Starstreak HVM Guidance

General discussion of the Project Reality: BF2 modification.
Rhino
Retired PR Developer
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Re: Starstreak HVM Guidance

Post by Rhino »

maverick551 wrote:HARMS on the Tornado or on another fighter/bomber could be a nice addition to an aircraft's anti air capability, thus balancing the planes and aa defense.
and tell me how we are meant to do any realistic electronic counter measures in PR with the BF2 engine limitations?
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Bob_Marley
Retired PR Developer
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Re: Starstreak HVM Guidance

Post by Bob_Marley »

[R-DEV]Rhino wrote:The last thing we want the Stormer to be is a "TOW Hummer with 8 missiles ready to go" as such driving around the map with only most likely 1 man operating both the driving and gunning and just 1 shot killing every tank it sees, and if it dont kill it in the first shot it has 7 other missiles to throw at it...
But it wouldn't, if it was like RL it would be like shooting a slower, guided, APC SABOT round at them. Well, maybe slightly more powerful. But it'd still suck.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Operator
Posts: 4
Joined: 2009-06-15 22:13

Re: Starstreak HVM Guidance

Post by Operator »

Easily done by making it act like vanilla BF2 TV guided HUD, the actual view screen moves only when
you move the reticle to the sides of the HUD. Sensitivity of the guidance will need fine tuning ofcourse.

Starstreak isnt used as antijet weapon generally due to the short engagement windows and high speeds.
Exception to this is the vehicle mounted version which is assisted by the vehicles computer as in other SACLOS
AA missile systems mounted on vehicles.

It should be noted that the Starstreak HVM is capable of catastrophic kill on lightly armoured targets such
as Infantry Fighting Vehicles, bradley frontal armour would be most likely penetrated by atleast one munition.

MANPAD version would definitely be better (why is game balance so touchy subject for some when its been
shown from time to time that those problems can easily by averted by plenty of other measures,
i thought this project was called reality.)

(PS. Is it possible to define two different amounts of explosion radiuses in BF2? if thats so
you could easily make it so that it has a killradius of 1.5meters [the separation of the 3 munitions RL]
and a damaging radius [but not enough to destroy generally if firing on unharmed plane] of 4.5m)
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Starstreak HVM Guidance

Post by CAS_117 »

We've tested this many times before. It is very useful against air targets because you can lead them significantly. Not having the lock warning is a major plus as well.
TheLean
Posts: 483
Joined: 2009-03-15 20:26

Re: Starstreak HVM Guidance

Post by TheLean »

I hijack this thread a bit to ask why the Stormer has APFSDS rounds as secondary that it cant fire? I mean of course it cant since it has no gun but why are they there? I have the feeling i am missing something here but everyone i have played with has been as confused as me.

Edit: I noticed it was a bug in the changelog that will be fixed for 0.86 so no worries.
Last edited by TheLean on 2009-06-16 20:01, edited 1 time in total.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: Starstreak HVM Guidance

Post by Jedimushroom »

Could you not simulate the SACLOS guiding by giving the system a very small angle of locking, meaning you need to keep the aircraft right in the centre of the screen to lock it?
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
TF6049
Posts: 584
Joined: 2007-03-29 03:24

Re: Starstreak HVM Guidance

Post by TF6049 »

[R-DEV]Rhino wrote:it will act like any other AA missile in BF2, since that is the only way they can work... Thou we will try to make the Starstreak a little improved over the others since it is a very advanced missile in r/l and the Stormer has no guns.
Once launched, make them keep the same target as long as it's in LOS. Like once launched, the vehicle can't lock on to something else - ANYTHING - until it either gets out of LOS of the vehicle, the original target is destroyed, or the missile dies.

That is a good idea, though for a TV missile. I've seen TV missile kills in nilla BF on jets, just make this one uber fast, uber maneuverable, and with a decent range. So it CAN still be used as artillery of sorts, but I believe that might be one of it's purposes IRL (antivehicle)
"Make sure that: Suppression effect works when bullets hit penetrable metal feces too"

A funny typo by Sgt. Smeg
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