Project Reality: ARMA 2 v0.1 Update & Manual Release

Project Reality announcements and development highlights.
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Technoelite
Posts: 632
Joined: 2007-06-19 16:37

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by Technoelite »

nozzzle wrote:Just bought Arma 2 and Arrowhead just for this, looks utterly amazing.

I have never played Arma before so I am wondering how will the guns differ? Is there a deviation system similar to BF2 :P R? Is there suppression? Bullet penetration?
Yes to all the above. except Deviation which is a no it has real worldish ballistics to range and all that shiz neeed to be taken into account :)
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Gorkounov
Posts: 60
Joined: 2008-05-21 04:07

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by Gorkounov »

Technoelite wrote:Yes to all the above. except Deviation which is a no it has real worldish ballistics to range and all that shiz neeed to be taken into account :)
Yes thats good. No more goofy looking firefights where I prone and then my bullet goes 50 meters to the left (Exaggeration) :D
Nakata
Posts: 102
Joined: 2010-02-05 02:24

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by Nakata »

Zemciugas wrote:It isnt' really that much different from Pr:Bf2 squad transporting with trucks, helis. You just gotta get out and pickup ammo, supplies instead of waiting for them to magicly rearm.
I think they will mantain the warm-up processes... If every time you land you need go out to take a create drag it to the chopper and load it it will take too muck time.

If you have a man to make the load/unload process you will save a lot of time.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by rushn »

I think the infantry job will be to unload and load
sparks50
Posts: 1128
Joined: 2008-07-16 21:30

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by sparks50 »

From the manual.
Helicopter transport also have some additional features like the Airlifting Rope which
can be used to transport not only supplies, but vehicles too. To do this you need to
unload the coiled rope from the Helicopters cargo or a nearby helicopter supply box,
attach the rope to the Helicopter, then take off. While hovering attach the cargo or
vehicle to the rope to transport it.
When you arrive at the desired location, you need to be under 25m altitude to safely
drop the cargo.

Another additional option is to drop cargo by parachute. Loaded cargo can be
dropped by parachute but only when you are flying above 200m. During flight open
interaction menu and chose option to drop cargo by parachute.
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by Zemciugas »

Nakata wrote:I think they will mantain the warm-up processes... If every time you land you need go out to take a create drag it to the chopper and load it it will take too muck time.

If you have a man to make the load/unload process you will save a lot of time.
In arma you can exit vehicles with engines running. So that's not a problem.
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*NwA* deadly22sniper
Posts: 60
Joined: 2010-07-02 15:17

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by *NwA* deadly22sniper »

Zemciugas wrote:In arma you can exit vehicles with engines running. So that's not a problem.
It's not consistent though. If you leave from the drivers position, then the engine cuts off automatically.
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alroar
Posts: 49
Joined: 2007-02-20 21:31

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by alroar »

if you use "get out" it will kill the engine as pilot. if you go "eject" it will keep running.

maybe im wrong, but thats whats in my mind
Rincewind
Posts: 14
Joined: 2011-01-12 17:05

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by Rincewind »

Will in 0.1 be any jets?
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by Zemciugas »

*NwA* deadly22sniper wrote:It's not consistent though. If you leave from the drivers position, then the engine cuts off automatically.
You gotta hit eject, not get out.
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ZAP44
Posts: 110
Joined: 2007-01-15 20:09

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by ZAP44 »

I know about NDA’s having done beta testing. They leak but they serve a purpose. However once the manual is published and released I fail to see the purpose of holding Dev’s and testers to NDA’s even though the software hasn’t been released. It’s almost comical reading responses from Dev’s and testers trying to truthfully answer questions generated by the release of the manual of course always starting with the disclaimer of “I don’t know how much I can say because of the NDA”.
foxtwofive
Posts: 946
Joined: 2009-09-26 12:14

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by foxtwofive »

Rincewind wrote:Will in 0.1 be any jets?
negative
Playing PR Since 0.4
*CONIURATIONE FACTA*
"This is the calm before the storm, Armageddon dawn."
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*NwA* deadly22sniper
Posts: 60
Joined: 2010-07-02 15:17

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by *NwA* deadly22sniper »

ZAP44 wrote:I know about NDA?s having done beta testing. They leak but they serve a purpose. However once the manual is published and released I fail to see the purpose of holding Dev?s and testers to NDA?s even though the software hasn?t been released. It?s almost comical reading responses from Dev?s and testers trying to truthfully answer questions generated by the release of the manual of course always starting with the disclaimer of ?I don?t know how much I can say because of the NDA?.
Your post is the first one I've seen mention NDAs recently, and the responses I've seen have actually answered people's questions. :? ??:
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R0DeX
Posts: 150
Joined: 2010-05-23 18:04

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by R0DeX »

So awsome. cant wait :)
StUfz
Posts: 48
Joined: 2008-12-07 01:11

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by StUfz »

Yeah!

And the next step into the future is done :-)

Unlock your weapons and set youself ready for an epic event !

Thumbs up!


Take, which is useful. Leave out, which is pointless.
And add, which is one's own....


[PR]Panther[UK/FR/DE]
RustyGiz
Posts: 8
Joined: 2009-02-24 21:13

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by RustyGiz »

Donate! After seeing those tutorial videos i http://www.youtube.com/watch?v=VLnWf1sQkjY&ob=av3e[/youtube]


Legendary work :m1helmet:
Mr-T approves :mr-t:
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by Pantera »

RustyGiz wrote:Donate! After seeing those tutorial videos i


Legendary work :m1helmet:
Mr-T approves :mr-t:
fixed it for ya
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General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by General Dragosh »

At first i was like =D

but then the video stoped because it played all the vids,

Then i was like =,(
[img][/img]Newly ordered sig !


Unkl
Posts: 9
Joined: 2011-08-27 13:59

Re: Project Reality: ARMA 2 v0.1 Update & Manual Release

Post by Unkl »

Good luck to all involved in getting this mod out & thanks for all the work thus far! This game is going to be so epic just can't wait to get going. See you's in the field.
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