Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

General discussion of the Project Reality: BF2 modification.
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Rudd
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Rudd »

Oh so Tracer bug doens't affect that then?!

Is so, why isn't that in PR! ??? :D

Every project you guys do excites me so much, I just keep forgetting to download this. I'll do it NAO!

EDIT - WOAAH feels like ice skating with this jogging thing. I wonder if u could add a new function with shift now. Not sure I like it...will have to try combat first. But my mind tells me that the momentum thing would be great in PR but with sprint as it is in PR not CA.

Can't see any servers in my list...what have I forgotten to do?

ahhh where are the heli huds, I can't land without them! :P

What have you done to the trucks?! if u turn you roll over, that won't work unless you have a throttle setup really imo might work with BF2 1.50.
Last edited by Rudd on 2009-05-27 14:17, edited 3 times in total.
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McBumLuv
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by McBumLuv »

Ye, infantry is quite good, I'm looking forward to seeing it developped more with the newer kit loadouts Cas is planning.

The problem with ballistics and the tracer bug was that you could never get every other shot as a tracer as well as tracers showing the true flight path of most bullets, but that doesn't affect it when every shot's a tracer.

And damn, when we tested it out, tactics as infantry really changed with a much higher reliance on cover and suppressive fire. You could see from the beginning, were the MEC were on top of one of the bunker roofs, quite out in the open, until a few spawns later, where they learned that would get them killed, and they started using cover such as the hesco barriers.
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503
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by 503 »

Dr2B Rudd wrote: EDIT - WOAAH feels like ice skating with this jogging thing. I wonder if u could add a new function with shift now. Not sure I like it...will have to try combat first. But my mind tells me that the momentum thing would be great in PR but with sprint as it is in PR not CA.

ahhh where are the heli huds, I can't land without them! :P
Took me a while to get used to the sprint. I constantly fall off carriers because of the momentum.

My best guess of why they removed heli huds from transport helis would be the realism aspect. I like it better without the HUDs. Somehow it allows me to see more. It is more difficult to land though.
Alex6714
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Alex6714 »

I removed them because they don´t really have them as far as I know. Other means maybe but you find that after a while you fly by feel anyway.

I never use the throttle counter on helis for example, only go by joystick movement and sound.

As for the trucks yeah, you have to slow down a bit to turn, but I think the ground vehicle handling has changed alot now.
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Russian_soldier_1989
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Russian_soldier_1989 »

What server you play, guys??
Rudd
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Rudd »

I removed them because they don´t really have them as far as I know. Other means maybe but you find that after a while you fly by feel anyway.
yea, but I'd like a horizon or something, I think they have those, in the corner or something, so I know my chopper is level for landing. If the chopper doesn't have skids, it'll take damage when you land otherwise.
I never use the throttle counter on helis for example, only go by joystick movement and sound.
would have thought more flexible controls would have appealed to you
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Alex6714
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Alex6714 »

Dr2B Rudd wrote:yea, but I'd like a horizon or something, I think they have those, in the corner or something, so I know my chopper is level for landing. If the chopper doesn't have skids, it'll take damage when you land otherwise.



would have thought more flexible controls would have appealed to you
Well normally you can see the horizon, problem is I can´t add an artificial hud style horizon anywhere but the middle.

And I don´t understand what you mean on the last part? I do use the joystick throttle, just not the in game meter.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Rudd
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Rudd »

oh I c what you mean now, well I use an old joystick throttle, but iirc you use a saitec x54 thingy or something. Some indication of thrust would be greatly appreciated. Can you not make the hud for the choppers huge so that the trust meter is to the edge of the screen or something or is there a predetermined box the hud has to be inside?
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CAS_117
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by CAS_117 »

The vehicles engines are completely different. When you press the accelerator it can take 5-10 seconds to reach max speed. If you release the accelerator you will keep going for like 2-300m. It feels almost like you're in a car as opposed to a box that you are pushing. I almost started doing shoulder checks and stopping at stoplights.
Alex6714
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Alex6714 »

Dr2B Rudd wrote:oh I c what you mean now, well I use an old joystick throttle, but iirc you use a saitec x54 thingy or something. Some indication of thrust would be greatly appreciated. Can you not make the hud for the choppers huge so that the trust meter is to the edge of the screen or something or is there a predetermined box the hud has to be inside?

Yeah, I can put speed, throttle etc anywhere.

What I mean is, the only way I judge throttle in BF2 is via sound and my hand movement, by feel basically. Just because its vastly simplified vs real life. But I might put speed, alt and throttle down near the flares counter on the bottom.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
=Romagnolo=
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by =Romagnolo= »

aaaaah, when is the weekend ? I wanna test it out !!!
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SocketMan
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by SocketMan »

Russian_soldier_1989 wrote:What server you play, guys??
I think it has "Unknown Soldiers" in the server name,in the game browser.
Rudd
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Rudd »

Everyone should download this! I'm not saying its all good, or exactly what I'd think of. But the Attack Helicopter changes have got me sold, alot of CA should get in to mainstream PR, its just too high quality, and its not "OMGWTFPWNED" quality, its just convenient! Better views etc. The apache is a good portray of what Ed Macy Describes in his book, The FLIR is great. Not perfect, e.g. shadows look wierd on it, but certainly a good portrayal of realism!

and a good portrayal of realism is what PR is all about isn't it? Doesnt have to be perfect, doesn't have to be weapon sway, it just has to be fun and portray realism. <- CA has eminently accomplished that.
Last edited by Rudd on 2009-05-28 07:21, edited 1 time in total.
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Solid Knight
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Solid Knight »

I'm downloading this now.

Alex, did you add articulated pylons to the attack helicopters?
Smuke
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Smuke »

*Drools*

We really need some of these features in mainstresm PR.
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Solid Knight
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Solid Knight »

Hey, what's the top speed of your helicopters? I modified my helicopter to match your handling and now I can break the sound barrier with my helicopter. I got as high as 2???KPH in a dive and can cruise forward at 12??KPH. Is this how it is in your mod as well or did I miss something?

By the way, you should make your maps compatible with a local server so people can **** around when there's no server up.
McBumLuv
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by McBumLuv »

2000kph? Wow, not sure what happened with you there... if anything helicopters slower than in pr. Or they don't dive down at ridiculous speeds at least.

Though I agree, local servers should be doable.
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Solid Knight
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Solid Knight »

I discovered something very interesting that explains why I was getting really weird speed results after altering the files.

Here's what I did:

I renamed the .tweak and .con file and placed in new ones with the new values. What happened is that it was reading both files anyway. What tipped me off was when two bots would jump inside the same gunner's seat even though I hadn't made a third position.

I wonder if this glitch can be used to expand the capacity of vehicles beyond eight. I'll look into it.

EDIT:
And the answer to that is no. Game freezes once PCOs exceed eight and the glitch causes massive lag when there is more than four PCOs. Massive lag as in slide shows have higher FPS.
Last edited by Solid Knight on 2009-05-28 23:38, edited 2 times in total.
Rudd
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Re: Combined Arms Beta Test: May 22 - 23 Fri - Sat 18:00:00 GMT

Post by Rudd »

By the way, you should make your maps compatible with a local server so people can **** around when there's no server up.
I've been playing on local....
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