Posted by: HOOF
Posted on: 15:56:29 11/12/98
Message:
I haven't gotten irrationally flamed in a while so I figured it was my
turn now =)
Actually what I'm posting about is an explanation of the major changes
in gunnery in WB with 2.5 and it's effects upon gunnery. People have been
complaining about the changes and I don't feel that there is a good understanding
of what the changes really are, so here I am.
Before I begin, let me mention a description of WB communications and
net lag that I wrote before coming to IMOL. The URL is:
http://www.rdrop.com/users/hoofj/netlag.htm
and in it is a description of comms between front ends and the host,
an explanation of net lag, and an analysis of the effects of net lag in
the game (including why when you look back at a bogie and see him at range
12 in a 400mph chase he sees you at a much closer range, even range 7 depending
on net lag).
Let me sum up the gunnery model before 2.5. Basically each plane had
2 banks of guns (ki43 is an exception). Due to CPU/Bandwidth limitations,
each bank was limited to 8 individually tracked "projectiles"
per second that can be fired. Thus firing both banks, a maximum of 16 "projectiles"
would go out and potentially hit the target.
Obviously no WW2 planes fires exactly 16 "projectiles" per
second, so in order to model accurate damage effects from a plane's main
guns, each "projectile"'s lethality was adjusted to compensate.
Say you have a bank of 4 .50cal guns in the secondary bank. Those .50cals
can fire about 48 individual slugs per second (combined). Thus to fit that
kind of firepower into 8 "projectiles", each projectile has to
be effectively six .50cal rounds in order for the damage to work right.
My (now obsolete) plane performance page at
http://www.rdrop.com/users/hoofj
has rounds/"projectile" stats for each of the 2.0 planes, which
gives an idea of how much "damage" a single "ping" did
for various planes with the old gunnery system.
Since muzzle velocity, gravity drop, and lethality is modelled in Warbirds,
this model gave a rather accurate representation of "real life"
WW2 prop plane gunnery. However, one critical aspect of "real"
gunnery was missing, namely differing Rates Of Fire. Since the number of
projectiles a real plane could fire was divvied up amongst 16 "projectiles"
per second, this tended to group damage into individual hits, thus a FW190a8's
cannon could inflict 6 20mm hits for *each* ping of the cannon every time
it hit regardless of the situation. If this was a horizontal stabilizer,
this ususally meant a dead plane, regardless of whether the target was flying
through the bullet stream at 500mph rolling wildly, or was motionless to
the FW's point of view.
In addition, the differences between machine guns and cannon were mitigated
because two "projectiles", one from 4x.50cals, one from 1x20mm
cannon could do about the same overall "damage" per ping/hit.
In "real life" this isn't usually the case, because if the target
is moving through the bullet stream when this hit takes place, those four
.50cals would get scattered over the target while the 20mm would get concentrated
damage when it hit.
In WW2 there was a serious debate whether a lot of high rate-of-fire
machine guns were better/worse than few low-rate-of-fire cannon. On the
one hand the machine guns gave a much higher chance of scoring a hit statistically
in most situations, but the cannon tended to inflict far more critical damage
when you did hit, with the machine guns being less effective when the target
is moving through the bullet stream (a lot of damage in one spot on a plane
is much worse than the same damage scattered all over the plane).
Now on to 2.5. In 2.5 the weapons system was revamped from the ground
up and one of the major changes was the gunnery system. With increased CPU
power and bandwidth (plus 3+ years of experience with online sims and how
to make things efficient), it is now possible to model far more than 16
rounds per second for the main guns without choking the frame rate or modem.
We are now able to model every round for recoil, ammo weight, roll intertia
changes, and other plane-based physical properties to a much finer degree
than before (no more rocking left/right when you fire the P51's guns now,
since the recoil is more or less evenly distributed between the wings).
However the technology isn't quite there to model every single round from
high rate of fire planes, as far as tracking the rounds after they fire
(at least without choking the frame rate everytime you touch the trigger).
But, we are able to model a much higher rate of fire than before, which
allows us for the first time to model a constistant number of rounds per
"projectile" between all guns. The .50cal on a P47 hits with the
same number of rounds per "ping" as a 30mm Mk108 on a 109K or
Me262. A SpitFire Mk 1 hits with as many rounds per "ping" as
a bf109f's single pair of 7.9mm. The *big* difference is that different
planes can fire different number of "projectiles" per second,
in fact we model this per gun, so that the same gun on one plane fires the
same RoF as it does on another plane.
The ramifications for this are huge. Planes with lots of machine guns
tend to have hosepipes now, firing many rounds into the air. Anyone who
has taken statistics knows that if the probability of hitting a target is
x%, then firing 2x the number of "projectiles" as before will
yield approximately twice the hit probability (for low probabilities). Basically
the planes with 8x.303s or 6x.50s are going to find it *much* easier to
score hits than before (especially at range), because now you're throwing
out several times the number of individually tracked projectiles as before.
This is the #1 cause of the perception of easier long range gunnery. In
2.0 if you hosed away at range 9 and got 1 hit every 3 seconds, now you
might get 3-4 hits or more. Naturally the machine-gun planes benefit far
more because the cannon planes don't throw out as many rounds per second
and are much closer to 2.0 as far as number of "projectiles" modelled.
Now for the flip side of this coin. It is much easier to hit with high
Rate Of Fire planes, but the overall damage per second is exactly the same
as in 2.0. What this means is each "hit" does less damage. For
planes like the FW, or the P47, which had high bullet/"projectile"
counts in 2.0, people will notice a huge decrease in damage/ping. In 2.0,
an a8 can kill with 2-3 pings of cannon. Now it could take many more pings
to do the same damage. In addition, the lack of concentration means that
if successive hits don't hit the same location, you'll scatter damage around
the target plane reducing the effectiveness of the hits. Thus shooting wildly
gyriating planes can take quite a bit of time to down, where before a lucky
ping or two would kill him.
To sum up, the new gunnery model gives a sense that it's easier to hit
targets, especially at long range, however it also gives a sense that the
guns are much less effective, unless you land concentrated bursts on a specific
part of the target plane. Remember, however, that firepower/sec is exactly
the same. Each plane has exactly the same damage potential per second as
it had before. It's just divvied up amongst more "projectiles"
than it was before. Rates of Fire and Numbers of Guns for planes now becomes
an even bigger difference between the planes of Warbirds.
BTW, each Ping is still heard as a "Ping". People in the BoB
will find themselves hearing a wall of Pings when hit by a spit/hurri now
where before they'd hear only a few (when they die). Being attacked by an
Me262 you'll only hear a few (maybe even just one) before being mortally
wounded.
Warbirds is also the first sim to actually track more projectiles than
you "see". You see a tracer for each 4-5 rounds "fired".
We model other rounds "in between" these tracers as well, this
is why you light up the target when you hit much more than the tracers would
seem to imply. The statistics are 5 rounds per tracer for .30cal weapons,
and 4 rounds per tracer for larger calibre weapons. These are historically
common tracer/round counts. Again I wish to reiterate that we actually throw
out more "projectiles" than this, while only display a fraction
of them.
The ramifications of these changes are these:
People will find themselves able to hit at long range much easier. However
their damage potential at range will be statistically the same.
People who tend to get the bulk of their kills at long range or vs maneuvering
targets or when targets pass through their gunsight quickly will find that
it's now much harder to score kills.
People who rely on close range, tracking/steady targets, and concentrate
their fire in one spot will notice little change.
Planes will appear to light up much more on machine-gun equipped planes
when you get a good solid hit. These same planes won't do much if you light
em up with the same number of "pings" as in 2.0 since you are
hitting with much less damage per "ping" than you would in 2.0.
Most planes require many more hits than before to do the same damage, and
require much steadier shooting to do the same damage.
I hope this clears up some questions people may have on 2.5's gunnery
model. |