What do you want to see in a Realism Mod?
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Wolfmaster
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BrokenArrow
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Wolfmaster
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DAWG
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You hit the nail on the head ( no pun intended ), if I could just ask him to move a little left or right I would be able to see what's in front of me, he reminds me of the tall guy that always sits infront of you at movies. I just want to punch the gunner in the head and tell him to move. It's fine on take of and in flight, the nose is dipped and visibility is good, but soon as you pull up and begin decent, there it is, that massive heid obstructing the veiw.BrokenArrow wrote:main problem i have with piloting the Cobra is that the gunners head really gets in the way.

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Corey Darling
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Figisaacnewton
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Well, when the aircraft goes fast, it shakes. You might be able to add blacking out as something that happens when it shakes as well. I dunno though. ask Djuice or someone who understands the code on that.Corey Darling wrote:I did a search to see if it's been mentioned or not, and nothing came up, but is it possible to add G-effects to the aircraft?

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MH-60FLT-LD
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BlakeJr
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FLIR (Forward Looking Infra Red) it's a TV camera basically and not a radar.MH-60FLT-LD wrote:A FLIR (foreward looking infared radar) is a must, it is a little camera housed in a dome under the nose that assists in target aquasition and landing and hovering. It is controlled by a joystick in the center console.
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BrokenArrow
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Raaschou
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This is what I'd like to see (in no particually order, may have been mentioned before, may be impossible to make):
- Realistic weapons-psysics (bullets dropping, less damage the futher it goes)
- More ammunition pr soldier (I never had less than 10, mostly 12, sometimes 14 clips on me in Iraq)
- Body-armour having an effect (not bleeding when hit, no damage from some guns etc)
- A insurgent/terrorist fraction, with AK47s, Molotovs, IEDs, no body-armour (but may spawn more often) etc
- Civillians, without weapons, acting scared, being in the way (and of course, you get punished when you kill one)
- Longer running streaks, and the ability to shoot when running (but of course, you may go a little slower, and wouldn't hit anything, unless it's very, very close)
- Vehicle "hit-zones" with different effect, fx one being able to puncture a tyre (making the car hard to drive)
- Being able to bandage yourself (if one can still walk and fight, you're also able to do self-help), but this would of course take very long time
This was the "quick" stuff, may come back with more...
Note: As you see, most of it concerns the infantry, which is my field of "expertise"!
- Realistic weapons-psysics (bullets dropping, less damage the futher it goes)
- More ammunition pr soldier (I never had less than 10, mostly 12, sometimes 14 clips on me in Iraq)
- Body-armour having an effect (not bleeding when hit, no damage from some guns etc)
- A insurgent/terrorist fraction, with AK47s, Molotovs, IEDs, no body-armour (but may spawn more often) etc
- Civillians, without weapons, acting scared, being in the way (and of course, you get punished when you kill one)
- Longer running streaks, and the ability to shoot when running (but of course, you may go a little slower, and wouldn't hit anything, unless it's very, very close)
- Vehicle "hit-zones" with different effect, fx one being able to puncture a tyre (making the car hard to drive)
- Being able to bandage yourself (if one can still walk and fight, you're also able to do self-help), but this would of course take very long time
This was the "quick" stuff, may come back with more...
Note: As you see, most of it concerns the infantry, which is my field of "expertise"!
Last edited by Raaschou on 2005-10-05 09:54, edited 1 time in total.
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BrokenArrow
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all good ideas, i think the civvies one is streching a little bit but it still sounds good, most of the other stuff has been mentioned and some of that stuff im sure will be in PR somewhere down the line.
the one i agree most with BTW is the ammo. i was reading and found that in vietnam (different era but im sure the idea is the same) guys would carry hundreds of rounds of ammo with them as well as some for their gunner and a few claymores as well.
the one i agree most with BTW is the ammo. i was reading and found that in vietnam (different era but im sure the idea is the same) guys would carry hundreds of rounds of ammo with them as well as some for their gunner and a few claymores as well.

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halabut
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- Joined: 2005-10-06 10:38
I agree with the more ammo...
just for info heres what I've seen inf blokes from some armed forces or other carry (webbing + pack), its approx, I'm not inf:
18 mags (540 rounds) (12 webbing 6 pack, thats 6kg though)
10 40mm grenades (webbing) (or 4 hand grenades)
1 spare belt for the gunner (pack)
2 LAW 90s (pack)
1 90mm mortor round (2 if you're unlucky)
side arm + 3 mags
smoke, flares
possibly claymore
NVG
+food, water, spare cams...
btw, the javelin guy always carries a rifle and about 8-12 mags.
but of course in an engagement battlefield 2 standard length, anything more than 3-5 mags is excessive, fully auto wasn't ment to be used.
we also need optic sights on the weapons (rifle), nearly every western army sports an optic now.
but of course you usually dump the kevlar, ceramic bodybags just get you killed...
NATO radio code words would be interesting, the infos suposed to be classified, but I'm sure its on the internet illegally somewhere.
Me, I'll just sit in the command bunker...
Halabut
just for info heres what I've seen inf blokes from some armed forces or other carry (webbing + pack), its approx, I'm not inf:
18 mags (540 rounds) (12 webbing 6 pack, thats 6kg though)
10 40mm grenades (webbing) (or 4 hand grenades)
1 spare belt for the gunner (pack)
2 LAW 90s (pack)
1 90mm mortor round (2 if you're unlucky)
side arm + 3 mags
smoke, flares
possibly claymore
NVG
+food, water, spare cams...
btw, the javelin guy always carries a rifle and about 8-12 mags.
but of course in an engagement battlefield 2 standard length, anything more than 3-5 mags is excessive, fully auto wasn't ment to be used.
we also need optic sights on the weapons (rifle), nearly every western army sports an optic now.
but of course you usually dump the kevlar, ceramic bodybags just get you killed...
NATO radio code words would be interesting, the infos suposed to be classified, but I'm sure its on the internet illegally somewhere.
Me, I'll just sit in the command bunker...
Halabut
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BrokenArrow
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i still think troops in PR should get the whole 9 yards (or should it be the whole 8.23 meters?) as far as ammo loadouts go. considering in PR the name of the game will be staying alive, shootouts will be seen more and more at standoff range and more ammo will be used, as well as since you stay alive (or at least try to stay alive) longer you'll need more ammo.

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Raaschou
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What? Are you insane?halabut wrote:but of course you usually dump the kevlar, ceramic bodybags just get you killed...
I do not think any soldier would want to go "outside" without their body-armour!
Today, body-armour saves your life, both from direct bullet-hits and fragments!
Have you watched too much BHD?
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BrokenArrow
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BlaqSheep
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- Joined: 2005-10-09 02:48
Armour Pericing Rocket Realism PLZ!
I noticed that the Armour Pericing rockets dont do much to tanks or it is like it was a the begining should be some hit boxes on that. That would destroy a tank in one hit.........Help me understand whats it set too..........PEACE
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CobraPhantom
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Welcome to the forums. 1 hit from the back of the tank is one shot kill. 2 to the side and 2-3 to the front of the tank. For gameplay vs realism sake, this is how it is. It may or may not change in future releases but really its just the fine line between realism and gameplay.
Last edited by CobraPhantom on 2005-10-09 06:56, edited 1 time in total.




