Ask the PR:F Team a Question

General discussion of the Project Reality Falklands modification.
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Rhino
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Re: Critical Open Tasks

Post by Rhino »

LiamNL wrote:Shame, then it will just be 2 sides with FALs shooting everything around them in the dark.
Its better than one side steam-rolling the other team since they have a massive advantage of having NVGs :p

We do plan on making night fighting in PR:F more interesting but its low priority on our to do list.
Ivancic1941 wrote:Will you be able to walk on ship when it is moving? AFAIK you cant walk on ships in BF2 engine because it will kill you. How did you solved this problem?
You can walk around the ship when its moving BUT its pretty glitchy and there is still a high risk of dying so I wouldn't advise it.

We have been able to achieve this the same way the Battleships BF2 Mod did by coating the deck of the ship with a material that dose no damage at all to players, where normal materials do a tiny bit of damage so if a tank runs you down at speed the impact will kill you. But even with this measure there is a chance that you will randomly die while walking on the deck, which is hard to do while the ship is moving, especially at speed, so I wouldn't recommend on doing it and there is little need to do it either since players will (hopefully, having a little problem making it work right now) spawn into the ship or into the Lynx on the Flight Deck, depending on what spawn location you select and then you can move to the different weapon seats though the F* keys like a normal vehicle.
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LiamNL
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Re: Critical Open Tasks

Post by LiamNL »

Would that basicly mean that you can jump on to the ship from great height without taking damage as the material doesn't give damage?
Rhino
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Re: Critical Open Tasks

Post by Rhino »

It might be possible yes but you will most likley still die doing it, even if you do manage to hit the deck and even if you managed it, you couldn't do much as an enemy and would have lost your jet. It wasn't a problem for the Baltteships mod and they had slow flying bi-planes you could more easily jump out of :p
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Brozef
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Re: Critical Open Tasks

Post by Brozef »

Will the Exxocet missiles lock onto the Frigates or just the cargo ship?
Rhino
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Re: Critical Open Tasks

Post by Rhino »

It will naturally be able to lock onto the Frigate as well as the cargoship, but unlike the cargoship the Frigate dose have chaff countermeasures in order to defend itself, as well as possibly being able to shoot down incoming Exocet missiles BUT BF2 doesn't support destroyable projectiles so the way we MIGHT be able to do that last one is just theroy that we have yet to test, and even then if its possible it will be very hard to shoot them down :p
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blayas
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Re: As the PR:F Team a Question

Post by blayas »

Someone spoke in the shot down exocet ?! YAHHHHHHHHHHH AMAZING!! ok ok.... and the HE ammunition with multifunction fuse for Mk8 , already preparing it Rhino ? :D :D :D
Rhino
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Re: As the PR:F Team a Question

Post by Rhino »

I wouldn't get your hopes up about it just yet. Like I said at the moment we just have a theroy on how it MIGHT be possible, but we have yet to even try coding it let alone test it to see if it works and even if it dose work, the strain it might put on the server might be waay to high to even use.

And yes we are looking into giving the HE ammo for the Mk. 8 a proximity fuse.
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blayas
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Re: Ask the PR:F Team a question

Post by blayas »

A subject that has not been much discussed, is on the radar functionality level .

Simulate Type 992Q low -level search radar would not be too difficult , make on when the frigate commander position is occupied .
Considering both frigate 's ability to defend itself , and the ability to support the cas believe 3km omnidirectional range would be of good size.

And to simulate the 2x Type 912 fire-control radars , could be added to Oerlinkons and Mk8 , the ability to see the target aircraft in a cone area , just as the AAV already do today .

I do not know how much it would take coding, but to simulate the RWR capabilities of aircraft would be spectacular to them after the entry into the area of the type21 search radar , receiving a short ''bip`` as an indication .

obs:if our talented devs manage to become the exocet really `` shot downable`` , it would be realistic recognized by search radar ( the correct thing is a smaller distance as 2km to the exocet , but again it's a matter of encoding and do not know how limited are radar mechanics in refractor ) and also recognizable by the radars of fire-control .
Last edited by blayas on 2015-11-04 14:23, edited 3 times in total.
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

I'm not going to go into any details about how we plan on using the radars just yet since its all subject to change etc but what I will say is we are planning on using the radars to their fullest and in the most realistic way possible, within the limitations of the BF2 engine.

And the 20mm Oerlikon AAA Cannons don't use a fire control radar, they are 100% manually aimed in r/l and will be ingame.
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blayas
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Re: Ask the PR:F Team a Question

Post by blayas »

Oh, I did not realize that the version later 4 of oerlinkons were manually controlled , well remembered Rhino , how nice that you guys are seeking the most realistic application for radar , I'm happy with it !
Well, anyway operators of oerlinkons will be supported by the search radar.
mries
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Re: [Texture] LAW 66

Post by mries »

TheLordHighExecutioner wrote:I won't be able to start texturing until after finals are over, so not before the 20th. I hope that won't be a problem. I'll try to post my progress as I go.
[R-DEV]Rhino wrote:Nope that's cool, gl with them :)
It's confirmed, no 1.4 before the 20th :o
:mrgreen:
Last edited by Rhino on 2015-12-15 11:50, edited 1 time in total.
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Rhino
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Re: [Texture] LAW 66

Post by Rhino »

mries wrote:It's confirmed, no 1.4 before the 20th :o
:mrgreen:
Ye, we did consider a xmas release for a short time but that was an insane target hehe :D

We are also in the "feature creep" stage where we are adding some new features for this release which we where not initially planning for w/e reason hehe.

Currently v1.4 is looking like this :p
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gerardusnl0
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Re: [Texture] LAW 66

Post by gerardusnl0 »

'[R-DEV wrote:Rhino;2111354']Ye, we did consider a xmas release for a short time but that was an insane target hehe :D

We are also in the "feature creep" stage where we are adding some new features for this release which we where not initially planning for w/e reason hehe.

Currently v1.4 is looking like this :p
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well here goes me hoping for a 2015 release! i sure hope we get another beta though of either ww2 or falklands before 2015 ends!

anyways on to my question.
vehicle warfare, how would it work? how many jets are able to be in 1 map ? can we expect 4 jets vs 4 jets? or 20v20?
Rhino
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Re: [Texture] LAW 66

Post by Rhino »

gerardusnl0 wrote:anyways on to my question.
vehicle warfare, how would it work? how many jets are able to be in 1 map ? can we expect 4 jets vs 4 jets? or 20v20?
The map will be set up for a maximum of around 50vs50 jets. 50 jets wont all be spawned at the same airbase at the same time, more you will have one or two spawn points for each type of jet, and once a jet has been moved off that spawn point, 30secs or so later another jet of the same type will spawn there, until the maximum amount of that type type of jet have all been spawned, and are still alive in the map. Then you fly around the islands, capping massive "Combat Air Patrol" flags by flying though them, providing their is no enemy there, and when you cap most/all of them you slowly bleed the enemy team out until you have won :D

A couple of videos to give you an idea. First video is best, starts off a little slow but you can see by the end there are quite a few players/jets on the server and squads tend to fly around and engage in groups and formation :D

https://www.youtube.com/watch?v=nF0lEb62gyk
https://www.youtube.com/watch?v=_ooiH-o0SuI
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Steeps
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Post by Steeps »

Thread should be named "Ask Rhino a Question"

;)


Sent from my iPhone using Tapatalk
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sweedensniiperr
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Re: Ask the PR:F Team a Question

Post by sweedensniiperr »

How much better will the next version be compared to what we played last?
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Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

Steeps wrote:Thread should be named "Ask Rhino a Question"

;)
:p
sweedensniiperr wrote:How much better will the next version be compared to what we played last?
If you liked the last version, then your going to really like the new version :D

Overall their is simply just a lot of new gameplay dynamics, topped with a lot more polish. But to go into a few details:

First of all, the Frigate will add a totally new dynamic that you probably haven't experienced in any other game. Closest might be World of Warships, for crewing that is, but in that, it is really Ships vs Ships, with only 1 player crewed ships, with the odd automated aircraft, where AA guns are all automatically aimed on ships, where in PR, its Ship vs Ground Targets and Aircraft, with the ship being very much on the defensive for a lot of the time, and the AA guns are not automated, they will all be crewed by individual players, with each crew member on the ship, doing all they can to take down the incoming aircraft, looking to sink them. On top of that, the planes are not automated, and all flown by real players, not only having to dodge the AA fire from the Frigate and other ground AA, but also having to contend with other aircraft in the skies. Not to mention their are many other targets than just the Frigate to go and bomb, just the Frigate is one of the more juicy targets since if you sink it, not only do you deny the Brits of all what the Frigate gives (Arty, AA defence, radar coverage (not vbf2 UAV style), Lynx, RHIBs etc) but also it will cost the Brits something like 100 tickets (exact number yet to be worked out). So while some Flight Sims might have aircraft vs ship combat, I can't think of any that have the ships being manned by real players, other than BF1942 which actually might be the closet thing come to think of it, but that doesn't have SAMs.

Which brings us to one of the next big gameplay dynamics, being CLOS SAMs like the Blowpipe, Tigercat and Sea Cat (last one being the SAM on the Frigate), where you have to manually guide the missiles onto the targets, which not only something totally new, its something super fun and from what I and the testers have told me during some play testing, they waay prefer over normal lock on SAMs, simply because its so much more of a challenge and rewarding when you do get a kill, with in many cases being more accurate for a skilled player. A little more here but keep your eyes open for blogs and highlights with more details :D
https://www.realitymod.com/forum/f196-p ... npipe.html

Infantry is receiving a lot of love too, with a bunch of new weapons (some I've posted teasers of here and there but trust me, there's more), new kit geoms for both sides, Brits getting new solider camo, and ye, just generally a lot of cool new gear for the infantry :D

Vehicles will be receiving quite a bit of love too, with more types of Skyhawk to play with, with more weapon load-outs, and choppers etc will be reciving quite a bit of love too :D

On the Maps side, for the main Falklands map, I'm hoping to update that somewhat too, hopefully giving it some more detail but this largely depends on how much time I have. Right now I'm somewhat focused on getting the Frigate done and that will have to come later on. On top of new details I'm planning some significant improvements for the VW game modes ;)
Goose Green has also received quite a bit of love and will be the best for the infantry vs infantry gameplay side.
On top of this, we are also looking at expanding the 80's Brits across more maps so the Falklands wont be the only place you can play with these awesome weapons ;)


So ye, hopefully the people who liked the old version, will really like the new version, and hopefully we can also win round some players who didn't quite like the old one with some of the new additions :D
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Panzerfire
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Re: Ask the PR:F Team a Question

Post by Panzerfire »

Thanks for your time making all these new toys for us, Rhino and the rest of the Dev team. ^_^

I wish you the best of lucks getting it all done.

USMCMIDN: KILL EVERYTHING!
gx: KILL! KILL! KILL 'EM ALL!!
[R-DEV]Dunehunter: Great attitude for hearts and minds :p
Rabbit
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Re: Ask the PR:F Team a Question

Post by Rabbit »

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AfSoccer "I just don't see the natural talent."
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Lukas_17_cab
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Re: Ask the PR:F Team a Question

Post by Lukas_17_cab »

hi guys, you could make about Falkland Beta? because Argentina or Latin American community wants to try the mod Falklands ...
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