weapon2010 Posted September 8, 2011 Share Posted September 8, 2011 As you can see,in the picture above the gun barrel is pointed directly at the house at the time of fire.You can see the shell come out at about almost a 30 degree difference to nail a direct hit and kill.Is this an abstraction?I thought gun barrell trajectory and alignment to target was supposed to be more of an exact representation. The shell makes impact in this picture,the gun barrel is still pointing at the house. The gun barrel finally turns to the proper trajectory.I have the video which is even more telling. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted September 8, 2011 Share Posted September 8, 2011 I see the line "Replay mode". In WeGo the animations can occassonally be slightly off sync with the underlying data. 0 Quote Link to comment Share on other sites More sharing options...
weapon2010 Posted September 8, 2011 Author Share Posted September 8, 2011 So your saying its only off in the replay, but in the original the trajectory was right on line.Ive seen this behavior with tanks as well, the gun is not fully aligned to the target and shoots. 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted September 9, 2011 Share Posted September 9, 2011 I´d say it´s mainly a syncing issue and I´ve seen something like that with many weapons and single soldiers in CMBN. Nonetheless, it dawns on me that BFC made a lot of deliberate abstractions, where certain weapons RL capabilities are overruled, in order to achieve...what?! The non existent elevation/depression limits of tank guns and partly light speed reaction times is one of those. :mad: I mainly see CMBN WEGO suffer from BFCs preference for RT matters. 0 Quote Link to comment Share on other sites More sharing options...
LukeFF Posted September 9, 2011 Share Posted September 9, 2011 It's the rarely-seen Krummlauf anti-tank gun. 0 Quote Link to comment Share on other sites More sharing options...
weapon2010 Posted September 9, 2011 Author Share Posted September 9, 2011 From RockinHarry "I mainly see CMBN WEGO suffer from BFCs preference for RT matters" I pray that is not the case. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted September 9, 2011 Share Posted September 9, 2011 From RockinHarry "I mainly see CMBN WEGO suffer from BFCs preference for RT matters" I pray that is not the case. I'd say that is jumping to an awfully quick conclusion with no data. I won't profess to speak for MikeyD, but what I got out of his comment was simply that the creation of the WeGo turn itself from the underlying data can suffer some synchronization. I don't believe that in itself means it has anything to do with RT considerations. It simply means the engine has to build a turn from all the considerations of what happens to each unit moment by moment interacting with every other unit then turn that into a file to present in a compiled format. That compilation process of the video may be out of sync with the underlying data so the guns moment of firing is just a hair ahead of the video clips presentation of it. Ya gotta admit, there is nothing else like it and it is no mean feat to accomplish. All in all I have far many more moments of being awestruck with the scenes created than moments of "Hmm that don't look right". 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted September 9, 2011 Share Posted September 9, 2011 I meant to say, that a number of game mechanics were probably optimized, or in other words, ..."simplified" for getting good frame rates in RT play. For WEGO that´s less of concern and I wouldn´t mind waiting 1-2 minutes more, to see more realistic and thus more CPU intensive game routines in effect. Could be I´m wrong, but both modules, RT and WEGO probably use same game code. If it´s so, I´d wish for WEGO game code to be optimized for realism and not speed. Beside that, I too believe that weapon2010 AT gun is simply out of sync, as has been described and not a bug. 0 Quote Link to comment Share on other sites More sharing options...
mjkerner Posted September 9, 2011 Share Posted September 9, 2011 Synching problems happened alot in IL2 Sturmovik replays of recorded games. The "recording" was simply a copy of the computer code/calculations (sorry, I'm no techie) from that portion of the game/scenario, and that data would get misread at times. 0 Quote Link to comment Share on other sites More sharing options...
Lt Belenko Posted September 9, 2011 Share Posted September 9, 2011 As you can see,in the picture above the gun barrel is pointed directly at the house at the time of fire.You can see the shell come out at about almost a 30 degree difference to nail a direct hit and kill.Is this an abstraction?I thought gun barrell trajectory and alignment to target was supposed to be more of an exact representation..... Its called the dreaded Peyronie's disease cannon barrel manufacturing defect. 0 Quote Link to comment Share on other sites More sharing options...
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