Flight Speeds

General discussion of the Project Reality: BF2 modification.
T.Nightingale
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Joined: 2009-04-22 20:50

Flight Speeds

Post by T.Nightingale »

Why does the Huey, and probably others, have a speedo that says it flies so much faster than in reality when this is meant to be a realistic game?
A huey top-speed is around 385kmph but on PR it is 1200kmph to me that is completely off the charts. How did this get missed?
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DankE_SPB
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Re: Flight Speeds

Post by DankE_SPB »

ingame speed units are not equal to real life, i cant remember the exact proportions, but as example look at it if 500 ingame = 250 irl
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Rudd
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Re: Flight Speeds

Post by Rudd »

ignore the speedometer, it hasn't got a clue what speed you're at really
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Arnoldio
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Re: Flight Speeds

Post by Arnoldio »

Yeah units in BF are a bit fail, just ignore...
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Redamare
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Re: Flight Speeds

Post by Redamare »

Its it possible to REDO BF2 speed indicators??? in PR
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T.Nightingale
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Re: Flight Speeds

Post by T.Nightingale »

Id like it if they were accurate.
Is there a DEV here who might want to shed some light on the subject?
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rushn
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Re: Flight Speeds

Post by rushn »

i think because in BF2 maps where small and remember when howering an F 35 it felt like it was moving 10 mph while in HUd it sayed 120mph or someting like that
mat552
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Re: Flight Speeds

Post by mat552 »

BF2 speed units are not equal to any real life speed unit that I know of. Take them separately and everything works out fine.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


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Cassius
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Re: Flight Speeds

Post by Cassius »

you men in real life you cant land when you are supersonic 1km out of the runway ?
Thermis
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Re: Flight Speeds

Post by Thermis »

The only way to figure out speed is to measure a distance and then time how long it takes a vehicle to to cross distance x at time y gives you speed z. Now if you take the time to do this you'll find most of the speeds of vehicles are off. This is because the largest maps we can get with the BF2 engine are 4km^2. If we made aircraft speeds exactly match their RL counterparts then they would zip over the map really really fast. Same goes for land vehicles and troopers. So we try to make things seem as real as possible, within the confines of the engine, just like with everything else.
Wh33lman
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Re: Flight Speeds

Post by Wh33lman »

[R-CON]Rudd wrote:ignore the speedometer, it hasn't got a clue what speed you're at really
Rudd's right, have you ever seen the speedo on the land rover?
McBumLuv
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Re: Flight Speeds

Post by McBumLuv »

Speed is also sometimes crazy due to the way helicopters are currently modeled in game (IE, go supersonic nearly in a lynx, have no control, raise the nose an inch above 0 and loose all inertia).
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Truism
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Re: Flight Speeds

Post by Truism »

Helicopter flight physics has been brought up before. It's not that it couldn't be modelled, it's that it's really hard because it's controlled by a large number of variables that there aren't any good guides for around.

It's done pretty much by trial and error from what I understand. The problem with this is that you can't easily put a lot of trial versions together for the many RL pilots in the PR community to vet.

What the physics need is someone with a lot of time to waste on repetitious coding of slight variations. The person would also probably have to be a military pilot with experience in a few different types of helicopters so he could keep trying them until he found combinations that worked right. Such a person sadly probably doesn't exist.
mangeface
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Re: Flight Speeds

Post by mangeface »

Truism wrote:The person would also probably have to be a military pilot with experience in a few different types of helicopters so he could keep trying them until he found combinations that worked right. Such a person sadly probably doesn't exist.
Yeah, I'm a Marine and work on MV-22s and never heard of any pilots that play PR, let alone any games at all. Finding one that does would be like finding a needle in a stack of needles.
T.Nightingale
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Re: Flight Speeds

Post by T.Nightingale »

I dont wanna mess with anything bar the speed being way over the top. Basically make the speedo register 1/4 of the current speed.
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Teek
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Re: Flight Speeds

Post by Teek »

darkside12 wrote:Yeah, I'm a Marine and work on MV-22s and never heard of any pilots that play PR, let alone any games at all. Finding one that does would be like finding a needle in a stack of needles.
I know Killpiratex flew Dust off black hawks, Brummy fly's Lynxs, and I had a clan mate who flew Apaches
Last edited by Teek on 2010-01-21 07:48, edited 1 time in total.
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Truism
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Re: Flight Speeds

Post by Truism »

Stacks of pilots play PR. Quite a few have posted on the forums about it. Some have posted saying the helicopters feel nothing at all like real helicopters to fly. Others have said they don't mind it too much.

The problem is that most military pilots just don't have that much time to burn on tasks like this.
Alex6714
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Re: Flight Speeds

Post by Alex6714 »

With a bit of time, dedication, some flight sims, and real pilot advice it can be improved....
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mangeface
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Re: Flight Speeds

Post by mangeface »

Teek wrote:I know Killpiratex flew Dust off black hawks, Brummy fly's Lynxs, and I had a clan mate who flew Apaches
See, you have Army and British, but to really get good feedback you'd need pilots from the equivalent factions to test the aircraft. Not trying to rain on your parade, but I seriously doubt a blackhawk pilot knows the true flight characteristics of a UH-1N or Mi-28.
McBumLuv
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Re: Flight Speeds

Post by McBumLuv »

darkside12 wrote:See, you have Army and British, but to really get good feedback you'd need pilots from the equivalent factions to test the aircraft. Not trying to rain on your parade, but I seriously doubt a blackhawk pilot knows the true flight characteristics of a UH-1N or Mi-28.
No, but it's not like each helicopter takes up completely different methods of flight, and I'm sure anyone, let alone an actual military pilot, could tell you that no helicopter can fly upsidedown.

Flight physics and handling don't need as much input as you'd think from every specific pilot. If the option is there, however, then awesome. But otherwise there are many people who know pretty well how helicopters work and operate to at least make fair judgements on how they fly. IE, a friend of mine works for Eurocopter Canada and has given me a fair bit of insight on them.

The more specific asset to asset tuning would really be from air speed, maneuverability, and other statistics that would affect flight pattern without the actual handling of the helicopter, and most of that can be found without speaking directly to the pilots.
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