Chinook Idea

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Jarryd_455495
Posts: 175
Joined: 2009-02-19 06:20

Chinook Idea

Post by Jarryd_455495 »

Today i was mucking around on a lan server with my Bro and we noticed that every time you exit the chinook you end up outside of it with is really annoying when we were trying to do 1337 cool operations.
So i'm proposing (if possible) that when you leave the chinook you spawn inside, not out side the ramp and walk out of the aircraft.

Where you sit:
[ATTACH]5057[/ATTACH]

Where you exit now:
[ATTACH]5059[/ATTACH]

Where i'm proposing exiting:
[ATTACH]5058[/ATTACH]

With this change it'll allow players:
1. To stay in the chopper for a bit of cover while leaving
2. Wait till the chopper is over the proper LZ spot (of cause it'd have to exit pretty close to the LZ otherwise they'd die), helpful for roof insertions and reduces people falling to their deaths

And other helicopters can have this too
Thoughs?

Ps. Can some one tell me how to lift up the door of the chinook? like does someone else need to be in the co-pilot seat?
Thanx
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Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Chinook Idea

Post by Smegburt_funkledink »

I support this idea, i like it. As long as you don't exit too far inside, there isn't much chance of being killed by the copper moving.
Jarryd_455495 wrote:Ps. Can some one tell me how to lift up the door of the chinook? like does someone else need to be in the co-pilot seat?
Thanx
The latest patch that is being worked on addresses the issue of the door not closing automatically. Once the bug fix patch is released, the back door of the Chinook will close after takeoff.
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
FelipeFR
Posts: 146
Joined: 2009-08-13 01:11

Re: Chinook Idea

Post by FelipeFR »

I support this idea. It would make the game more immersive and bring some interesting possibilities for urban insertions.
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Chinook Idea

Post by Qaiex »

Support it, but I think priority has to be making the chinook flyable to begin with.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Chinook Idea

Post by killonsight95 »

it is easy to fly just hard to find places to land thats all
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Shredhead99
Posts: 301
Joined: 2009-05-20 09:20

Re: Chinook Idea

Post by Shredhead99 »

That will hinder fast insertions, as pilots will have to stay on ground way longer, which makes them vulnerable against AT weapons. Squads tend to need too much time to get out of helos already. So I don't support this suggestion!
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Chinook Idea

Post by killonsight95 »

Shredhead99 wrote:That will hinder fast insertions, as pilots will have to stay on ground way longer, which makes them vulnerable against AT weapons. Squads tend to need too much time to get out of helos already. So I don't support this suggestion!
what you mean, like in real life? this is a good suggestion as it will also make the pilots think about when they drop guys off where they should land and not to land randomly in a hot zone

also this type of exsit would be usful in other helis
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myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Chinook Idea

Post by myles »

I like it the way you sppawn then walk out but then we will have the issue like we did with the merlin ppl just about to get out and then the piloit that is not patent enough and just flys off while someone is trying to get out and kills them by flying
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Chinook Idea

Post by Qaiex »

killonsight95 wrote:it is easy to fly just hard to find places to land thats all
Have you tried pressing CTRL to use free look or getting the map up to set a marker while flying? You start tilting backwards and crash if you take too long.
When you roll it also feels like instead of the engine moving, the fuselage of the helicopter is the one turning.

There are a lot of issues that need to be addressed to make it better to fly in my opinion.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Chinook Idea

Post by Rudd »

I've been playing around with helicopter physics after playing Combined arms, and its really quite hard to give it flyability without sacrificing capability.
There are a lot of issues that need to be addressed to make it better to fly in my opinion.
look at the chinook .tweak file, its so complicated...

but to the OP, I agree, however I suspect there is a reason its not been done this way
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TrahnLee
Retired PR Developer
Posts: 475
Joined: 2006-12-30 05:26

Re: Chinook Idea

Post by TrahnLee »

[R-CON]Rudd wrote:I've been playing around with helicopter physics after playing Combined arms, and its really quite hard to give it flyability without sacrificing capability.



look at the chinook .tweak file, its so complicated...

but to the OP, I agree, however I suspect there is a reason its not been done this way
I coded and exported this helicopter.. Making it fly well was not an easy task. There are many reason why I made it fly the way it does. Mostly to keep the PR style of helicopter flight.

The Chinook, by design, does not fly like a regular helicopter. It flies more like an airplane, hence why the body rolls more in a turn. I think it flies pretty well, but that is just my opinion, just as everyone else has one as well.

As for the rear door.. That works fine on a local server, but on a dedicated networked server it does not.. It could be that it does not function properly, due to the fact that I left a networkable info in the code by mistake when I converted the door over from open and closing on a button to a landing gear rotation. ie.. Open and close as a function of height and speed. This second method, does not require a networkable info. While the first option did.
With the networkable info in the mix of things.. The game engine might be confused.

In anycase, we're looking at a solution to it in the next patch.
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[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: Chinook Idea

Post by [uBp]Irish »

The other issue I've noticed where you exit is that if you have a squad that exits and the pilot is pretty quick with dropping crates, you can sometimes kill people by dropping crates on them as they exit... I've done it a couple times ;/
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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Chinook Idea

Post by rushn »

I got team killed a lot trying this with a ridewr
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Chinook Idea

Post by Dev1200 »

It would be cool, however what if your paradropping on yamalia and the heli's moving?


I guess you could hover.. but I agree. would be 1337.
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Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Chinook Idea

Post by Hunt3r »

Dev1200 wrote:It would be cool, however what if your paradropping on yamalia and the heli's moving?


I guess you could hover.. but I agree. would be 1337.
You fly out, or the heli kills you?
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Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: Chinook Idea

Post by Drunkenup »

I've actually tried fixing up the tweak file myself, not a easy task, but I think (with moderate knowledge of about how they're coded), it looks like its been coded with a "taxing" landing gear, much like the jets are coded with. If you've ever tried to stroke the mouse pad in the Chinook, it'll taxi. But it looks like that taxing engine accelerates way to fast, now if its not that, then the gear, and its maximum rotation should be slowed down, I'll try experimenting with that tonight and see where I'll get. But I think the hard flying may be contributing to the pilot themselves, most pilots will tend to land with the FRONT landing gear and at a high speed. You should never approach this way knowing the heli is going to shift forward. You should make visual contact, begin to slow down gradually, and at landing, you should never be flying faster than 50 km.

New theory. Moving landing gear, look at the Blackhawk for a second, it has wheels too, yet in landing it will shift forward and the tip of the nose will scratch the bottom, I think this is a problem thats caused with landing gear and how it doesn't have its own "brakes".

Never Theory, Chinook is slanted, up like a gargoyle, thus torque is channeled towards the back instead of channeled throughout the aircraft.
SGT_Griggs
Posts: 70
Joined: 2009-05-14 12:58

Re: Chinook Idea

Post by SGT_Griggs »

Guys I think this might be in the next patch! It says on the changelog that the devs have moved the exit points inside the helicopter :D
https://www.realitymod.com/forum/f196-p ... ost1315817
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My anti EVERTHING gun :P
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Chinook Idea

Post by Qaiex »

They removed that again though.
But they did fix the FOV, I'm interested to see how well you can see out of it now.
But I didn't see anything about stabilizing it.


When you're hovering in the Chinook, and you press whatever button you use to get the map up to set markers, you start pitching up and flying backwards.
Same when you use CTRL to look around.

Isn't there any way to fix that?
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Chinook Idea

Post by Tim270 »

Yeah, the flight physics are fine, its simply that you constantly move when landed that makes it really hard to use effectively, you just have to hover constantly to let people out.

I would also be really nice to have a key for a camera to be able to see into the back to check that everyone is out.
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