0.91 Light Anti Tank aiming problem

nabiul
Posts: 5
Joined: 2010-04-11 23:40

0.91 Light Anti Tank aiming problem

Post by nabiul »

Can some one explain why the game does this when I go to shoulder the rpg?

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Tofurkeymeister
Posts: 647
Joined: 2008-03-22 13:09

Re: 0.91 Light Anti Tank aiming problem

Post by Tofurkeymeister »

Its a sight, like on the grenade launcher. The horizontal bars represent impact distances of X, Y, and Z, with the difference between them being Q.
nabiul
Posts: 5
Joined: 2010-04-11 23:40

Re: 0.91 Light Anti Tank aiming problem

Post by nabiul »

I didn't ask how a sight works. Why isn't it aiming like it normally does, aligning the back peep sight with the front? It's not a grenade launcher, why is it aimed at an angle now? Was never like this before.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: 0.91 Light Anti Tank aiming problem

Post by dtacs »

I believe it was changed to make aiming a little bit easier as the peripheral vision when using the old sight was almost non-existent.

I believe the top rung is now the place you want to aim with? A Dev will have to correct me on that.
octo-crab
Posts: 389
Joined: 2008-06-01 22:08

Re: 0.91 Light Anti Tank aiming problem

Post by octo-crab »

The top rung is the correct one to aim with out to a certain distance, just like any other LAT.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: 0.91 Light Anti Tank aiming problem

Post by McBumLuv »

I'd much prefer the good 'ol RPG to get a Mosquil UGL treatment for aiming purposes. Mmmmm, yes, that'd be nice, wouldn't it?
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Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: 0.91 Light Anti Tank aiming problem

Post by Excavus »

Yes, it would be very nice McLuv. Can't wait to see those Mosquill sights ingame soon.
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: 0.91 Light Anti Tank aiming problem

Post by boilerrat »

Current priority, Mosquill brand sights.

On the double!
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nabiul
Posts: 5
Joined: 2010-04-11 23:40

Re: 0.91 Light Anti Tank aiming problem

Post by nabiul »

While it is easier to use, I don't like it for the fact that a) it's unrealistic and b) the US lat kit now has a disadvantage since it's sight window is so small.
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: 0.91 Light Anti Tank aiming problem

Post by mangeface »

nabiul wrote:While it is easier to use, I don't like it for the fact that a) it's unrealistic and b) the US lat kit now has a disadvantage since it's sight window is so small.
Agreed. I never had problems with the RPG-26 before. I scored numbers of kills again the poor little humvees and troop and logi trucks.
nater
Posts: 489
Joined: 2009-01-07 19:35

Re: 0.91 Light Anti Tank aiming problem

Post by nater »

I agree, too. The US light AT is easily the hardest rocket launcher to use in the game, if you ask me. (I'd take the RPG's accuracy over a tiny sight any day.)
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: 0.91 Light Anti Tank aiming problem

Post by Truism »

The devs started de-aligning sights for gameplay purposes.

In Project Reality. You know, a mod intended to make BF2 realistic.

Yeh, cool, I'm done now.
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Chuc
Retired PR Developer
Posts: 7016
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Re: 0.91 Light Anti Tank aiming problem

Post by Chuc »

Perhaps this change was done too early..
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Dunehunter
Retired PR Developer
Posts: 12110
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Re: 0.91 Light Anti Tank aiming problem

Post by Dunehunter »

Truism wrote:The devs started de-aligning sights for gameplay purposes.

In Project Reality. You know, a mod intended to make BF2 realistic.

Yeh, cool, I'm done now.
Showing some respect for the hard work put into PR by the devs would be appreciated.

[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce. :|
dtacs
Posts: 5512
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Re: 0.91 Light Anti Tank aiming problem

Post by dtacs »

[R-DEV]Dunehunter wrote:Showing some respect for the hard work put into PR by the devs would be appreciated.
Thankyou very much for project reality, it is an excellent mod and is fair to say one of the best games I've ever played.

You constantly deliver new content, support, and keep the players updated. We recognize you for the effort and time you have put in.

So now we've done that, why exactly were the sights moved around?
Chuc
Retired PR Developer
Posts: 7016
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Re: 0.91 Light Anti Tank aiming problem

Post by Chuc »

Gather round my children for a tale of adventure and sorcery..

A few months back one of the devs was fiddling with rocket speeds on handheld rockets and attempting to implement realistic drop stats and acceleration. One of the requirements was that we needed the sight systems to allow for sight conpensation, and so we moved the rear sight out of view so it wouldn't obscure the ladder sight. This was supposed to be in 0.9, but it due to some mistakes it the sight change was added only now.

However with Mosquill's distance and sight features, we won't need to resort to playing with how to align the sights.
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nabiul
Posts: 5
Joined: 2010-04-11 23:40

Re: 0.91 Light Anti Tank aiming problem

Post by nabiul »

Is there any way to learn exactly what distances the deviations are set for? I've been estimating the drop of the rocket; as for the grenade launcher, I've never known which one to aim with, I just go by feeling.
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: 0.91 Light Anti Tank aiming problem

Post by Human_001 »

Wait a moment. Isn't In Real RPG29 has this sighting disadvantage if it has a peep sight?

I know about Ghosting of rear sight in real life, but still its less comfortable than open sight. I thought some original BF2 sight had this ghosting simulated 2D sight on some of its sights. What did you guys think about those?

We shouldn't remove any real life disadvantage and actually make real life disadvantage a disadvantage in game. I want to say same about the G3 sight.

I don't mean to and don't want to offend generous peoples who spend their time to provide us with free software. Having that said I want to say this.
It feels little unorganized to have double standard of Removing disadvantage for gameplay reason (such as changing real life iron sights / making runway non destroyable) and then Leaving disadvantage for asymmetrical warfare and simulating real world. (such as Insurgent not having APC)
Last edited by Human_001 on 2010-04-21 06:18, edited 3 times in total.
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: 0.91 Light Anti Tank aiming problem

Post by Bellator »

That's a good improvement.
Bringerof_D
Posts: 2142
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Re: 0.91 Light Anti Tank aiming problem

Post by Bringerof_D »

i think the problem lies more along the lines of:

with the rear sight you are limited to one range alignment while the others are obstructed. whereas although now it feels a little more unrealistic, you can use the full sighting aperture and range your targets. I'm also sure the rear sight will be brought back once and if they implement that adjustable sight concept that was presented a month or 2 ago. you know the one where you can select your range and the sights line up together for that range on the grenade launchers.
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