
0.91 Light Anti Tank aiming problem
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nabiul
- Posts: 5
- Joined: 2010-04-11 23:40
0.91 Light Anti Tank aiming problem
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
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.
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nabiul
- Posts: 5
- Joined: 2010-04-11 23:40
Re: 0.91 Light Anti Tank aiming problem
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.
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: 0.91 Light Anti Tank aiming problem
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.
I believe the top rung is now the place you want to aim with? A Dev will have to correct me on that.
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octo-crab
- Posts: 389
- Joined: 2008-06-01 22:08
Re: 0.91 Light Anti Tank aiming problem
The top rung is the correct one to aim with out to a certain distance, just like any other LAT.
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: 0.91 Light Anti Tank aiming problem
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
Yes, it would be very nice McLuv. Can't wait to see those Mosquill sights ingame soon.
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boilerrat
- Posts: 1482
- Joined: 2009-09-02 07:47
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nabiul
- Posts: 5
- Joined: 2010-04-11 23:40
Re: 0.91 Light Anti Tank aiming problem
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.
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mangeface
- Posts: 2105
- Joined: 2009-12-13 09:56
Re: 0.91 Light Anti Tank aiming problem
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.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.
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nater
- Posts: 489
- Joined: 2009-01-07 19:35
Re: 0.91 Light Anti Tank aiming problem
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.)
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Truism
- Posts: 1189
- Joined: 2008-07-27 13:52
Re: 0.91 Light Anti Tank aiming problem
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.
In Project Reality. You know, a mod intended to make BF2 realistic.
Yeh, cool, I'm done now.
SSGTSEAL <headshot M4> Osama
Counter-Terrorists Win!
Counter-Terrorists Win!
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Chuc
- Retired PR Developer
- Posts: 7016
- Joined: 2007-02-11 03:14
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Dunehunter
- Retired PR Developer
- Posts: 12110
- Joined: 2006-12-17 14:42
Re: 0.91 Light Anti Tank aiming problem
Showing some respect for the hard work put into PR by the devs would be appreciated.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.
[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.
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: 0.91 Light Anti Tank aiming problem
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.[R-DEV]Dunehunter wrote:Showing some respect for the hard work put into PR by the devs would be appreciated.
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?
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Chuc
- Retired PR Developer
- Posts: 7016
- Joined: 2007-02-11 03:14
Re: 0.91 Light Anti Tank aiming problem
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.
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
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.
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Human_001
- Posts: 357
- Joined: 2008-08-02 10:26
Re: 0.91 Light Anti Tank aiming problem
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)
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.
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Bellator
- Posts: 511
- Joined: 2009-07-13 13:52
Re: 0.91 Light Anti Tank aiming problem
That's a good improvement.
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: 0.91 Light Anti Tank aiming problem
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.
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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