Offline Ace

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Also, our guns have no spread (at least currently)... the bullets go where you aim.

Actually, the KEWs do have spread, but the value is set to be incredibly low so it only takes effect at long ranges (past convergence and then they're effective dogfighting weapons). So, the spread is more asthetic than gameplay in nature.
Ace
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-Alfred Hitchcock

 

Offline Thaeris

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Personally, I did like the spread, especially the shaking of the fighter, in BtRL. Let's not forget that we are in space and that the force from shooting the guns, the RCS trying to compensate for this, and the new slightly imperfect position of the ship whilst shooting another volley is REALLY going to knock a starfighter and its weapons around, especially if those guns are not in line with the center of mass in the z-(forward) axis; the guns on any viper are most definately not. So to me, the "spread" really gave BtRL a sim-quality feeling, a most admirable trait for what most would probably call an "arcade sim."

-Thaeris
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Offline IceWulfe

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I don't know if I should say anything or not due to the fact the devs are trying to make a scifi sim based on real world weapons and weapon systems in a way,but I will try to help in away. Ok the weapons are railguns there is NO oxygen in space so to get a round down range you have to use electro magnetic force..Now the weapon of choice for the F18,F14,F16 and so on is the M61a Vulcan Cannon...This big momma is a multi-barrel gattling gun that uses an electric engine to spin the barrels to an extremely high rpm.So much so that it fires 20mm rounds at a rate of any where between 4,000 to 6,000 rounds per minute. Yes thats right a literal wall of steel. Now most fighters use what is called a historical sight on the hud of the fighter craft to aim the weapon. I could explain this but it woud take more posts than this one.
I could give a more detailed tech read out for you guys if you want. Maybe it could help in a way..Also I do have an Idea for maybe weak spots on fighters like the cockpit and engines..
DON'T go full retard

 

Offline General Battuta

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I don't know if I should say anything or not due to the fact the devs are trying to make a scifi sim based on real world weapons and weapon systems in a way,but I will try to help in away. Ok the weapons are railguns there is NO oxygen in space so to get a round down range you have to use electro magnetic force..Now the weapon of choice for the F18,F14,F16 and so on is the M61a Vulcan Cannon...This big momma is a multi-barrel gattling gun that uses an electric engine to spin the barrels to an extremely high rpm.So much so that it fires 20mm rounds at a rate of any where between 4,000 to 6,000 rounds per minute. Yes thats right a literal wall of steel. Now most fighters use what is called a historical sight on the hud of the fighter craft to aim the weapon. I could explain this but it woud take more posts than this one.
I could give a more detailed tech read out for you guys if you want. Maybe it could help in a way..Also I do have an Idea for maybe weak spots on fighters like the cockpit and engines..

The BSG guns aren't necessarily railguns. It's possible to make chemical weapons fire in vacuum (since the propellant carries its own oxidizer.)

 

Offline IceWulfe

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Thats what I was thinking too someting like symtec or C5 (yes there is a C5) but I thought they were caseless until I saw on episode about
the sabotage of the rounds well any ways if I can help with something let me know
DON'T go full retard

 

Offline Jackal

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I would think they would be made using a solid fuel source like the solid rocket fuel we use in rocket booster in real life. A railgun system really would make sense to use in space but isn't, considering its rounds much higher speed. Also it would have little to no recoil sense there is nothing pushing the craft back (explosive force of propellent).

 

Offline Wanderer

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By definition explosive material carries the oxidizer within it so they all work in space assuming rest of the gun is designed to work in space (no point using gas-operated reloading - like common assault rifles). Of course the heating would be a big issue but then again given the required energies so would it be magnets as well.

Also though the vulcan has mightily high rate of fire the aircraft generally carry ammunition for rather short bursts... Say with 6000 rps the F-15 can fire (900 and then some) for a tad less than 10 seconds while F-18 has ammo for something like 5 or 6 seconds. Well.. it would definitely be almost continuous stream of shells but also rather short lived one.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Jackal

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The vulcan weapon system has the option to use different rates of fire pilots are generaly told to use the lower rate unless doing strafing runs on ground targets so they could put as many rounds down as possible on the target befre pulling out. Least thats what they always told my dad when he was a pilot (f-15).

 

Offline IceWulfe

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Well I  have some old vids on some of the air strikes I called in when I was in the Marines also if the dev team wants I might be able to dig up some old audio on explosions gun fire and radio chatter what do you say? you game?
DON'T go full retard

  
Is the third person view goin' to be as accurate as the first person view ? ( i mean aiming and shooting)

 

Offline Rodo

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Is the third person view goin' to be as accurate as the first person view ? ( i mean aiming and shooting)
that's related to game engine itself, so if it's not fixed by the SCP members then it will still be as it is right now.. I'm guessing the Diaspora team is selecting a build from SCP to run their mod just like BtRL did.
Anyways it's not that big issue either, the aiming get inaccurate when at close combat, for me it seems to be working fine on the medium-long distance.
el hombre vicio...

 

Offline castor

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Personally I loved the way that BtRL didn't feel at all like Freespace. It felt like a BSG game. That's a pretty amazing achievement and I imagine everyone would be much happier with a game that continues that tradition as opposed to becoming Freespace with BSG models.
Yes! It avoided a great deal of the "airplanes in space" feeling that FS has. The gameplay was NEW! (at least it got me by surprise).
With a price, of course, but I never felt hitting to be too hard in single player. MP is another story.. but so it is in FS.

 

Offline Martinus

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When I played BtRL I initially felt 'Eh? Why does this feel weird?' but it took a relatively short time to acclimatise myself to. Aiming was fine after a few minutes and I usually fly point-blank regardless; if I can't read the serial-number on the engine bell I'm not close enough for my liking. (Note to self: Too close for bombs, switch to guns).

I would say though that those ****ing stupid protect-the-convoy-from-the-bastard-asteroids worked even less than in FS2. I believe I might be lighting the blue-touch paper and not really retiring to a safe distance in making that comment though.

 

Offline MR_T3D

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I would say though that those ****ing stupid protect-the-convoy-from-the-bastard-asteroids worked even less than in FS2. I believe I might be lighting the blue-touch paper and not really retiring to a safe distance in making that comment though.
NO PROTECT FROM ASTEROID MISSIONs FOR THE LOVE OF GODS

 

Offline StarSlayer

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What about protect asteroids from convoy missions?
“Think lightly of yourself and deeply of the world”

 

Offline karajorma

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I would say though that those ****ing stupid protect-the-convoy-from-the-bastard-asteroids worked even less than in FS2.

Ummm. Why?
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Rodo

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When I played BtRL I initially felt 'Eh? Why does this feel weird?' but it took a relatively short time to acclimatise myself to. Aiming was fine after a few minutes and I usually fly point-blank regardless; if I can't read the serial-number on the engine bell I'm not close enough for my liking. (Note to self: Too close for bombs, switch to guns).

I would say though that those ****ing stupid protect-the-convoy-from-the-bastard-asteroids worked even less than in FS2. I believe I might be lighting the blue-touch paper and not really retiring to a safe distance in making that comment though.
It was impossible to keep the Monach completely safe, but that was not an issue with the engine, I guess the mission was freded with a heavy asteroid bombardment and combining with high-medium speed of the rocks that made the mission quite a punch... but even so, it was almost impossible to loose the Monarch to that rain of rocks.. even being as dense as it was.
el hombre vicio...