Dogfights and constant circling

General discussion of the Project Reality: BF2 modification.
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Incognito84
Posts: 473
Joined: 2009-03-10 02:55

Dogfights and constant circling

Post by Incognito84 »

I was wondering if the Dev. team ever considered the effect of G forces on the pilot when performing maneuvers like this. Often (for me anyway), a dogfight between two jets will simply degrade into both jets flying in circles in order to avoid being locked onto.

It feels unrealistic. I have no problems with the jets or their handling (though the "fast" jet handles like a wet bar of soap covered in KY jelly) but I think it would be cool if making hard turns at fast speeds would cause the pilot to black out. This would put an end to the circle games and make jet-to-jet combat a little more strategic.

Just an idea, it has probably already been considered though it couldn't hurt mentioning it.

Cheers.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Dogfights and constant circling

Post by Alex6714 »

Jet fights are much more realistic and enjoyable when view distance is at least 2KM and the turn rates a adjusted a bit. Until those things happen there is little you can do, especially the view distance.
"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"
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Dogfights and constant circling

Post by ma21212 »

^^^ whats this gotta do with View distances?... anyway the thing is, that the BF2 engine is really limited so I dought that it would allow anything like g-forces to be implemented into flying.
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Alex6714
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Re: Dogfights and constant circling

Post by Alex6714 »

Because,

1) Flying in circles (such low visibility)

2)
This would put an end to the circle games and make jet-to-jet combat a little more strategic.
It can´t be strategic until you have enough room to maneuver and distance to see, otherwise its almost just luck whether something comes into your view or not.
"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"
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Dogfights and constant circling

Post by ma21212 »

Alex6714 wrote:Because,

1) Flying in circles (such low visibility)
yeah but are thier any maps that have planes less than 2K? the only ones I remember are, Kashan, Qinling, err...i think thats it but they are both 4K.
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Feriluce
Posts: 334
Joined: 2009-03-12 18:35

Re: Dogfights and constant circling

Post by Feriluce »

ma21212 wrote:yeah but are thier any maps that have planes less than 2K? the only ones I remember are, Kashan, Qinling, err...i think thats it but they are both 4K.
No maps have 2k view distance atm I believe.
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Dogfights and constant circling

Post by ma21212 »

oh...nvm lol i kinda misunderstood you sowwy.
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Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: Dogfights and constant circling

Post by Elektro »

ma21212 wrote:yeah but are thier any maps that have planes less than 2K? the only ones I remember are, Kashan, Qinling, err...i think thats it but they are both 4K.
Silent Eagle?
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Dogfights and constant circling

Post by Sniperdog »

Elektro wrote:Silent Eagle?

Code: Select all

GameLogic.MaximumLevelViewDistance 1000
Nope...
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Will Stahl aka "Merlin" in the Squad community
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: Dogfights and constant circling

Post by mangeface »

Personally, I've never seen a single dogfight between jets in the time I've played PR. And I usually put in about 12 hours each night on the weekends (shut up, we're broke in the military).
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: Dogfights and constant circling

Post by Elektro »

Sniper_dog14 wrote:

Code: Select all

GameLogic.MaximumLevelViewDistance 1000
Nope...
I was referring to maps that included jets... I miss seathed waters view distance tho :roll:
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Dogfights and constant circling

Post by killonsight95 »

oh the joys of seathed waters have returned to my mind
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CallousDisregard
Posts: 1837
Joined: 2009-06-02 11:31

Re: Dogfights and constant circling

Post by CallousDisregard »

Alex6714 wrote:Because,

1) Flying in circles (such low visibility)

2)



It can´t be strategic until you have enough room to maneuver and distance to see, otherwise its almost just luck whether something comes into your view or not.
Why am I so unlucky then ?
I stay high, keep scanning around w/ the different viewpoints and yet in 4-5 different case the enemy Mig/F16 gets behind me, tone ..Kaboom !
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: Dogfights and constant circling

Post by [uBp]Irish »

CallousDisregard wrote:Why am I so unlucky then ?
I stay high, keep scanning around w/ the different viewpoints and yet in 4-5 different case the enemy Mig/F16 gets behind me, tone ..Kaboom !
Again, thats where he's saying its just luck. You can fly in random circles all day, but you only need the 10 secs for a mig/f-16 to come up from beneath you on your 6 because he saw your random contrails, line up, fire and boom.
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Drunkenup
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Joined: 2009-03-16 20:53

Re: Dogfights and constant circling

Post by Drunkenup »

It really is simply the engine that limits the idea of Dogfighting in general. If maps sizes had permitted, vehicle physics, and if Air to air missiles weren't so straightforward as they are currently, then we could have a sub-realistic dogfight. Small Maps, 1337-Air to Air Missiles, 2D physic planes.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Dogfights and constant circling

Post by McBumLuv »



[XFIRE]c66cf[/XFIRE]

Dogfighting (as well as CAS, armour, infantry, and basically everything) is far improved when the view distance is increased.
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BloodBane611
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Re: Dogfights and constant circling

Post by BloodBane611 »

McLuv wrote:Dogfighting (as well as CAS, armour, infantry, and basically everything) is far improved when the view distance is increased.
At a significant necessary reduction in number of statics or their quality. We can have long view distance PR, or pretty PR, but not both.
[R-CON]creepin - "because on the internet 0=1"
Drunkenup
Posts: 786
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Re: Dogfights and constant circling

Post by Drunkenup »

[R-COM]BloodBane611 wrote:At a significant necessary reduction in number of statics or their quality. We can have long view distance PR, or pretty PR, but not both.
Better engine+larger maps=long view distance, and pretty PR.

First video CAS looks a little too simple. Still expresses the issue we have now, if you fire between the .5 second silent alarm time, then you'll still make it. But I can't determine if its that or if your opponents are just not maneuvering. Because it still seems like if you're the one perusing, you're the one that's gonna win the fight.
McBumLuv
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Re: Dogfights and constant circling

Post by McBumLuv »

[R-COM]BloodBane611 wrote:At a significant necessary reduction in number of statics or their quality. We can have long view distance PR, or pretty PR, but not both.
Or you could simply say performance, which we've already lost nonetheless with 0.9

I played on 3km VD maps on the worst computer of all, with only 128mb of GPU, and could only run Fools Road at 15 FPS max on all low. I didn't experience any lag then or now on either Kashan or Seethed Waters, with around a 50 FPS (still all on low).
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Elektro
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Joined: 2009-01-05 14:53

Re: Dogfights and constant circling

Post by Elektro »

What i dont understand is why we need a map like Kashan to be pretty? Its just a desert, wouldnt it be more suitable to have a great view distance instead of good looking sand :? ??:
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