why is the sraw wire guided in PR?
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markonymous
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why is the sraw wire guided in PR?
IRL the sraw is not wire guided so im woundering why it is in PR(emphasis on that its not wire guided IRL it IS in PR though)
http://www.youtube.com/watch?v=AgA2Yd0wODE[/youtube]
http://www.youtube.com/watch?v=AgA2Yd0wODE[/youtube]
Last edited by markonymous on 2007-12-09 13:07, edited 1 time in total.

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Alex6714
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Why do you say it is in PR? I thought it was optically guided, with a little laser/infrared thingy that points at the tank, that can be detected and sets of the "alarm"?
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"oh, they're fire and forget all right...they're fired then they forget where the target is"
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markonymous
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ryan d ale
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Wow. Thats a new one for me. I never managed to notice if thats involved in the game play but thank youmarkonymous wrote:its a fire and forget weapon. you follow the target for 2sec then fire and run away missile does the rest.
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markonymous
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BloodBane611
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If the SRAW were realistically implemented it would mean that tanks would be almost useless, because the number of available H-ATs is about equal to the number of available MBTs. Several mods have working Javelin systems ingame, but they are killer for gameplay.
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MadTommy
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i thought the minimum range of 25m quite interesting.
But only having to track a target for 2 seconds and then it guides itself sounds way too easy for PR.. and i prefer fun gameplay over realism.
Anyway there is an overhaul of the H-AT system in 0.7.. so best wait for that b4 asking why the H-AT is as it is.
But only having to track a target for 2 seconds and then it guides itself sounds way too easy for PR.. and i prefer fun gameplay over realism.
Anyway there is an overhaul of the H-AT system in 0.7.. so best wait for that b4 asking why the H-AT is as it is.
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Viper5
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PR Has access to that Javelin system but has thus far chosen not to use it because of A Balance and B. Bugs.BloodBane611 wrote:If the SRAW were realistically implemented it would mean that tanks would be almost useless, because the number of available H-ATs is about equal to the number of available MBTs. Several mods have working Javelin systems ingame, but they are killer for gameplay.
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markonymous
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RustyBandSaw
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Wasteland
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I can't imagine it would be possible for the engine to "track" the rate of change of your cross hair position continuously and then pull up that data for the last two seconds when you want to fire, and then apply that rate of change to the missile's path, causing the missile's angle of change to need to accelerate as it gets further from the firer.
That's like BF2 engine fail.
Why would you even think that would be possible?
That's like BF2 engine fail.
Why would you even think that would be possible?
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
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Crusader09
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If the SRAW were realistically implemented it would mean that tanks would be almost useless, because the number of available H-ATs is about equal to the number of available MBTs. Several mods have working Javelin systems ingame, but they are killer for gameplay.
The USI mod gave the tank's deployable smoke the ability to block lock-ons. Just put that in PR and then there's your balance. Tanks shoot off more than just smoke by the way.
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In game name: ELITE_TANKER
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In game name: ELITE_TANKER
"Discipline is the soul of an army. It makes small numbers formidable; procures success to the weak, and esteem to all."
-George Washington
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Waaah_Wah
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markonymous
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Wasteland
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Please address this point before worrying about lock-on tones and whatnot. How would your idea possibly be coded? I understand that we both aren't coders, so give me a non-technical explanation.[R-MOD]Wasteland wrote:I can't imagine it would be possible for the engine to "track" the rate of change of your cross hair position continuously and then pull up that data for the last two seconds when you want to fire, and then apply that rate of change to the missile's path, causing the missile's angle of change to need to accelerate as it gets further from the firer.
That's like BF2 engine fail.
Why would you even think that would be possible?
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
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zangoo
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here is my way of doing this, make the sraw track the lasertarget_object that the tanks have, give the saw a very small lock angle, give the missile a very small lock angle and a 2 sec lock on time and make it so that it will lose the lock very fast if you stop following the tank. this way you would have to keep your aim on the tank for 2 sec then you can fire, and it would then just track like a normal missile.




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