Challenger 2 Turret Gunner View

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M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Challenger 2 Turret Gunner View

Post by M.Warren »

Well as time goes on, more in-game details persist to become rather... Irritating. One of the more noticeable of these details is the Challenger 2 turret gunner view. I rarely gun my own tanks but it's come pretty clear that the very few times that it does occur, results in the detail to drive me crazy up the wall. So I decided to do something about it, and I'm sure you'll agree that the differences are certainly welcome.

Not only does this appear to be more realistic and visually appealing, for those who drive and command a tank will have to worry less about the barrel striking into foreign objects as the gunner can now actually see where it's pointed. Rather than the camera having a tendancy to see at awkward perspectives in relation to the location of the tip of the barrel itself.

<Note: Be advised that these screenshots have been altered in Paint. I simply took 2 different screen shots and melded them together. Although I most likely would have been able to accomplish this in the Battlefield 2 Project Reality editor, the amount of time and effort it would take for me to make this "official" would probably be a waste. Reason being is that a developer who is already more familiar with the Challenger 2 would be able to correct the gunner seat view with greater efficiency and probably less than 1-2 hours time.>

Challenger 2 Normal Gunner View
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Challenger 2 Realistic Gunner View
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Course I could go on and on about numerous in-game details, but that would probably pull people away from other aspects of the game. Personally I feel some of those aspects currently being worked on at this time can be put aside for a later date and confront some of the more simple problems.

The easiest example to point out would be the appearance of the Molotov Cocktail. Granted that it might finally have a new look by the next patch, but that has remained unchanged since when? I'd certainly say it's overdue. A small detail, yes... But small details add up to to a larger picture. The idea is to nip things in the butt while you can and as soon as possible so we can progress in other areas.

Do it once, do it right and be done.
Last edited by M.Warren on 2008-06-13 12:11, edited 2 times in total.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Challenger 2 Turret Gunner View

Post by Rhino »

that in fact is not the realistic gunner view. What we have now is close to what is realistic but its not quite and it has bugs with it yes.

The gunner view in the CR2 has a default of something like a 4x zoom, I aint 100% sure on what it is I could look it up but simply put it that in the default zoom you can not see the cannon.

then the realistic view is in fact a little to the right of there, that is in fact where the thermal vision view is located.

The current molotov is a place holder, like many other weapons, items etc in PR have place holders.
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Masaq
Retired PR Developer
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Re: Challenger 2 Turret Gunner View

Post by Masaq »

Yeah, irrititating as hell this one... hope it's fixed in future builds lol.

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Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: Challenger 2 Turret Gunner View

Post by Hotrod525 »

when you see you're cannon its look easier to aim and move it... BTW Chinese cannon is bugged too.
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V4.SKUNK
Posts: 98
Joined: 2008-02-04 10:45

Re: Challenger 2 Turret Gunner View

Post by V4.SKUNK »

I have another good suggestion that by far more important.
Turn down the volume of the turret sounds when you are gunner. Also turn down the sound a little for the roof gunner, on other tansk as the roof gunner i can actually hear enemy tanks in the distance, but not on the CR2, it's deafening.
Another few things, but i'm only nit picking with this swap the .50 for the GPMG, and put it on a RWS.
Also CR2 will need re-modeling one day any way as the current model is outdated.
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M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Challenger 2 Turret Gunner View

Post by M.Warren »

Technological reference here.

"Gunner: Gyrostabilised primary site with laser range finder and thermal imager, and coaxially mounted auxiliary sight."

Visual reference
<Note: Main Sight: 2:47, 2:56, 2:57-2:59, 3:56-3:57, 4:21, 4:31, 4:52, 5:17-5:18, 5:33-5:35, 5:37, 5:39-5:41, 7:22-7:24.>
<Note: Auxillary Sight: 2:36-2:37, 3:47, 3:55-3:56, 4:22, 4:36-4:37, 5:14-5:15, 5:36, 5:44-5:46, 6:41-6:42, 6:54-6:56.>
http://www.youtube.com/watch?v=dOSAqacsJeQ[/youtube]
So theoretically the main sight which is slightly off to the right below the commander CITV, or the auxillary sight which is mounted directly parallel and above the barrel is acceptable. Considering either of these 2 possible sighting systems is still better off than what we utilize now. Good to hear that it's been delt with, as it's one less problem we need to worry about.
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Rhino
Retired PR Developer
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Re: Challenger 2 Turret Gunner View

Post by Rhino »

[R-DEV]Undies, one of our MAs is a CR2 crewman, not 100% sure on his exact role but all the information we need on the CR2 he knows. The problem is the BF2 engine being able to do this stuff most of the time is not possible. We will be improving the gunner sight for v0.8, thou we are not 100% sure on what the best method of doing it is yet.
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M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Challenger 2 Turret Gunner View

Post by M.Warren »

'[R-DEV wrote:Rhino;699769'][R-DEV]Undies, one of our MAs is a CR2 crewman, not 100% sure on his exact role but all the information we need on the CR2 he knows. The problem is the BF2 engine being able to do this stuff most of the time is not possible. We will be improving the gunner sight for v0.8, thou we are not 100% sure on what the best method of doing it is yet.
I highly suggest trying to get it to function as you had intended if possible. The main gunner sight on the right side of the tank directly below the CITV is in actuality the main sight. Thusly, they would almost always use that one the most. Afterall, it's a gyrostabilised primary site with laser range finder and thermal imager.

I simply picked the auxillary view as it's something particularly unique to the Challenger 2. Besides the fact that gunners do not have a thermal view anyways. But the biggest reason is that it's most likely easier to get to function as intended with little alteration necessary.

It just comes down to balancing out what you can and can't do. But still, either of them is realistically accurate.
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Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: Challenger 2 Turret Gunner View

Post by Skodz »

Realistic or not, I also hate not seeing my canon in the Challenger 2 gunner position.
Fluffywuffy
Posts: 2532
Joined: 2007-11-13 23:52

Re: Challenger 2 Turret Gunner View

Post by Fluffywuffy »

Ok but the turret moves as if the camera is on the front of the cannon.
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bosco_
Retired PR Developer
Posts: 14620
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Re: Challenger 2 Turret Gunner View

Post by bosco_ »

The current camera position is actually pretty usefull, if you know what I mean. ;)
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Fluffywuffy
Posts: 2532
Joined: 2007-11-13 23:52

Re: Challenger 2 Turret Gunner View

Post by Fluffywuffy »

Like looking above walls.
Not to mention a little zoom you get.
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Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: Challenger 2 Turret Gunner View

Post by Mora »

Can you still see trough the walls with it?
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