[Coding] Small changes to aircraft private patch by CAS_117 & killerzangoo

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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Post by Alex6714 »

I hope this isn´t the wrong place, but could someone explain to me how choppers work on the BF2 engine? Because atm, I can´t understand why the don´t pull out of light dives, some are nice to fly, some like the BH are more unstable than some petrol and a match and the tail rotor fails to work at anything over medium speed?
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

well, the saw fires at 900rpm, so i dont think 600 would make that much lag. i have done done tests with 200rpm but the lock on would flicker. when i was testing with mosquill he suggested that we use a higher rof, so it just stayed. i am sure 200rpm would have no effect no the way it works, also with the projectile only going like 1300m/sec there is still some travel time so you still have to lead the target, but unless we find a way to get it to go faster it is stuck.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

well the attack marker does it but i am not sure how, so if we could use that then we could have a instant lase just like real life. we would need to some how update it at least every 0.3sec, could cause lag, not sure.
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Post by CAS_117 »

If you give the projectile a unique object tracking ability it wouldn't require any leading.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

wouldnt be hard, add a follow comp to the simrad projectile and add a lp targetcomp to the simrad and make it use TTUniuqe, would work fine.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

made the projectile track, looks like it helped, the laser wont fall behind where you are aiming unless you move it really fast, faster then anything you should be lasing. with this i think a rof of 200 would be fine.
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Post by CAS_117 »

Make sure the turn rate for the projectile is equal to the maximum speed.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

ok well it seemed to work great with a turn rate of 10, so i think a turn rate of 1500 should work fine. also if we use a higher fire rate the laser target will stay where you are aiming better. also for the dedicated server after looking at the file, it looks like i could just make the pr server code.
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