| WHY DOESNT A FORCE LANDING EQUAL A KILL? |
| Written by CRS Staff |
| Thursday, 08 October 2009 09:40 |
Q: When you dive a Spit IX way too fast the controls lock up and you cannot get out. Many people call this lockup or freeze. In a Spit IX this ends up in a lawndart if you dont take action. But what I find interesting is the Spit IX in this state actually starts to put the right wing down and rolls over. It is like the wings stall and the torsion of the prop begins to rotate the plane clockwise.
But it is the physics here that puzzles me. If you are locked up by going to fast meaning your pilot cannot produce enough force with his hands to move the control surfaces (which I believe is what is supposed to be happening) or they just become ineffective. Why does the plane rotate clockwise? BLOO: It's called "compression", where the external forces on the planes control surfaces are too great for the pilot to change them significantly. Some aircraft are more prone to it than others due to difference in aerodynamic properties. Some of the early P-38s were particularly prone to this. This effects the elevators the most, making it difficult or impossible to pull up out of a dive. Rotating clockwise could well be the result of your rudder trim settings. If you are compressed and lawndarting in, you might try a little elevator up trim. It couldn't hurt and it has saved my bacon a few times.
DOC : We agree to some extent. However it’s not as easy to correct as might be imagined, and until we can rewrite the scoring system there really isn’t anything we can do about this. We don’t award kills based on just hitting something, there is an underlying necessity to score a “critical hit” disabling the vehicles combat ability before we award kills, otherwise merely hitting a tank with a rifle would be grounds for a “kill”. The current scoring system can’t tell the difference between a tank hit by a rifle and a plane hit by a rifle, nor can it tell if the plane landed or was ditched. So deciding how to return values to a database that are different based on qualitative judgments (you say you made that plane ditch with a few MG rounds, fine, but the system must know how to differentiate that from a tank hit by a few MG rounds and despawning) requires a great deal more definition and feedback than the scoring system can use presently. Ultimately you are right, and we here at CRS agree that this is the direction we want to go in respect to better scoring of despawn situations. We don’t really like our current scoring system much at all if you need confirmation that there are changes planned for the future. GOPHUR: We currently track hits in the game under the kills tab but we've never translated that to CSR because it has no effect on scoring. I can see where it might be of some benefit to our beleaguered AAA troops though, what with kills so often hard to come by. You guys do a real service to the team though so I'll ask RAMP what he thinks can be done about it.
RAFTER: Of course, not for 1.31 :) Our current "weather" really has little to do with a season like winter. It would take new textures for ground, roads, etc etc. We'd also have to swap out tree models which will make the library a lot bigger. No short term plans for winter I'm afraid.
DEKARD: Yes the stations are capturable. The actual capture area is the front hallway/foyer and the two hallways on the sides. The downstairs platform is part of the city tile, not the building tile and will not trigger capture. The platforms are still there, yes, and there is a narrow stairway on both sides of the station (behind the crates leading down to them.
GOPHUR: No. we've spent most of our host time getting China working and some other things done behind the scenes to support new features. We are changing the minimum spec for our computers to require a broadband connection but the increase in player vis limit needs to be predicated on a new infantry system both host side for less bandwidth and client side for increased performance. Not quite ready to do that yet.
DOC : I can see where you’re coming from, and it would make things easier. However there are a number of issues: The first would be that this isn’t actually possible at present because we have no way to plug your GUI map into the physics generator, which would be required in order to base the “line” you seek off the actual flight profile of your aircraft. Without that ability, it would never be accurate. This would be a lot of work to do in code and while I wouldn’t discount its possibility completely, it would be crazy to think it could be considered a short term proposition either.
DEKARD: The external crates were added to create more play areas and additional concealment from tanks and other infantry. They are also ideal height for LMG/ATR deployment. The sandbag bunkers are more suited to kneeling height.
GOPHUR: It's a great idea and one we thought about when we put in the original factories like the Beer Factory in Chimay and the Bicycle Factory in Antwerp. there are just a couple of problems though. First we don't have a concept for neutral though we would like to overcome that. Secondly and more importantly it turns out the players don't like the idea of having RDP messed with. Our original plans allowed players to affect the RDP cycle times by bombing the factory and the HC could choose which weapons sets to get next. The boots on the ground really didn't like it, or at least the vocal ones. So instead we're looking at allowing Victory Points to be awarded for many aspects of the game including bombing of RDP factories. When we do this we might revisit some of those factories and new ones, to provide Victory for ownership and for bombing. Then we could have more factories that aren't in the rear and provide new targets for all to be concerned about. Q: HC Ability to Stop FB/Veh Spawning? As we all know, one or two tanks or atg's can shut down an fb or veh spawn and cause a massive waste of equipment. What if hc had the ability through the map to shut down a veh spawn or fb? Once the threat is gone it can be opened again. It would give a tool to hc to reduce the amount of wasted equipment etc. GOPHUR: I think that until we have more places for players to spawn it would cause a general revolt. The premise is in the right place though and when we can have dynamic origins and multiple origins I think we can look at allowing something like this. I also think we should still look at some mechanism that was spawn camped, similar to what we do with equipment that was not in combat but despawned. That equipment returns to the spawn list in 15 minutes as long as it was not damaged. I'll talk to the team about this and see what we can come up with. Q: Will there be load out options available(1.31? 1.40? Never?) for the bombers? Choose different size bombs or even torps? GOPHUR: Not on the horizon at this point though the horizon doesn't go much past 1.32. Q: How easy would it be for CRS to server track DD shells? I would enjoy that, because indirect shelling currently is like shooting a needle in a haystack, and I would like to explore its potential. Maybe they could at least increse the 127mm's distance setting over 6k. GOPHUR: I think we answered this last week but it was bombs. Same thing. It's not server tracking the bombs the way we do grenades. The issue is that we need to get the information to targets that are not currently on the vis list of the firing client. This is pretty major, which is why it has yet to be done. On the list but I don't have an answer to when. GOPHUR: I'm always open to suggestion but I'd say the thing I am most interested in is the Victory concept. Allowing the bombing of factories and other strategic (read new) locations to add to the winning of the map and not just having the game be a "capture the whole map" scenario. Sure, there would still be a lot of focus on capturing and holding territory but that change would allow the air game to have multiple impacts. First you help win the war by dominating the tactical air space and helping the ground war advance. Secondly you would have a real need to advance the strategic bombing campaign because you would directly (much more so that what we can allow with current RDP impact) influence the winning of the war. I can't think of a better way to give meaning to the air game than that. |

Q: When you dive a Spit IX way too fast the controls lock up and you cannot get out. Many people call this lockup or freeze. In a Spit IX this ends up in a lawndart if you dont take action. But what I find interesting is the Spit IX in this state actually starts to put the right wing down and rolls over. It is like the wings stall and the torsion of the prop begins to rotate the plane clockwise.
Q: If you make them land, you should get the kill. Another 09 F4 i've made crash land into a random field today. But couldnt strafe intime till he despawns, so i dont get the kill. If ive shot them so much they cant do anything apart from land, it should be my kill.
Q: How about showing Dmg aswell as killed in the CSR stats? Often you can hit alot of planes, but you only get so many kills with AAA.
Q: 1.31 Weather: Any chance for snow? =] I want to take my panzer through snow like the Ardennes offensive or the bitter winters during the Eastern Front campaign.
Q: Is just the front foyer of the new railroad station we see on the image the capture area, or is it on the platforms "downstairs"? (The platforms do still exist, right!? There's some external stairs to get down to them?) I think I will ask the obvious: The big stations are still capture-able, aren't they?
FINALLY
How are the trains coming Gophur? ;)