Guide for feel players.

Started by Ransternz, Mar 23, 2005, 03:48 AM

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Ransternz

Introduction
I'm so sick of pure feel players missing by a mile because they have no idea how much affect the wind will have on their shot. So here's my bid to try to stop this.

Warning
If you don't want to be confused by numbers, just look at the wind chart and ignore the rest.

Basic rules:

The wind bearings at which the wind will have most affect are (90-A) and (270-A)

The wind bearings at which wind will have no (or very little) affect are (180-A) and (360-A)

Where A = angle at which you're shooting.

Visual aide.


eg:
You're shooting with an angle of 40.
The wind bearing that will make your shot travel the most will be (90-40) = 50
The wind bearing that will make your shot travel the least will be (270-40) = 230
At bearings (180-40) = 140 and (360-40) = 320 the shot will land as if there was no wind.

Notes:

Wind at bearings (180-A) and (360-A) will only travel as if wind was 0 on even ground. Due to the nature of the flight arc, you will have to decrease/increase power for elevation more/less than you would if it were actually in 0 wind.

Opposite bearings do not necessarily have opposite affects.
Due to the exponential nature of the power bar, opposite angles (eg: 250 and 70) will not have opposite effects.
For example, if we're shooting at an angle of 40 one screen away, power to hit in 0 wind is 2.35. If we have 24 wind at angle 250, we need to use 2.66 power, whereas if wind is at angle 70 we need to use 1.99. As we can see (2.66-2.35) .31 < (2.35-1.99)
.36 .

So..

Tailwind will always have more affect on the power needed to adjust than headwind will, as with tailwind you're decreasing power and tailwind increasing. Again, this is because of the exponential nature of the power bar.

Conclusion
Um yeah, that's about it for the time being.

Bravodor

although this is a very helpful formula, and I will most certainly take it into accout when I play.
Im pretty sure "feel" players dont like forumlas, for laziness, or perhaps for more enjoyment in the game.
I am a half formula user, and this is a nice contribution, but ironically I doubt that many of the feel players will like it as much as I do. :D


 
 

 

Blake

Quotealthough this is a very helpful formula, and I will most certainly take it into accout when I play.
Im pretty sure "feel" players dont like forumlas, for laziness, or perhaps for more enjoyment in the game.
I am a half formula user, and this is a nice contribution, but ironically I doubt that many of the feel players will like it as much as I do. :D
You are correct. I'm totally feel, and I'm not even going to try to comprehend this >_>. It's probably stamped in the back of my brain unconsciously anyway =P.
Quote from: fishark
HELP FOR THE SHIT !!!!!!!!!!! :>:(: :kiwi11:

Papercut

Yeah, not only am I too lazy to use a formula, I'm too lazy to read one, too. And when I miss by a mile, I'll know that I missed by a mile, and that's just how I play the game.
IRC is where the magic is at.


The sun goes down, I feel the light betray me...

Ramza


· · · Romi Seneca · Love you forever ^_______^
QuoteWhy don't you just start over?

The ticket to the future is always blank.

-Vash the Stampede

shotgunkelly

QuoteYeah, not only am I too lazy to use a formula, I'm too lazy to read one, too. And when I miss by a mile, I'll know that I missed by a mile, and that's just how I play the game.
It's not a formula.  It doesn't tell you specifics about angles or power or distance.  What he's done is more of a general "wind guide", something you'll read once or twice.  It's not something you refer to during a game for every shot.  And like he said, it's for feel players who miss by a mile, so that probably covers a lot of beginners.  But all players can benefit from trying to understand the wind.

(p.s. If I had written this, I would have removed the stuff about subtracting angles because that puts off players who don't like calculation. I would have just given general areas on the wind circle. Good job though.)

Ransternz

You don't have to know the numbers, you don't have to understand the examples. All you have to do is take the windchart in. All the numbers and such are in there simply for the purpose of explanation.

I mean, if I just did the windchart without the physics theory and explanation everybody would be like "wtf is this? I don't get it".
As soon as I put numbers in there everybody is like "wtf, formula"

Namtiehxam

I get it.  you're just saying where wind will effect most.  
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ProfessorPap

great chart- thanks, ransternz.  i've been using the 'standard' wind chart for some time now, mostly for UHA.  but it's not perfect of course, so this is a nice companion 'food for thought' reference.

of course as primarily a feel user this stuff becomes kind of common-sense, ie a NNW wind is both pushing against your shot but also causing it to float, and a SSE wind is both pulling your shot down yet also floating it further (ie near-cancellations).  another common-sense thing was that 2/3 (ie .66) wind-adjustment ratio for nak shot 2's into the wind that was obvious in hidsight (since the shot spent bonus time before exploding).

yet for some reason these common-sense things are not always as obvious to us feel users as they should be. >_<


ProfessorPap QuirkyCrow DrPapschmere JohnnyEnzyme

thecatman

I am confused as to what you mean by a wind bearing.

Secretary of the Department of Recruiting

God bless you all! ^.^

Bravodor

QuoteI am confused as to what you mean by a wind bearing.
The wind bearing should be the direction the wind is blowing.

the wind chart is a circle, and the arrow rotates around it depending on the direction the wind is blowing from. A full circle is 360 degrees, so dividing up the wind chart into 360 degree lines would be the bearing.

However, bearing is usually starting from the top or north, while a circle starts from the first 90 degrees to the left.

Im not sure whether he is refering to navigational bearing, or just partitions of a circle...but either way, thats what it is.


 
 

 

Ransternz

Well I just look at it as a protractor, so I start at the right-most point as 0 and go around anti-clockwise.

creedo

#12
The counterclockwise bit confused me and I do number crunching in gunbound a lot. Calculating your first example I was like "wtf d/b wind affects my angle 40 shot the least?!" then I saw this last reply. It makes more sense now (down and forward affects the least).

Also the wind circle doesn't show 360 it just shows chunks of 90. I think it's be easier if you just had the graphic showing left to right shooting only, and numbered it 0 to 360. Then it's easier to visualize the result of your math.  But anyway I don't mean to nitpick, this is cool stuff. I didn't really get the numeric relationship between shooting angle and wind angle, I just always sort of guessed that up/back and down/towards wind tended to affect my shots the least.

Another way to describe it that will help people who don't like to crunch numbers is this:
The lowest affect comes from wind that is about the same distance away from vertical as your angle is from horizontal. Like if you're shooting at 30 degrees, that's 1/3rd of the way between straight sideways and straight up. The wind that will have the least effect will be 1/3rd of the way between the the straight up wind marker and the straight back wind marker, or 1/3rd of the way between straight down and straight forward. (did I get those backwards?)

Anyway, If you can tell that the wind perfectly mirrors your angle's distance-from-vertical, then you know that you can shoot as if it's 0 wind.

xFLiPPeDx

er correct me if im wrong, ima  feel player...

isn't feel supposed to be pure feel, no wind charts or formulas or any of that kind of ... stuff?
:rolleyes:  

ltlatimer

My feel has been developing over the last week or so that i've been jeweling.  It's at the point where a random drag will most likely hit @_@

either way ran, this is helpful.