"In the Falklands War in 1982, 10 Harrier GR.3s of No. 1 Squadron operated from the aircraft carrier HMS Hermes"

EDIT: Some pics of the GR3 on Hermes as proof:






Wakain wrote:Those jets, especially the Harrier, look ace. I find those rotatable wheels interesting as well. Also good to hear something from that cargoship (Eyl still in production?).
I wonder how infantry combat will be like as the focus of development appears to be primarily on aircraft.

Sorry but this only affects the jets when they are on the ground, in fact the same loss of momentum you get in the air when bailing out still happens on the ground, but just nothing like as drastic as what it was before, but still pretty drasticStealthgato wrote:Regarding that magic brake thing, would it also end the aircraft falling like they are feathers when the crew bails out?
Yep that's the ideaYankeeSamurai wrote:Awesome update, keep up the good work! In some ways, it seems like PR:F is going to be a proving ground for a lot of potential 1.0 content, like those chopper wheels for example.
[quote=""'[R-CON"]Jafar Ironclad;1818627']40mmrain: Pilots will likely be able to do rolling takeoffs, although you won't be making the same inputs you would in a real helo (I.E. if you leave the stick forward as you put in full throttle, you'll nose-plant as you get airborne). This won't effect warm-up time, but will let you lift off with more energy.[/quote]40mmrain wrote:will we be able to do rolling takeoffs, that will allow for shorter warmups on maps with runways?
REal apaches do this, would work nicely on kashan, iron eagle, etc.



Jet engines can respond quite quickly, much more quickly than what we have ingame currently. For carrier aircraft its a massive design requirement for them to have good engine response times because its so important in order for them to get back in the air if they miss the deck, or to correct there height during the decent etc.Walmarx wrote:I have no experience with actual fighter aircraft at all, but I was under the impression that the engine delay was realistic. It would seem like one would need to gradually increase the fuel flow into a jet engine; pumping instantly to 100% fuel flow from 15% seems like a bad idea.
Infantry combat is quite a big focus, just not got much to show on it right now, although have shown a bit of infantry stuff recently, SUIT scope, new Arg player skins etcWakain wrote:I wonder how infantry combat will be like as the focus of development appears to be primarily on aircraft.
Indeed, main reason we are testing this out on PR:F is due to it having a much longer runway of iirc, around 1.25kms where normal runways ingame are around 800ms so if players are having problems here with it then we may need to look into this more, but as Jafar said eventually we plan on also changing engine response times.PLODDITHANLEY wrote:The aircraft engine response becomes an issue as the PR runways are so much shorter than IRL.
stop being a bad pilot, then, and use your burners. Burners cause a near instant response.hobbnob wrote:I couldn't disagree with this any more tbh, by the time you've realised you could overshoot the runway it's too late to put the power to max because nothing actually happens.
In case you don't understand: it's not the acceleration of the aircraft, but when the player puts the power up it takes the aircraft 5-10 seconds to actually respond, this really needs to be instant before we can start using aircraft realistically
warm up times could be shortened compared to deployable AA, meaning you wouldnt need to be sitting on the AA for 20 minutes in anticipation[R-DEV]Rhino wrote:When waiting for only one of the two jets on the map to show up that have a 20min spawn time it is for sure. in PR:F jets are far more regular, but ye sitting in one of the island mains on an AA will probably be quite boring and most people wont be sitting in them unless being attacked by a jet, which is the main purpose of them, but they are also a massive deterrent for the pilot just knowing they are there and they might possibly be manned.
Ye, the delay to use times on these are only 3secs long on the island bases, and no delay timer on the airbase defences versions currently, although they may get a little one in the future.40mmrain wrote:warm up times could be shortened compared to deployable AA, meaning you wouldnt need to be sitting on the AA for 20 minutes in anticipation
Though I agree with the deterrent, I'm always quite reluctant to fly close to the german or russian airfields if theyre in play due to all the big static guns