How the apache should be flewn!

General discussion of the Project Reality: BF2 modification.
Ryan3215
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Joined: 2007-08-10 02:20

How the apache should be flewn!

Post by Ryan3215 »

http://www.youtube.com/watch?v=nek9RgrCXVE[/youtube]
if only everyone would fly like this!
Outlawz7
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Post by Outlawz7 »

If only Apache actually flew 300 Kmph instead of 800 with a possibility to accelerate to 1100 :/
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Rhino
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Post by Rhino »

Outlawz wrote:If only Apache actually flew 300 Kmph instead of 800 with a possibility to accelerate to 1100 :/
ingame HUD speed thing is totally incorrect. If you want to find out how fast something moves, mark up 100m and then go full speed and time the distance it takes to travel that 100m, then times that time by 10 for 1km, then devide the time by 60 and then you will find out how many km/h it dose, or should do, think thats the formula off the top of my head but dont quote me on that, might have missed something hehe.
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DarkTalon
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Post by DarkTalon »

theres no real point in flying below a hill in PR besides general cover, since the dome on top of the rotor doesn't really do anything. *hint* *hint*
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Rhino
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Post by Rhino »

DarkTalon wrote:theres no real point in flying below a hill in PR besides general cover, since the dome on top of the rotor doesn't really do anything. *hint* *hint*
unless you want us to add the vBF2 UAV to the chopper there is no real way we can simulate the radar in BF2, apart from also putting lock windows up but we are probaly going to remove them from the tanks for other reasons.
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SuperTimo
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Post by SuperTimo »

[R-DEV]Rhino wrote:ingame HUD speed thing is totally incorrect. If you want to find out how fast something moves, mark up 100m and then go full speed and time the distance it takes to travel that 100m, then times that time by 10 for 1km, then devide the time by 60 and then you will find out how many km/h it dose, or should do, think thats the formula off the top of my head but dont quote me on that, might have missed something hehe.
]

speed=distance/time
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CAS_117
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Post by CAS_117 »

If only I could flew like that!
Indecisi0n
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Post by Indecisi0n »

How your title should read, "How the apache should be flown!" :lol:
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Ryan3215
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Post by Ryan3215 »

well for radar you have a few options ( i dont think all are possible)

make the UAV around the apache, but make the radius smaller.

make the UAV only detect targets where the apache is directed.

make the UAV only setect real threats (tanks, APCs, AAVs, and other choppers)
Falkun
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Post by Falkun »

[R-DEV]Rhino wrote:unless you want us to add the vBF2 UAV to the chopper there is no real way we can simulate the radar in BF2, apart from also putting lock windows up but we are probaly going to remove them from the tanks for other reasons.
Instead of using an UAV radar, give the co-pilot a camera view that originates from above the rotor. Hiding behind buildings and terrain will become a much more viable option as a result.
DarkTalon
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Post by DarkTalon »

Ryan3215 wrote:well for radar you have a few options ( i dont think all are possible)

make the UAV around the apache, but make the radius smaller.

make the UAV only detect targets where the apache is directed.

make the UAV only setect real threats (tanks, APCs, AAVs, and other choppers)
only the first one is possible, and it's not very relistic.
I think we should have the TV missle idle cam from the rotor, similar to the camera on armor.

edit: what Falkun said...
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Desertfox
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Post by Desertfox »

I think the idea of having a camera at the top of the rotor is awesome, im no coding expert but since the UAV goes round and round, is it possible to set how far right/left it can go? So if the ^ is the Apache, the \/ is the UAV ;)


\ /
^

And if possible have it only be turned on when the gunner is in the camera view? So you can't just go flying around blowing stuff up with a UAV, you have to actually look :)
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Rhino
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Post by Rhino »

Ryan3215 wrote:well for radar you have a few options ( i dont think all are possible)

make the UAV around the apache, but make the radius smaller.

make the UAV only detect targets where the apache is directed.

make the UAV only setect real threats (tanks, APCs, AAVs, and other choppers)
ever tried coding the UAV to do things it wasn't ment to do? I can tell you before you start, its hard coded.
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Harrod200
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Post by Harrod200 »

Is there a way to script something not-quite a player to sit in the dome and 'spot' targets on the minimap?

Only example I can think of is the initial 2142 SL drone which follows you and points targets out on the map. If that could be bodged to work on BF2, coded to require LOS from the dome and only spot vehicles (I can't imagine a person has a very large radar signature) then it'd be worthwhile. Otherwise meh, no big loss.
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Falkun
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Post by Falkun »

[R-CON]Desertfox wrote:I think the idea of having a camera at the top of the rotor is awesome, im no coding expert but since the UAV goes round and round, is it possible to set how far right/left it can go? So if the ^ is the Apache, the \/ is the UAV ;)


\ /
^

And if possible have it only be turned on when the gunner is in the camera view? So you can't just go flying around blowing stuff up with a UAV, you have to actually look :)
No UAV because it will probably be impossible to make it like we want. It should only be a camera that is similar to the camera that the chopper gunner or perhaps tank gunner gets.
Mora
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Post by Mora »

this is interesting, i would like to see a sort of scope for the apache on top of it like the tank does
Swe_Olsson
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Post by Swe_Olsson »

Falkun, i agree that would be great.. now lets add Manually Guided missiles, instead of those TV ****
<1sk>Headshot
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Post by <1sk>Headshot »

Air to Ground heat seekers would be good. They were one of the things I liked from POE2.
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G.Drew
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Post by G.Drew »

Falkun: ur thinking of what OPK have for there Tiger/Eurocopter, with the gunners camera above the rotor, but it can also rotate 360
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