BOBII Hot Fix #2 Update

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Buddye
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BOBII Hot Fix #2 Update

Post by Buddye »

Hi customers,

The BDG is happy to provide the Hot Fix #2 update.

Instructions (for your 2.08 install)

1. Back up (copy) your 2.08 EXE and pdb files to a safe place.
2. After downloading and unpacking (with rar), paste the EXE and pdb files into your BOBII folder right over your 2.08 install.

You only need Hot Fix #2

http://www.shockwaveproductions.com/bob ... _Fix-2.rar

This is a very significant update. The major features are:

1. An enhancement (really a make over) of the AAA and Flak
2. Implemented Flak so it can now kill an enemy A/C
3. A total re-coding of the bullet dispersion code
4. Implemented single character Label option
5. Other smaller features, options, and fixes

The Hot Fix #2 contains many Bdg.txt options so you can control flak kills, AAA, Dispersion, and single character labels. I recommend you read/review the read me text so you can set up the options and control the game to your personal taste. I also recommend you try (take a hard look at) the Dispersion Defaults before changing them as many hours of test time was required to develop the defaults.

Hot Fix #2 Read Me Text

1. Fixed a CTD in AirCombat caused by a SAG flight.

2. Fixed a CTD in Overlay.cpp caused by using ai.unfriendly pointer with a AUTO_BOMB movecode (the ai.unfriendly movecode is not valid).

3. Fixed the Bomber Stragglers so that they break out of formation and drop back away from the other bombers. I needed to decrease Straggler’s speed by about 5% so they drop back slowly. They will then head home (at the correct WP) or continue to the target to try and drop their bombs (based on random numbers as always). Thanks to Chumleigh for this one.

4. I added the skill level for our Bomber gunners and the rear gunners on the 110, JU87, and the RAF Defiant (higher skills shoot more accurately). I also reduced the accuracy of the Bomber gunners and the rear gunners on the 110, JU87, and the RAF Defiant. I implemented the change so that I can “tune” the rear gunner’s accuracy in the 110, Defiant, and JU87 as well as the Bomber gunners accuracy (both player and AI). Thanks to Alex for pointing this one out to me.

Here is some information I used for the design and implementation of the Dispersion code so you can review the text and get an idea what we are trying to accomplish. .

SIMHQ data - Dispersion. A target shooter will fire his rifle a number of times to establish a ‘group.’ The smaller the group, the more accurate the shooter is.

A modern aircraft gun has a similar characteristic. Technicians will fire the gun at a target and then count the projectile impacts and measure their pattern from the center aim point. Typically, this calculation will be expressed as a percentage of rounds fired within a certain area, usually a circle with the aim point at its center, and is called the gun dispersion.

A typical modern gun dispersion results in about 80% of the rounds being grouped in a five foot (1.52 meter) diameter circle at a range of 1000 feet (304 meters).

Osram data - Bullet dispersion is 1 meter per 100 meter travel in both RL (back then) and BoBII.

I am using Osram’s data for the BOBII implementation as it is not for only modern guns. The dispersion for a BOBII gun was a circle at 300 meters with a radius of 1.5 meters (150 cm).

I also added the following 11 Bdg.txt Dispersion parameters. The Dispersion was the “core” of these changes (except for the skill levels) and it was completely re-code with bugs fixed. The old Dispersion was done a very inexperienced coder named Buddye back in 2003 for BOBI. BobII had totally outgrown that approach and implementation. The following Bdg.txt parameters were added so that customer can change the bullet dispersion to his personal taste. I do recommend you carefully try/use the defaults as 100’s of hours of test and analysis time was required for the determination of the defaults by the BDG. As always, my thanks to Bader for his leadership, testing and support.

Dispersion_Bomber_Gunner_Player = 450
Dispersion_Bommer_Gunner_AI = 200
Dispersion_Flyable_Planes_Player = 100
Dispersion_Front_Cannons_AI = 100
Dispersion_Def_JU87_Front_Guns_AI = 100
Dispersion_Heavy_Fighters_Front_Guns_AI = 100
Dispersion_Def_Rear_Gunner_AI = 150
Dispersion_JU87_Rear_Gunner_AI = 200
Dispersion_ME110_Rear_Gunner_AI = 200
Dispersion_Veteran_Regular_Skill_Increment = 10
Dispersion_Poor_Novice_Skill_Increment = 10

5. A very long shot but I added defensive code to protect against a “NULL” pointer in AutoShoot. Thanks to reflected for reporting this one. It will do no harm but may not fix anything.

6. Fix a bug where when a Bomber dropped his bombs the fighter targeting him is set to ai.unfriendly = NULL which puts the fighter in a disengage movecode. I have been looking for this bug for a year. I called it the ai.unfriendly bug (bugs get names when they go unsolved).

7. Fixed a bug to prevent jet action after death if the previous maneuver was the MANOEUVRE_SPINOUT (after death only fix).

8. While I was fixing a bug (thanks to Uriah) where SHORTENED_LABELS did not work (broken long ago), I added the following feature for labels,

Single_Chararacter_Labels.

To get Aircraft Names (Labels), you must set in the BOBII GUI in Options->Sim->Game Aircraft Names = ON. You then use the “T” key to toggle labels ON/OFF.

In addition to the GUI setting above, for 2.09, you “must” also select only “one” of the following Labels options in the Bdg.txt as “ON”:

Single_Chararacter_Labels # the default is a single character [w] for wingmen (friendly) and an [e] for enemy (target)
SHORTENED_LABELS # short Label example – ME109
Show_MoveCodes # For testing AI maneuvers

The default for all 3 of the above Bdg.txt parameters is “OFF”. If all are “OFF” then you will get the long label (example – BF109E4).

NOTE: If you select two or more options as “ON” you will not get any labels (even if your GUI setting is ON).

You also have the option of choosing a single character if you are selecting the BDG_Values.Single_Chararacter_Labels = ON by using:

Single_Character_Label_Enemy= # Input a single character of your choice for your label
Single_Character_Label_Friendly= # Input a single character of your choice for your label

So if you are interested in trying the new single character feature, here is what you will need to do:

Find the following Bdg.txt parameters in the file Bdg.txt in the BOBII folder (use the NotePad find to search):

Single_Chararacter_Labels
SHORTENED_LABELS
Show_MoveCodes

Then set the above Bdg.txt parameters like this (only one can be set = ON at a time):

Single_Chararacter_Labels = ON
SHORTENED_LABELS = OFF
MoveCodes = OFF

and then find and set the following two Bdg.txt parameters like this:

Single_Character_Label_Enemy= +
Single_Character_Label_Friendly= *

Except choose your personal single characters

9, I added a Plus or Minus random “Error” by skill level (higher skill level has a smaller error) for the Bomber Gunners and the A/C Rear Gunners.

10. Fixed a CTD in USERMSG.cpp thanks to Ric. This was a very old problem dealing with the SAG. It seems that no one runs BOBII like Ric.

11. I have given the AAA code a makeover. I focused fixing the bugs that prevented the AAA from performing and I also looked at improving the AAA it accuracy. The AAA to me consists of (1) bullets and (2) flak (shells that explode or burst). The AAA bullet types work about the same as A/C bullets. The flak works a bit different.

The code looks for a flak burst overlapping an A/C to determine a hit. If you have a hit then damaged is forced on the A/C. You must force damage because the BOBII damage engine does not take care of flak damage like it does for bullet damage.

Here are the AAA and Flak Bdg.txt parameters options that you may want to consider for change or leave as default:.

a. Do_You_Want_Flak_Over_France=OFF # ON = Player Gets Flak Over France or OFF = Player Gets No Flak Over France

The default is OFF as that is the current implementation.

b. Increase_Flak_and_AAA_Rate_Of_Fire=OFF # ON = increase the Ground Flak and AAA rate of Fire or OFF = Stay with the same Flak and AAA rate of fire as in the BOBII Gun specs

The default is OFF as that is the current way the game is set up and operates, but if you have the Processing power and enjoys some AAA and Flak tension give it a try.

c. Flak_Size_In_Meters = 11.0 #The flak size is used to force major damage to an A/C when the flak overlaps the A/C. Used to Simulate a A/C significant flak hit.

The default is 11.0 meters (flak is about 10 meters and a Spitfire wing is about 12 meters, so 5 meters radius for flak and 6 meters for the Spitfire = 11 meters). If you fly mostly against bombers you may want to increase the Flak Size Parameter.

You will know when it is a flak hit as the left or right wing will rip off very suddenly, or both tail fins will rip off, and the pilot will bail out..

This parameter is for Stickman who says that the odds of getting hit by flak in 1940 were about the same as drawing a Royal Flush in poker.

For those interested in getting flak hits at a very low but they will happen sometimes (or to test the feature), my testing has shown a Flak_Size_In_Meters=25 will get infrequent but possible flak hits.

d. Do_You_Want_Flak_And_AAA_Fire=ON # ON = Player 'Gets' Flak and AAA fire or OFF = Player Gets 'No' Flak and AAA fire. For saving processor resources

The default is ON as that is the way it is now but Beta Testers have noticed increased processing (as the bugs fixed permits additional fire) when the Flak and AAA is in full fire mode. Also may help customers with weaker PC’s to save some processing.

e. Do_You_Want_Flak_And_AAA_Fire_if_Friendly_within_1000_Meters= ON # ON = Flak and AAA when friendly is within 1000 meters or OFF = No Flak and AAA fire when friendly is within 1000 meters

The default is ON as that the way it is now (all AAA and flak fire at enemy target). Many players will want AAA and flak off to prevent friendly A/C form being hit. In addition, large dog fights take significant processing power so limiting the flak and AAA will be a help for some. On the other hand it is fun to dog fight around flak and AAA as it just adds to the stress level if you have the processor grunt.

12. After an Air-to-Air collision both the Target A/C and the Hitter A/C pilots bail out or crash as the damage is too serious to continue. In the old method was that only the player took damage from an air-to-air collision which seems very wrong.

13. After working on the AAA and Flak code, I discovered that Rowan had made some interesting decisions with respect to the hand held guns..

The Rowan guys limited the fire from the hand held guns (110, JU87, def, and bomber gunners) by setting all of them to reload at 500 (that is 5 sec or 500 csec). This sets these guns to fire (four bullets) only every five sec if they can target an enemy.

Rowan did this I think because they did not have good control over the accuracy of the gunners as we just discovered. Now that we have the Dispersion parameters and some experience I think we can turn these guns loose, if we want. The bomber gunners had 900 bullets. I am not sure how many bullets the 110, Def, and Ju87 gunners had but the software checks for out of stores.

The game play would be enhanced (more exciting against the gunners) if we could turn these gunners loose and let them shoot when they can target (I do not think they can target all that often). You may have to re-tune the dispersion parameters (or not) depending on the your results and personal taste.

I implemented the following Bdg.txt parameter so the customer can have a option:

Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=OFF # ON = Increased Firing rate to Historic for hand held guns OFF = Leave the firing rate as implemented currently

As is my policy (mostly) the default is OFF as that is the way the current code works.

14. During Beta Testing, a few of the Beta Testers commented that the 40 MM Bofors AA guns were too strong and accurate. I implemented a new Bdg.txt parameter for changing the reload time for the 40 MM Bofors. This parameter can be used to either in crease or decrease the firing rate of the guns. I also introduced a random error for the Bofors to tame them down a bit.

LT_BRIT_BOFORS_Reloadtime = 100 #the reload time in cseconds (cs / 100 = seconds) for the LT_BRIT_BOFORS 40 MM AA Gun. Just increase this parameter to reduce the BOFOR rate of fire.

The default is 100 CS or ONE Second (a CS is 1/100 of a second or seconds = CS/100). If you want to reduce the Bofor’s rate of fire (example) just set the parameter to the following:

LT_BRIT_BOFORS_Reloadtime = 1000 (10 seconds) so you will get about 1/10 the rate of fire from the Bofors then with 100.t

15. When you get a “red” tint over the screen then BOBII is trying to tell you that your canopy has been damaged badly and the pilot is hurt or dead. I added the code to ensure that you crash when this occurs. Thanks to Borton for this catch.
16. When one elevator and one horizontal stabilizer is damaged and missing (= BS_DEAD in the program). The player will be crashed as his plane is really not flyable anymore. Thanks to Marine for this catch and post.

17. Fix a small bug when Max_Number_AI_Targeting_AI = 1 as it would permit 2 subject AI to attack the target AI.. Thanks to Borton for this catch.
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

Tango589
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Re: Hot Fix #2 Update

Post by Tango589 »

Downloaded and installed, cheers for all the great work! :D
All I want is a pair of wings.

Jethro
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Re: Hot Fix #2 Update

Post by Jethro »

A lot of great stuff here! :o 8) 8) Reading the entire list is really interesting (and fun almost as much as playing!... :wink: ); will have to study it in deep so to get the maximum from that update (just not a simple hot-fix, you did a brilliant job!).

Of course I've just a little request to you all BDG guys (for the next 2.09 upgrade maybe...): could you please consider the option of being less conservative about the bdg.txt settings of the new features you implement? IOW you did an excellent job in the last years but when it comes to see all the new good stuff ingame sometimes the bdg.txt option is set to OFF by default.
An experienced BoBer can tweak any settings to meet his own taste, so no problem for him. The average player on the other hand may miss a lot of good things if he cannot or just doesn't fancy to mess with all the fine tunings and the (almost hidden) needed settings...

So my request is: could you please review all BDG settings and set directly to ON all the things that seems to be more sensible or appropriate according to your experience in such a sim (I know you cannot meet the taste of everyone out there...)? One may be an experienced sim pilot but a complete noob about setting a game without having an intuitive GUI.

What do you think about taking this responsibility on your shoulders as a Team? I'm sure WoV would definitely take a big advantage from that.

Again thanks a lot for this update, it looks really terrific.

Regards,
J

Jethro
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Re: BOBII Hot Fix #2 Update

Post by Jethro »

7. Fixed a bug to prevent jet action after death if the previous maneuver was the MANOEUVRE_SPINOUT (after death only fix).

THANKS!!!! :D

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Oli
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Re: BOBII Hot Fix #2 Update

Post by Oli »

Great job !

Thanks a lot to the whole BDG Staff. :D

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Buddye
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Re: BOBII Hot Fix #2 Update

Post by Buddye »

Hi Oli, long time no read. Glad to see you back.

I thought I would post this information here as well as on the main forum for anyone interested:

BTW, if interested, here is the way Buddye likes to run with the new Bdg.txt parameters (Remember to get all these new parameters just start BOBII first and then exit) :

Dispersion

Dispersion_Bomber_Gunner_Player = 450 #For Dispersion Beta Testers and customer tuners
Dispersion_Bomber_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners
Dispersion_Flyable_Planes_Player = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Front_Cannons_AI = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Def_JU87_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Heavy_Fighters_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Def_Rear_Gunner_AI = 150 #For Dispersion Beta Testers and customer tuners
Dispersion_JU87_Rear_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners
Dispersion_ME110_Rear_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners
Dispersion_Veteran_Regular_Skill_Increment = 10 #For Dispersion Beta Testers and customer tuners
Dispersion_Poor_Novice_Skill_Increment = 20 #For Dispersion Beta Testers and customer tuners

Flak and AA

Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=ON # ON = Increased Firing rate to Historic for hand held guns OFF = Leave the firing rate as implemented currently
Flak_Size_In_Meters = 11.750000 #The flak size is used to force major damage to an A/C when the flak overlaps the A/C. Used to Simulate a A/C flak hit.
LT_BRIT_BOFORS_Reloadtime = 100 #the reload time in cseconds (cs / 100 = seconds) for the LT_BRIT_BOFORS 40 MM AA Gun. Just increase this parameter to reduce the BOFOR rate of fire
Increase_Flak_and_AAA_Rate_Of_Fire=OFF # ON = increase the Ground Flak and AAA rate of Fire or OFF = Stay with the same rate of fire as always
Do_You_Want_Flak_Over_France=ON # ON = Player Gets Flak Over France or OFF = Player Gets No Flak Over France
Do_You_Want_Flak_And_AAA_Fire=ON # ON = Player 'Gets' Flak and AAA fire or OFF = Player Gets 'No' Flak and AAA fire. For saving processor resources
Do_You_Want_Flak_And_AAA_Fire_if_Friendly_within_1000_Meters=ON # ON = Flak and AAA when friendly is within 1000 meters or OFF = No Flak and AAA fire when friendly is within 1000 meters

Single Character Labels

Single_Character_Label_Enemy= + # Input a single character Label for the Enemy of your choice
Single_Character_Label_Friendly= o # Input a single character Label for the Friendly of your choice
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

BattlerBritain
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Re: BOBII Hot Fix #2 Update

Post by BattlerBritain »

Great stuff guys. :D

Quick question about pre-HotFix2 Campaigns: can we still play them after the HotFix is applied or is it 'Scrap-and-start-again'?

Cheers,

Battler

rhinomonkey
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Re: BOBII Hot Fix #2 Update

Post by rhinomonkey »

Hi There, Downloaded this and installed it. the only thing i changed from the defaults you set up was Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=ON

I played one interception mission on my ongoing single pilot campaign as one of the 151 squad hurricanes. We encountered a large formation of unescorted JU88s and i must say it was a delight! The new rear gunner code is much more realistic. Basically i took some damage but only if i lined myself up right behind! Watching the damaged JU88s peel off from the formation is great and thats when you pick them off! anyway it's a massive improvement and feels sooooo much more realistic! I shot down a couple of JU88s that had the main formation and managed to limp back to base with two damaged wings and a smoking engine!

I do have a couple of questions. Does the new bullet dispersion code effect the Brownings in the RAF planes? Just that it seemed much harder to hit anything! (or was i just having a bad day?) Also does setting Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=ON mean that the gunners will run out of ammo pretty quickly? as i noticed when chasing straglers they stoped shooting me pretty quickly?

Also when i landed back at base all my squadmates landed at a 45degree angle (banked) and were stucking the ground like that. I've never seen that bug before is it something that could be related to this fix?

This fix pushes the immersion factor even higher for me! great work, thanks!

hunter
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Re: BOBII Hot Fix #2 Update

Post by hunter »

Downloaded and immediately trying , good work , thank you

Rot Färber-wau
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Re: BOBII Hot Fix #2 Update

Post by Rot Färber-wau »

Downloading. Thank you very much Buddye and team.

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Buddye
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Re: BOBII Hot Fix #2 Update

Post by Buddye »

rhinomonkey wrote:

I do have a couple of questions. Does the new bullet dispersion code effect the Brownings in the RAF planes? Just that it seemed much harder to hit anything! (or was i just having a bad day?)
Yes, as you saw all the front guns are effected by Dispersion.

Dispersion_Flyable_Planes_Player = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Front_Cannons_AI = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Def_JU87_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Heavy_Fighters_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners

A dispersion of 100 may be a bit low but it was about what it was before so we went with it for the default. A dispersion of 100 means, that at 300 meters the bulltets will spead out randomly in a circle of diameter of 100 cm (1 meter and adjusted for differences greater or less than 300 meters). This could be too small so try 150 dispersion (Dispersion_Heavy_Fighters_Front_Guns_AI = 150 #For Dispersion Beta Testers and customer tuners).
rhinomonkey wrote:
Also does setting Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=ON mean that the gunners will run out of ammo pretty quickly? as i noticed when chasing straglers they stoped shooting me pretty quickly?
The gunners do use more Ammo but they can reload as they carried like extra clips.
rhinomonkey wrote: Also when i landed back at base all my squadmates landed at a 45degree angle (banked) and were stucking the ground like that. I've never seen that bug before is it something that could be related to this fix?
No, this has been reported on 2.08 but I have not been able to isolate it. Do you have a failing test case where I can reproduce it?
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

Jethro
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Re: BOBII Hot Fix #2 Update

Post by Jethro »

Hi, that's my first impression (and lasted all the time) at my first dogfights in instant actions: "Hey! What happened to my Brownings? Who replaced my .303 ammo with Chanel n.5?!?!" :shock: :? :lol:

Seriously, it looks like only one every twenty of my bullets takes its way toward my target.

Are you sure about your calculations for 8 Browning MGs (I really hope you actually did some mistake somewhere...)?
Don't want to be offending in any way, but a kid with a water gun is more dangerous than my Spitfire at the moment.

Please, tell me you put only one mg out of four in every wing in your calculations! Please tell me anything, spudorate lies if needed, but reassure me about the power of 9600 rounds per minute! :cry: :lol: :wink:

Regards,
J

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Buddye
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Re: BOBII Hot Fix #2 Update

Post by Buddye »

Jethro, just turn Dispersion off and give you marksmanship a try. Lazor bullets have more impact but are totally unrealistic.

Bullet_Dispersion=OFF

Or modify your dispersion number up or down some (up higher spread or down lower spread).

Dispersion_Flyable_Planes_Player = 100

Or get closer and practice. :D

It is after all a change to what you were use to.

There was no change to bullets but only the dispersion of bullets which is a fact of life. In fact the bomber accuracy problem was handled with dispersion so we would not need to make any code changes to bullets.
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

Jethro
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Re: BOBII Hot Fix #2 Update

Post by Jethro »

I had convergence set to 220 yards, but never in my almost 8 years of experience with BoB1 and 2 I'd been under the impression of being unarmed like now...

I can understand 1 meter of dispersion every 100 meters... but the current level of dispersion (as it impacts on damage to target) looks really too much to me...

Anyway do you mean a 100 cm radius or diameter? Would be glad to know.

Thanks,
J

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Buddye
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Re: BOBII Hot Fix #2 Update

Post by Buddye »

Hi Jethro, other interested in the dispersion

Diameter. A dispersion of 100 means, that at 300 meters the bullets will spead out randomly in a circle with a "diameter" of 100 cm (1 meter and adjusted for differences greater or less than 300 meters). This is actually too small based on the physics. Think of each gun as a cone with the point end the gun barral and the circle end the target. Envision how they will overlap and spread with range.

Some of the beta testers (who are dead eye shots) had the same first impression. It is a significant change for the very old timers but it is very historicly accurate. The old dispersion was just dead wrong as I did it back in 2003 and I made an error. It is a new challenge for the old timers and I do understand.

Like I said if you just can not addapt then turn it off. I expected this from some of the old timers so I made it changable. It is very hard to adjust our expectations of something we are use to.

Here is some information on dispersion.

SIMHQ data - Dispersion. A target shooter will fire his rifle a number of times to establish a ‘group.’ The smaller the group, the more accurate the shooter is.

A modern aircraft gun has a similar characteristic. Technicians will fire the gun at a target and then count the projectile impacts and measure their pattern from the center aim point. Typically, this calculation will be expressed as a percentage of rounds fired within a certain area, usually a circle with the aim point at its center, and is called the gun dispersion.

A typical modern gun dispersion results in about 80% of the rounds being grouped in a five foot (1.52 meter) diameter circle at a range of 1000 feet (304 meters).

Osram data - Bullet dispersion is 1 meter per 100 meter travel in both RL (back then) and BoBII.
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

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