[Coding] Improved Anti Tank

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hall0
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Post by hall0 »

Great job Mescaldrav :D
But a vid with sound would be cool next time :)
kilroy0097
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Post by kilroy0097 »

Mescaldrav wrote: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.....
Well there is always mention of other members doing their part on modifications or coding on things they think can be improved. You did exactly that and so I would hope at least consideration would be put into such modifications. Especially since this modification is promoting realism. After all we are comparing it directly to live footage and it seems to match very well. I don't think you can get much better than that.

I might suggest posting your final product on the Eyrx and the corresponding comparison real life video in the Community Mod section.

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Waaah_Wah
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Post by Waaah_Wah »

kilroy0097 wrote: 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.
There is zoom on TOW's in-game AFAIK. Press X or C
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Last edited by Waaah_Wah on 2008-04-27 02:03, edited 1 time in total.
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Defiyur
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Post by Defiyur »

Get this fix in the game ASAP! Also if there are any other ATGMs (or maybe the rpg?)that could use some similar RL fixes do those too if you can.
Sgt1_Jackson
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Post by Sgt1_Jackson »

Now we can make the javeline too! but i cant make it.
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Rudd
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Post by Rudd »

Sgt1_Jackson wrote:Now we can make the javeline too! but i cant make it.
I thought the javelin was disregarded because there wasn't an equivalent for the MEC and Chinese?
Cuz I'm sure i've seen youtube vids of one on BF2, it was disregarded for good reasons.


edit- from a thread u made Jackson
Originally posted by Deadfast
Balance - there's no similar weapon for the other factions
Top attack mode bugged.
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-=shootmeplz=-
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Post by -=shootmeplz=- »

zangoo wrote: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.
sorry, but this is not a tow-missile. the video-description is wrong.
the system shown is the never introduced LOSAT-system. it had no explosive warhead and used only the kinetic energy of the high speed of 1650m/s!!! (tow approx 250m/s) to destroy the target.
MGM-166 LOSAT - Wikipedia, the free encyclopedia
jozi02
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Re: Improved Anti Tank Suggestion

Post by jozi02 »

M.Warren
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Re: Improved Anti Tank Suggestion

Post by M.Warren »

I must say that there has been some very nice work done on the Eryx by Mascaldrav. I still highly suggest adjusting the smoke trail slightly so that it appears as a faint haze as seen in the following video. Take note at 0:53 to 0:59 to help estimate the amount of smoke trail.

The Eryx

Also keep in mind, if I remember correctly (And I could be wrong.) but I remember the developers having a rather strong opinion about Heavy Anti-Tank not having an optical zoom of more than x1 (Normal ironsight magnification.). Reason being is that it's said that these missle kits do not offer optical magnification.

I would love to see the Heavy Anti-Tank kits refined more as they still are rough around the edges. Maybe some tweaks in armor values and other factors involved may make Heavy Anti-Tank abit more realistic and less of a laser-speed micro nuclear device.
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nicoX
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Re: Improved Anti Tank Suggestion

Post by nicoX »

Just shows how unrealistc DICE was is when making games. Probably will get even more unrealistic as EA's motto is games should be "fun" not "realistic". So they just implemented the ERYX without taking much notice how it should really work.
Great job hope to see it really soon.
Drav
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Re: Improved Anti Tank Suggestion

Post by Drav »

Ye I agree with that warren. The smoke trail should be a bit less opaque but thats easy to fix. If I was to do any more work on the effects, I'd probably work on a better backblast on launch. Did I ever put up the video of the proper scope I did for this?? Cant even remember now...

Ye its true as well its only a 1x scope too, so maybe I'll have to go back and fix that too. Only problem with this is things render so badly at long range, 1x in PR is probably harder than 1x with a proper ERYX....


Anyway, all this stuff is very quick to fix....
nicoX
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Re: Improved Anti Tank Suggestion

Post by nicoX »

No[R-DEV]Mescaldrav, you haven't put up the video, please do. By the way how about working on the weapon systems in PR, I see you did a great job with the ERYX.
It was along time ago I launched an ERYX, so I don't remember if it's possible to launch them standing up or just in a crouch position as it should only be the right way to do it.
The missile uses a low-speed "soft launch" that enables it to be fired from confined spaces. This enables it to be used effectively in an urban setting. The missile is then accelerated by a sustainer motor to its maximum speed of 245 meters per second at 600 meters, which it reaches in 4.3 seconds. The missile's initial low speed is controlled by use of thrust vectoring; the missile has two exhausts around the mid section which fire as the missile rotates.
Missile velocity
at launch: 18 m/s
at 600 m: 245 m/s

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Last edited by nicoX on 2008-06-07 19:34, edited 7 times in total.
fuzzhead
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Re: Improved Anti Tank Suggestion

Post by fuzzhead »

moving this to community modding forum so it doesnt get lost in the miriad of ever so "useful" threads in the suggestions/feedback forum ;)

Mescaldrav: if you have the time and willpower to continue doing these sorts of things, we would LOVE to have someone like you helping us out. Please send me a PM with your contact info (I use x-fire, gchat and teamspeak) and we can get you to work so that these changes can get into PR!
Rudd
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Re: Improved Anti Tank Suggestion

Post by Rudd »

[R-DEV]fuzzhead wrote:moving this to community modding forum so it doesnt get lost in the miriad of ever so "useful" threads in the suggestions/feedback forum ;)

Mescaldrav: if you have the time and willpower to continue doing these sorts of things, we would LOVE to have someone like you helping us out. Please send me a PM with your contact info (I use x-fire, gchat and teamspeak) and we can get you to work so that these changes can get into PR!
gotta love it when devs say wonderful things like this. :D
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nicoX
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Post by nicoX »

It touched my heart. Fuzzhead is a charming boy.

Here is the video with the right sight

http://www.youtube.com/watch?v=UjNIB5rF8Ao[/youtube]
Last edited by nicoX on 2008-06-07 20:46, edited 2 times in total.
LekyIRL
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Re: [Coding] Improved Anti Tank

Post by LekyIRL »

Hoorah! :)
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Smegburt_funkledink
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Re: [Coding] Improved Anti Tank

Post by Smegburt_funkledink »

Awww Yeeee!

Good work chap!
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agentscar
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Re: [Coding] Improved Anti Tank

Post by agentscar »

Looked nice. :)
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billdan
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Re: [Coding] Improved Anti Tank

Post by billdan »

will this be in .8?
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nicoX
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Re: [Coding] Improved Anti Tank

Post by nicoX »

Can we make the ERYX only to be fired from a crouching position?
For prone position a tripod is required, and standing it's just not used.
What's the coding ability to choose if you wan't the handheld or the tripod version when getting the kit?

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Last edited by nicoX on 2008-06-08 20:59, edited 2 times in total.
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