Bug, features, and issues in the game
Posted: Wed Oct 31, 2007 1:05 pm
The Rats already know this, but need a *little* reminding.
RPM = Rounds (bullets) per Second. RPS = Rounds per Second
ALL the TG/manual guns fire MUCH slower then they should, up to 50% slower (timed by stopwatch but with +/- 10% error).
Breakdown:
UK
Both Blens and Havoc have a “Vickers K†MG, currently with 250 round drums, 2 in Blen, 4 in Havoc.
The correct “Vickers K†used a 60 round drum for hand manipulated guns (a 100 round version was special purpose, but could have been used).
I do not know exactly, but I think the Blen carried 5 or 6 drums, and the Havoc had 8, but I have no problem if they carried much more.
The in game rate of fire is also too slow. It should be 950 RPM, or about 16 rounds a second.
FR
DB-7 is only unique FR aircraft (Blen4 same as UK, Ju52 same as GR).
Its MAC34mg uses 100 round drums (correct), but its firing rate is also too slow. In game is 860 RPM, should be 1200-1500 RPM!
Lets say 1380 RPM (upper middle number), that is 23 RPS, so it will empty a 100 round drum in 4.3 seconds, but game version is 7 seconds! 50% SLOWER then what it should be!!
GR
ALL the German TG guns are the venerable MG-15, with a rate of 1000-1100 RPM (slightly less then MG-17 in Me-109's), with 75 round 'Double Drum" (similar to game LMG "Single Drum").
In game firing rate is 13 RPS, when it should be 18 RPS (1080 RPM, upper middle), also 33% slower then it should be!
Game guns have 100 round D-Drums, when it should be 75.
DB-7’s gun is the most accurate of all (and showcase of CRS’s work!), but is a little off. The MG is mounted on a carriage that moves on the track correctly done in game, however the gun is on a pintle as well, so it can continue to traverse well to the sides, going so far as to the sides and even forward, so if possible should be expanded (elevation is correct). The bottom gun should be able to elevate higher, to just below the window frame.
==(did not list the Axis errors, unless you want me to put in)==
CSR improvements (more complete score keeping)
Basically the bomber pilots need bragging rights! Missions, scores, success, top 100, etc.
1. In the CSR for individual players add "Factory Bombed", or “Strategic target hit†for things like Train depots, ports, AF’s, etc.
2a. TOP 100 Factory Bombing.
2b. TOP players with OPTION to only include successful RTB! (more bragging rights to say I made it back! And of course discourage despawn after drop).
3. have players names in the GAZETTE, saying something like “Ampos250 participated in bombing Amiens RD&P Facilities.
His participation in the latest heavy attacks by Axis bomber formations over Amines has caused RD&P output to drop to 37% at that city.
4. MULTIPLIER for shooting down EA! A quick fix until a new combat score method is created. Currently a bomber get 6 points for shooting down fighter, so a simple 5x multiplier will give 30 points, OR why not just make it 40, period? It will be a HUGE incentive for bombers to be intercepted!
5. Up the points for damaging factories, 40 to 50, so the time invested is very lucrative, IF you can hit the target!
6. IF the factory is 100% destroyed, then there is a 30 to 60 minute delay before repair is started, encourages in finishing the job, and maintenance bombing.
7. Individual factory status on WW2OL web site, other players will directly see the effects of RDP bombing, and participants will have a great reward, which will greatly encourage others to give it a try! AND the HQ's can measure with much more accuracy the results of the efforts.
8 And some way for escorts to get some credit. I suggested a few points (5?) for missions over 1 hr in length. Yes it will be abused, but if only a handful of THOUSANDS do it, then its OK. After all, there is a lot of other abuses that are much worse. I think bombers should also get credit for spending so long for 1 mission.
User Interface
We need a DOT command that will list factory status in game for each side (.facuk .facfr .facgr), and output like 1=100%, 2=49%, 3=DEST, 4=100%, etc (is command line in game, using already gathered data.). The “.RDP†is not good for planning a mission, but it does help to decide if mission is needed.
Bombsight: Either CENTER MARKS (arrows inside the sight), OR a KEY that will auto center, OR the ability to assigned another control to it OR a Bombsight LOCK key, if nothing else.
TARGET ELEVATION! Either part of “.ownâ€, or a new one, “.elâ€
“TARGET†and “ORIGIN†waypoint icons, make smaller and transparent (so we can see name under it
MORE later. This for you to chew on for now
OH!! Does the SB have PLENTY of oil for a mission?? The He-111 actually runs out of oil BEFORE it runs out of fuel!
RPM = Rounds (bullets) per Second. RPS = Rounds per Second
ALL the TG/manual guns fire MUCH slower then they should, up to 50% slower (timed by stopwatch but with +/- 10% error).
Breakdown:
UK
Both Blens and Havoc have a “Vickers K†MG, currently with 250 round drums, 2 in Blen, 4 in Havoc.
The correct “Vickers K†used a 60 round drum for hand manipulated guns (a 100 round version was special purpose, but could have been used).
I do not know exactly, but I think the Blen carried 5 or 6 drums, and the Havoc had 8, but I have no problem if they carried much more.
The in game rate of fire is also too slow. It should be 950 RPM, or about 16 rounds a second.
FR
DB-7 is only unique FR aircraft (Blen4 same as UK, Ju52 same as GR).
Its MAC34mg uses 100 round drums (correct), but its firing rate is also too slow. In game is 860 RPM, should be 1200-1500 RPM!
Lets say 1380 RPM (upper middle number), that is 23 RPS, so it will empty a 100 round drum in 4.3 seconds, but game version is 7 seconds! 50% SLOWER then what it should be!!
GR
ALL the German TG guns are the venerable MG-15, with a rate of 1000-1100 RPM (slightly less then MG-17 in Me-109's), with 75 round 'Double Drum" (similar to game LMG "Single Drum").
In game firing rate is 13 RPS, when it should be 18 RPS (1080 RPM, upper middle), also 33% slower then it should be!
Game guns have 100 round D-Drums, when it should be 75.
DB-7’s gun is the most accurate of all (and showcase of CRS’s work!), but is a little off. The MG is mounted on a carriage that moves on the track correctly done in game, however the gun is on a pintle as well, so it can continue to traverse well to the sides, going so far as to the sides and even forward, so if possible should be expanded (elevation is correct). The bottom gun should be able to elevate higher, to just below the window frame.
==(did not list the Axis errors, unless you want me to put in)==
CSR improvements (more complete score keeping)
Basically the bomber pilots need bragging rights! Missions, scores, success, top 100, etc.
1. In the CSR for individual players add "Factory Bombed", or “Strategic target hit†for things like Train depots, ports, AF’s, etc.
2a. TOP 100 Factory Bombing.
2b. TOP players with OPTION to only include successful RTB! (more bragging rights to say I made it back! And of course discourage despawn after drop).
3. have players names in the GAZETTE, saying something like “Ampos250 participated in bombing Amiens RD&P Facilities.
His participation in the latest heavy attacks by Axis bomber formations over Amines has caused RD&P output to drop to 37% at that city.
4. MULTIPLIER for shooting down EA! A quick fix until a new combat score method is created. Currently a bomber get 6 points for shooting down fighter, so a simple 5x multiplier will give 30 points, OR why not just make it 40, period? It will be a HUGE incentive for bombers to be intercepted!
5. Up the points for damaging factories, 40 to 50, so the time invested is very lucrative, IF you can hit the target!
6. IF the factory is 100% destroyed, then there is a 30 to 60 minute delay before repair is started, encourages in finishing the job, and maintenance bombing.
7. Individual factory status on WW2OL web site, other players will directly see the effects of RDP bombing, and participants will have a great reward, which will greatly encourage others to give it a try! AND the HQ's can measure with much more accuracy the results of the efforts.
8 And some way for escorts to get some credit. I suggested a few points (5?) for missions over 1 hr in length. Yes it will be abused, but if only a handful of THOUSANDS do it, then its OK. After all, there is a lot of other abuses that are much worse. I think bombers should also get credit for spending so long for 1 mission.
User Interface
We need a DOT command that will list factory status in game for each side (.facuk .facfr .facgr), and output like 1=100%, 2=49%, 3=DEST, 4=100%, etc (is command line in game, using already gathered data.). The “.RDP†is not good for planning a mission, but it does help to decide if mission is needed.
Bombsight: Either CENTER MARKS (arrows inside the sight), OR a KEY that will auto center, OR the ability to assigned another control to it OR a Bombsight LOCK key, if nothing else.
TARGET ELEVATION! Either part of “.ownâ€, or a new one, “.elâ€
“TARGET†and “ORIGIN†waypoint icons, make smaller and transparent (so we can see name under it
MORE later. This for you to chew on for now
OH!! Does the SB have PLENTY of oil for a mission?? The He-111 actually runs out of oil BEFORE it runs out of fuel!