[Coding] Improved Anti Tank
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Glimmerman
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squall6677
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looks great, although i notice its not a 2 "stage" motor, just 2 motors angled slightly out (as you see in the canadian test video before it starts to whirl (look REALLY close))
a 2 stage motor has 2 seperate motors that are alight at different times, the 1st motor fires up, burns out, then the second fires up and burns out.
you have actually done a really good job as you haven't made a 2 stage motor (as you stated in the first clip) but a single motor (with a lot of fire
) which is replica to the canadian army model.
but as stated the spin is not there (not important although it would be cool) and it is clearly going to be a challenge. maybe (only maybe) you black out 2 triangles and have them rotate backwards slowly? if its even possible it would look just like a car wheel when motion tricks make the wheel look like its spinning backwards
a 2 stage motor has 2 seperate motors that are alight at different times, the 1st motor fires up, burns out, then the second fires up and burns out.
you have actually done a really good job as you haven't made a 2 stage motor (as you stated in the first clip) but a single motor (with a lot of fire
but as stated the spin is not there (not important although it would be cool) and it is clearly going to be a challenge. maybe (only maybe) you black out 2 triangles and have them rotate backwards slowly? if its even possible it would look just like a car wheel when motion tricks make the wheel look like its spinning backwards
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zangoo
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thing is you can make it so if the player goes off the target for even 0.1 sec they wont be able to lock, so a chopper would have to hover, then the gunner would have to follow the tank for 5sec, then they could shoot and it would work, it would be close to what we have right now just less skill to use.Cp20000 wrote:laser targets embeded in all the vehicles a la vanilla is a big no no, even if HATs and choppers would have micro sized lock angles it would still bring the CAS jets back to a 0.6 wtfbbqlonewolfsdream state.
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Alex6714
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Exactly, as stabilization can´t be added and we are going the route of realistic AA, then we need realistic helicopter CAS and hellfires.zangoo wrote:thing is you can make it so if the player goes off the target for even 0.1 sec they wont be able to lock, so a chopper would have to hover, then the gunner would have to follow the tank for 5sec, then they could shoot and it would work, it would be close to what we have right now just less skill to use.
"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"
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Cp
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Yes, I didnt say you couldnt do that. What I said was that if you did that, laser designation by SOFLAM would get thrown out the window, All targets would Allways be painted and CAS jets wouldnt need any teamwork what so ever to bomb targets. it would be 0.6 64 player kashan all over againzangoo wrote:thing is you can make it so if the player goes off the target for even 0.1 sec they wont be able to lock, so a chopper would have to hover, then the gunner would have to follow the tank for 5sec, then they could shoot and it would work, it would be close to what we have right now just less skill to use.

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Drav
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Fludblud get ready to be happy....fludblud wrote:simply including the flame will make my day
http://www.youtube.com/watch?v=QKjXHzu19qY[/youtube]
Shame youtube is rubbish quality. Its not quite perfect but its close no?
Had a big setback with the optics today, when I realised that I will have to build a whole new model to put my lovely sight into, as EA wont let anyone alter their their models, and the sights are built into the model. Bummer, especially as pretty much everything is done apart from that! I only started editing this as I thought it would be quick. So, do I build a whole new model just to put some sights in? Or has anyone got a crafty solution?
Last edited by Drav on 2008-04-26 00:22, edited 3 times in total.
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Waaah_Wah
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Marry meMescaldrav wrote:Fludblud get ready to be happy....
http://www.youtube.com/watch?v=QKjXHzu19qY[/youtube]
Shame youtube is rubbish quality. Its not quite perfect but its close no?
Had a big setback with the optics today, when I realised that I will have to build a whole new model to put my lovely sight into, as EA wont let anyone alter their their models, and the sights are built into the model. Bummer, especially as pretty much everything is done apart from that! I only started editing this as I thought it would be quick. So, do I build a whole new model just to put some sights in? Or has anyone got a crafty solution?
Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity
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Jaymz
Killing for peace is like f*cking for virginity
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zangoo
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just a suggestion, make gravity on the missle 0.66, then give it a tracking delay, this will allow the missile to fall as it is not effected by gravity when it is tracking. then when the rocket motor turns on the missile will stop falling and be normal. also it looks like the missile is taking a bit to long for the engine to start.
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Sgt1_Jackson
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Sgt1_Jackson
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zangoo
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here try to edit the tow missile so it looks like this
YouTube - U S Hummer With Tow Missile Destroys Tank
then i will give you a hug
edit: i was thinking if we were to add a laser target to a tank, then edit the .dds texture file that puts the box around the target to nothing, this would make it so the player wouldnt be able to see the target box and would have to hold the crosshairs over the target for 5 sec as if the player was lasing the target.
YouTube - U S Hummer With Tow Missile Destroys Tank
then i will give you a hug
edit: i was thinking if we were to add a laser target to a tank, then edit the .dds texture file that puts the box around the target to nothing, this would make it so the player wouldnt be able to see the target box and would have to hold the crosshairs over the target for 5 sec as if the player was lasing the target.
Last edited by zangoo on 2008-04-26 07:20, edited 1 time in total.
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$kelet0r
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in the Eryx video, the missile came out of the tube from the right, then the left, the the middle of the screen? little bit odd
Also the input seemed too fast - some sort of lag should exist between a command to move left/right and the missile actually making the turn, a fraction of a second, but enough to be noticeable.
I look forward to the new more realistic optic as well
Also the input seemed too fast - some sort of lag should exist between a command to move left/right and the missile actually making the turn, a fraction of a second, but enough to be noticeable.
I look forward to the new more realistic optic as well
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kilroy0097
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Mescaldrav I believe your newest vid of your improved Eyrx is spot on with the video Waaah_Wah posted. The first booster motor that quickly launches the missile from the launcher before the second motor kicks in at a safe distance looks very nice and realistic. The twirling flame from the motor as it seeks it's target looks about as close as you are going to get to the real life video example. The flight speed looks to be comparable to the real missle seeing in the vid. All in all coupled with the better zoom I think you have a real winner for a redone Eyrx HAT weapon. I hope the Devs do take a serious look at this and think about making some tweaks.
As for the US SRAW I don't know if making it a fire and forget weapon would be a very balanced thing to do. As we have seen with the MBT threads it would be very hard to balance everything out. Better to make it similar to the Eyrx for now. But by all means work on the code so if it's decided in the future to modify the US SRAW the code is already there. No sense reinventing the wheel.
Lastly on the TOW footage, I don't know if the TOW missile in the game goes that fast. It does go faster than the HAT weapon I know that much. At least from what I can tell just eyeballing it. Given it's a stationary platform it could stand to be a bit more useful such as letting it have a much greater two times zoom. As it is you can't even take out a tank on a hill at over 400m without a lucky shot because you can barely see them.
As for the US SRAW I don't know if making it a fire and forget weapon would be a very balanced thing to do. As we have seen with the MBT threads it would be very hard to balance everything out. Better to make it similar to the Eyrx for now. But by all means work on the code so if it's decided in the future to modify the US SRAW the code is already there. No sense reinventing the wheel.
Lastly on the TOW footage, I don't know if the TOW missile in the game goes that fast. It does go faster than the HAT weapon I know that much. At least from what I can tell just eyeballing it. Given it's a stationary platform it could stand to be a bit more useful such as letting it have a much greater two times zoom. As it is you can't even take out a tank on a hill at over 400m without a lucky shot because you can barely see them.
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"When fascism comes to America it will be wrapped in the flag and carrying a cross." - Sinclair Lewis
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General_J0k3r
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big rofl @ the musiczangoo wrote: YouTube - U S Hummer With Tow Missile Destroys Tank
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Drav
- Retired PR Developer
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Hot damn that music is ripped straight off Rocko Does Busty 4 no?
Skeletor that is deviation, the missile appears at different places now and then. I prefer it to always having it appear right on the crosshair, but I see what you mean. If I have time I shall have a look at getting the missile to always appear from the right (i.e out of the tube) I have also reduced the speed at which the missile can turn. Zangoo is right about the lag. I'm going to have one last look at the seek and follow stuff this avo.....
Kilroy thanks for the thumbs up! I hope the devs have a look at it too, but they dont seem very interested in the thread, so who knows.....
Zangoo, tried it, doesnt work. Gravity only seems to affect the missile when it has reached its max speed. This is how Satnav got his Javelin to shoot up in the air, so this is the best I can do.zangoo wrote:just a suggestion, make gravity on the missle 0.66, then give it a tracking delay, this will allow the missile to fall as it is not effected by gravity when it is tracking. then when the rocket motor turns on the missile will stop falling and be normal
Skeletor that is deviation, the missile appears at different places now and then. I prefer it to always having it appear right on the crosshair, but I see what you mean. If I have time I shall have a look at getting the missile to always appear from the right (i.e out of the tube) I have also reduced the speed at which the missile can turn. Zangoo is right about the lag. I'm going to have one last look at the seek and follow stuff this avo.....
Kilroy thanks for the thumbs up! I hope the devs have a look at it too, but they dont seem very interested in the thread, so who knows.....
Last edited by Drav on 2008-07-12 13:35, edited 1 time in total.

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