Yes it's been suggested, but this isn't a suggestion. This is a thread for discussing how it could be done in PR, ways to balance it, and if it would "work" with PR.
Tank FCS:
It should be simple, correct? Have it calculate everything for proper shot, have the reticle move, and the shot should hit, assuming that it hasn't dodged it while the shell was in flight. The same could apply to the AA vehicles too. If the devs can chime in on if that's impossible, or another way, that'd be super.
Helicopter FCS:
Well, just use CA's tank FCS code, but modified to work with the choppers. For a later release, also throw in the AH-64D's ability to track tanks and IFVs through terrain. Should make tanks less dangerous to deal with.
The following vehicles are the only ones that really need an FCS, and have them IRL.
Tank FCS and FCS in general
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snooggums
- Posts: 1093
- Joined: 2008-01-26 06:33
Re: Tank FCS and FCS in general
Wouldn't that make it hard to lead targets on the move or are you proposing this as an alternate fire mode?
I think direct fire control is the best for game play myself as it allows the shooter to aim for specific parts and shoot over intervening terrain.
I think direct fire control is the best for game play myself as it allows the shooter to aim for specific parts and shoot over intervening terrain.
Last edited by snooggums on 2009-08-27 14:44, edited 1 time in total.
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Jedimushroom
- Posts: 1130
- Joined: 2006-07-18 19:03
Re: Tank FCS and FCS in general
Combined Arms has both the things you speak of, and they work really well. As well as tank turrets being controlled by keyboard/joystick and a much better flare system. Problem is it's buggy as hell right now, so I'd wait for 1.00 before trying it.
I think the CA FCS system works by letting the tank turret lock on to vehicles and fire a projectile with a tiny amount of homing capability, but I'm not sure.
I think the CA FCS system works by letting the tank turret lock on to vehicles and fire a projectile with a tiny amount of homing capability, but I'm not sure.

"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'
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J.Burton[EEF]
- Posts: 125
- Joined: 2009-04-05 16:21
Re: Tank FCS and FCS in general
Abrams HUDs have been updated since this video and are to be updated again soon to be much more realistic.
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: Tank FCS and FCS in general
Assuming that the target on the move continued to move in relatively the same direction and speed, it should hit. If the target does a 180 while the shell is in flight, it probably won't.snooggums wrote:Wouldn't that make it hard to lead targets on the move or are you proposing this as an alternate fire mode?
I think direct fire control is the best for game play myself as it allows the shooter to aim for specific parts and shoot over intervening terrain.
Direct fire for close in is also an option.
Helicopters are the ones in most dire need to get an FCS though. They get the short end of the stick against all armor. Keep the crosshair on the armor for half a second, and you should have a lock of sorts. The laser as it is in PR is far too slow, and until it can be made realistic, something needs to be done.
Last edited by Hunt3r on 2009-08-27 21:32, edited 1 time in total.
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snooggums
- Posts: 1093
- Joined: 2008-01-26 06:33
Re: Tank FCS and FCS in general
I agree on the choppers being shafted currently (sometimes it is so hard to see your target with the b/w screen). A single operated lazing system (gunner lazes a target like the soflam, then fires) would be sweet. Of course if the ground troops' lazes were faster the pop up and shoot method would work better too.
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: Tank FCS and FCS in general
It would actually be more realistic for it to behave more like how AA missiles work against aircraft, but with more constraint on where to aim to get a lock. Like how the tank FCS works. Hold the crosshair within 1.5 degrees for .5 seconds, you have lock, and the crosshair will stay locked onto the vehicle until it's destroyed or you break the lock by having the target move too far from the center of the camera.snooggums wrote:I agree on the choppers being shafted currently (sometimes it is so hard to see your target with the b/w screen). A single operated lazing system (gunner lazes a target like the soflam, then fires) would be sweet. Of course if the ground troops' lazes were faster the pop up and shoot method would work better too.
PR2 should fix both of those problems, since the devs won't be constrained with the limitations of the BF2 engine.

