Tank control

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
radegast1.cz
Posts: 14
Joined: 2009-03-08 08:37

Tank control

Post by radegast1.cz »

Hello everyone. PR is a game of my heart, but what iritate me is gunner asset in tank. For so many years, why didnt you chosed for the model from "Red Orchestra"?
Player is using a "periscope/binnoculars" in free look and the turret is moving to the center of the player's center "point of view" (and using Q/E to adjust gun for distance of target). It is simple and works perfetly. Speed of moving turret depends of the tank type.

Maybe in the next patch. I guess many players would appretiate it.

Or At least there should be some clock, where driver would be able to mark position of enemy (for example 2 oclock, 6 oclock = faster orientation, then "SW 165.....)

Just my typ...maybe silly.
Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: Tank control

Post by Spush »

We have limitations on what we can do on the game engine that is provided. Any ways modern tanks have FCS which is Fire Control System. They laze, change the elevation of the weapon, and you fire. A lot more automated than what's in RO. That being said, ballistics also plays a role here, which simply put BF2 can't model properly.
radegast1.cz
Posts: 14
Joined: 2009-03-08 08:37

Re: Tank control

Post by radegast1.cz »

[R-DEV]Spush wrote:We have limitations on what we can do on the game engine that is provided. Any ways modern tanks have FCS which is Fire Control System. They laze, change the elevation of the weapon, and you fire. A lot more automated than what's in RO. That being said, ballistics also plays a role here, which simply put BF2 can't model properly.
OK, balistik is no such a problem, but Orientation yes.
Like I said, I think - system of a watch/clock would be faster then compass system.

And view from the gun ("tunnel spectrum") / moving the turret after the center point of periskop/binnoculars?
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Tank control

Post by Spec »

I'll just move instead of locking because a Dev commented. Devs can close when they're done here ;)

Next time, please put suggestions only in the suggestions forum, or they will be locked.
Image
--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Tank control

Post by waldov »

The only thing tanks need from red orchestra IMO is the ability to open the hatch and use binoculars, iirc FH2 has this ability, also forgot to mention that older Russian vehicles dont have automatic range adjusting and require manual input (like the T-72). could it work in the same way you adjust for range on grenade launchers?
Image
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Tank control

Post by PLODDITHANLEY »

Didn't the combined arms PR thingy have some funky tank changes?
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Tank control

Post by Roque_THE_GAMER »

would be interesting if the tank comander(driver) could mark with a laser as does the gunners of HUEY
Dogbox
Posts: 67
Joined: 2008-10-08 06:50

Re: Tank control

Post by Dogbox »

Now that's a great idea ^. But it might interfere with normal CAS lazes and such.
Head IS modeler and animations.
Prevtzer
Posts: 648
Joined: 2012-06-13 12:19

Re: Tank control

Post by Prevtzer »

Roque_THE_GAMER wrote:would be interesting if the tank comander(driver) could mark with a laser as does the gunners of HUEY
It's unrealistic since tanks don't carry such equipment and has already been discussed.
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Tank control

Post by Roque_THE_GAMER »

Prevtzer wrote:It's unrealistic since tanks don't carry such equipment and has already been discussed.
so ho the comander mark to the gunner?
Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: Tank control

Post by Stemplus »

Roque_THE_GAMER wrote:would be interesting if the tank comander(driver) could mark with a laser as does the gunners of HUEY
Prevtzer wrote:It's unrealistic since tanks don't carry such equipment and has already been discussed.

hmm....
'[R-DEV wrote:modern tanks have FCS which is Fire Control System. They laze, change the elevation of the weapon, and you fire.
MiG-29
Posts: 96
Joined: 2009-06-25 20:50

Re: Tank control

Post by MiG-29 »

Roque_THE_GAMER wrote:so ho the comander mark to the gunner?
By using this new and crazy thing, called - communication ;)

Though, i agree that gunner should have some identification where the driver is looking. Like pilot in attack chopper doest, when he sees where hes gunner is looking.
LV the___MIG-29

Image
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: Tank control

Post by Henrique_Dalben »

Using the Mk. 1 eyeball to spot and the Mk. 2 vocal cord to transmit the position
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: Tank control

Post by Eddie Baker »

Stemplus wrote:hmm....
Hum all you like, because it isn't happening, and Prevtzer is correct.
R-DEV wrote:The only armored vehicles with the ability to designate targets for laser guided air-launched ordnance or artillery rounds are specialist fire support team vehicles. Laser rangefinders found in the fire control systems of tanks and other vehicles are not the same thing.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Tank control

Post by Bringerof_D »

Henrique_Dalben wrote:Using the Mk. 1 eyeball to spot and the Mk. 2 vocal cord to transmit the position
lucky bugger, are yours upgraded? i think most of our vocal cords are still Mk. 1s
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
Post Reply

Return to “PR:BF2 Suggestions”