Dogfights and constant circling
-
Incognito84
- Posts: 473
- Joined: 2009-03-10 02:55
Dogfights and constant circling
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.
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
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
^^^ 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.


-
Alex6714
- Posts: 3900
- Joined: 2007-06-15 22:47
Re: Dogfights and constant circling
Because,
1) Flying in circles (such low visibility)
2)
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.This would put an end to the circle games and make jet-to-jet combat a little more strategic.
"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
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.Alex6714 wrote:Because,
1) Flying in circles (such low visibility)


-
Feriluce
- Posts: 334
- Joined: 2009-03-12 18:35
Re: Dogfights and constant circling
No maps have 2k view distance atm I believe.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.
-
ma21212
- Posts: 2551
- Joined: 2007-11-17 01:12
-
Elektro
- Posts: 1824
- Joined: 2009-01-05 14:53
Re: Dogfights and constant circling
Silent Eagle?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.
-
Sniperdog
- Retired PR Developer
- Posts: 1177
- Joined: 2009-02-27 00:06
Re: Dogfights and constant circling
Elektro wrote:Silent Eagle?
Code: Select all
GameLogic.MaximumLevelViewDistance 1000

Will Stahl aka "Merlin" in the Squad community
-
mangeface
- Posts: 2105
- Joined: 2009-12-13 09:56
Re: Dogfights and constant circling
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
I was referring to maps that included jets... I miss seathed waters view distance thoSniper_dog14 wrote:Nope...Code: Select all
GameLogic.MaximumLevelViewDistance 1000
-
killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
-
CallousDisregard
- Posts: 1837
- Joined: 2009-06-02 11:31
Re: Dogfights and constant circling
Why am I so unlucky then ?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.
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
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.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 !

-
Drunkenup
- Posts: 786
- Joined: 2009-03-16 20:53
Re: Dogfights and constant circling
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
[XFIRE]c66cf[/XFIRE]
Dogfighting (as well as CAS, armour, infantry, and basically everything) is far improved when the view distance is increased.



-
BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
Re: Dogfights and constant circling
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.McLuv wrote:Dogfighting (as well as CAS, armour, infantry, and basically everything) is far improved when the view distance is increased.
[R-CON]creepin - "because on the internet 0=1"
-
Drunkenup
- Posts: 786
- Joined: 2009-03-16 20:53
Re: Dogfights and constant circling
Better engine+larger maps=long view distance, and pretty PR.[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.
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
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Dogfights and constant circling
Or you could simply say performance, which we've already lost nonetheless with 0.9[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.
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).



-
Elektro
- Posts: 1824
- Joined: 2009-01-05 14:53
Re: Dogfights and constant circling
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
??:

