Implement Air Battles Maneuver Kills

The only reason this thread has so many comments is because you keep posting incredibly silly things like this…

Read this post.

Everything it needs to track is already tracked by one system or another.

Again, wouldn’t work properly in a real world scenario, how would the code differ between two friendly planes switching between who is closest? Not to mention what if their are multiple enemies, the code can’t just assign you players

Not to mention at top tier, barely any fights happen within 1km, increasing the radius would then exacerbate the problem I mentioned above. It’s wishful thinking at best.

Not exactly helpful is it? Contribute to the thread

Comparing patch days and server issues as a wider sense ignores the true weight of gauging whether or not a kill could be awarded.

It’s like you’re trying to say that in your 16v16 match that you play currently, the server is doing 120k processes on other matches, because you are genuinely trying to cloud up the task because you want to make out you’ve done computer science.

You’re either talking about things you genuinely have no idea about, or you’re just being deceptive. Either way, you’re out of your depth.

I don’t think you know what you’re even talking about to be honest…

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Make a suggestion then.

You accept the reasonable assumption that the person who spent the most time under 1 kilometer distance with a given enemy has affected that enemy’s flying the most significantly.

You satisfy multiple enemies by having the counter increment and decrement as you get in and out of the “threat radius.”

As for top tier - I don’t really play top tier so cannot comment. Highest tier I fly still has plenty of knife fighting where your wings almost graze against each other repeatedly (10.0). I recently had a 4:45 minute gunfight in my F8U-2 in fact that ended in effectively a maneuver kill - I ran out of fuel from being caught pants down and forced into the dogfight.

I was forced to do my best to keep my plane an easy target without falling out of the sky so that my opponent could get the kill afterwards. Imagine if I ran out of fuel at a lower altitude and crashed and that 4 minute long desperate fight did not award the crazy bastard flying a 9.3 plane in a 9.0-10.0 bracket his well deserved kill.

That’ll be coming, this is just the discussion thread.

Each match uses on average 2.3Mb of data on a server replay, we’ll use this as a basis for real-time logs in each match. 120,000 / 32 =3,750 x 2.3 = 8625mb / 1000 =8.625 GB

8.625 x 365 =3,148.125 = 3.148 TB of data annually on the servers, and this would just build up over time.

At least TRY to prove me wrong. Not to mention that this is literally just server replays, which is just a simple screen recording…

There’s nothing to prove wrong, as you’ve already shown you’re trying to put barriers in any sort of actual discussion on this…

The fact you’re hooked up on the weight of code, and you put out the replays, shows you really don’t know what you’re talking about.

Stick to computer science.

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And that right there is why your system will never work, because it cannot read the minds of the players can it? How would it know whether the aircraft who spent the most or least amount of time in the bubble really affected the enemies outcome in crashing?

Again, Gaijin won’t add a mechanic that gives people free frags, especially when crashing into the ground accidentally is really common at top tier due to G-Overload, Wing-overload etc.

A simple proximity check, and keeping track of who shot near who most recently isn’t that hard… Hence why I say it’s actually really simple.

The data literally already exists.

The game server tracks each unit’s distance to each other unit, perhaps with different precision depending on treshold ranges. Bomber gunners demonstrate this perfectly.

The game server also tracks time you spend within treshold distances to determine certain decision making - AAA for airfields, AAA for ground battles in air sim, tail gunners for ai aircraft.

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Just because you’re hearing something you do not like doesn’t mean I’m putting barriers on it, I’m speaking matter-of-factly, and giving reasonable answers on why Gaijin AS DEVELOPERS wouldn’t implement even IF they could with reasonable accuracy

Again, I don’t think you know anything about development…

Patch day issues are nothing at all to do with this sort of code and addition… It’s more often the P2P aspect of players launchers making them have trouble lol.

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How many times are multiple people going to tell you that proximity checks wouldn’t work in a furball situation, and again, what if my .50 calls were to fly near an enemy far off that I’m not actually trying to shoot but instead at another enemy, how would the game know that I’m in fact not contributing to that first enemy possibly crashing?

Are you seriously trying to tell me that the amount of players actively playing the game at once aren’t weighing down the servers when PL constantly drops all day? And you want an algorithm that records ALL of said players in real time all at once?

Again, I don’t think you have any development ability… I myself ran a team of 10 people, adapted 2 IDEs to handle APIs they didn’t have implemented, worked on gamemodes that are now so widely played that GTA V RP servers are literally everywhere, and our prime game modes literally ended up in GTA V Online…

So yea, I do think I know a bit about development.

Yes, because your match server is instanced and isn’t all mushed into one server.

Your PL and connection issues aren’t relevant, same as your mentioning of the replay sizes.

I’ll say this again. The methods you are proposing are okay, but they would not be feasible in implementing accurately whatsoever. Gaijin would never in a million years, implement a system that would accidentally grant RP and SL bonuses, considering their current business model it wouldn’t really make sense for them.

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