suggestions for laser-guided munitions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

suggestions for laser-guided munitions

Post by baptist_christian »

1: Make the soflam maker guidable like a heavy AT round
2: make the laser designator aboard the attack chopper unguidable so that it lands where you actually want it to land
3: improve the stabilization on the gun cam (and pretty much every other vehicle) to compensate for roll as well as pitch and yaw.
~XHW~Flamestorm
Posts: 273
Joined: 2008-01-17 20:00

Re: suggestions for laser-guided munitions

Post by ~XHW~Flamestorm »

-.- gun cam if you have bad pilot you have bad gun cam and in the tank its the same.
1: blak->unrealistic cause the soflam is shooting a laser on the vehicle which go spread into the sky where it can be locked from the jets or choppers with ther lasertargeted.
2: who needs it if you want rockets on a target where you aim you should be the pilot cause he have the unguidable rockets
Waaah_Wah
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Re: suggestions for laser-guided munitions

Post by Waaah_Wah »

It wasnt possible to make "vertical stabilisator" unfortunately...
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baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

Re: suggestions for laser-guided munitions

Post by baptist_christian »

~XHW~Flamestorm wrote:-.- gun cam if you have bad pilot you have bad gun cam and in the tank its the same.
have you ever played Armed assault? the stabilization compensates for roll, pitch, and yaw. I'm pretty sure it's even easier to aim the gun in real life (inertial guidence system keeps laser in the same place on the ground, or the Longbow keeps the laser on the heat source)
~XHW~Flamestorm wrote:1: blak->unrealistic cause the soflam is shooting a laser on the vehicle which go spread into the sky where it can be locked from the jets or choppers with ther lasertargeted.
and? the point I was trying to get at was that the SOFLAM would be useful against moving vehicles. the way that the SOFLAM works now it fires a box which travels somehwat slower than a bullet. this makes it extremely difficult to laze a moving vehicle or a vehicle which does not stay stationary for more than ~4 seconds.
~XHW~Flamestorm wrote:2: who needs it if you want rockets on a target where you aim you should be the pilot cause he have the unguidable rockets
what?

dude, the hellfires are laser guided. the gunner needs to be able to place hellfire missiles on a tank in order to destroy it, and he can't do that if the gun laser is bouncing all over the screen, and hydra rockets dont do squat against main battle tanks.
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Re: suggestions for laser-guided munitions

Post by daranz »

baptist_christian wrote:dude, the hellfires are laser guided. the gunner needs to be able to place hellfire missiles on a tank in order to destroy it, and he can't do that if the gun laser is bouncing all over the screen, and hydra rockets dont do squat against main battle tanks.
In PR, laser-guided mode Hellfires follow the crosshair and not the laser box. You aim them like TOWs.
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PlatinumA1
Posts: 381
Joined: 2007-06-25 07:31

Re: suggestions for laser-guided munitions

Post by PlatinumA1 »

Your suggestions need to be more specific cause I'm pretty confuse for 1 and 2

As for #3 , The stabilization Is way better in .8 than .7 . I'm not going to say "Hard Coded blah blAH BLAH" as towards having the stabilization like arma or whatever but give time for it to be how you want it which it never will although close
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Re: suggestions for laser-guided munitions

Post by daranz »

PlatinumA1 wrote:Your suggestions need to be more specific cause I'm pretty confuse for 1 and 2

As for #3 , The stabilization Is way better in .8 than .7 . I'm not going to say "Hard Coded blah blAH BLAH" as towards having the stabilization like arma or whatever but give time for it to be how you want it which it never will although close
I'm gonna try to explain what I thought he meant.

As it is right now, the laser designation (I'm gonna call it "the Box," since it's the green box you see when you look through the laser designator) is actually a projectile. It's invisible, but it does allow guided munitions to lock onto it. So, what you're essentially doing is tossing the Box at the target. The Box is like C4, so it sticks to the target on impact, and that's why you see the Box follow a target after you lase it. In essence, the SOFLAM/LTD/laser-thingymabob is essentially a Box launcher, then. What OP wanted was for the SOFLAM to work like one of the HAT missile launchers in game - ie, when you launch the missile it follows the reticule, so you can actually follow a moving target. This would mean that you would not have to attempt to fire the Box at an intercept course to a moving target. Instead, you would follow the target with the SOFLAM crosshairs until you saw the Box stick to the target.

If that were possible, it'd be pretty cool to have.
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WildBill1337
Posts: 317
Joined: 2008-08-02 21:47

Re: suggestions for laser-guided munitions

Post by WildBill1337 »

i get the idea, but the whole "box launcher" deal is a funny way to put it. lol
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: suggestions for laser-guided munitions

Post by zangoo »

umm, it is 100% possible and very very easy to make the soflam projectile guide-able like the hat missile. it would take like 5 min of work....

I have a idea to fix the whole soflam issue but i am still learning python so i cannot currently attempt to put it ingame. But from the over all looks of it, it should work very very well but i dont want to count the chickens before the eggs hatch.
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Tirak
Posts: 2022
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Re: suggestions for laser-guided munitions

Post by Tirak »

zangoo wrote:umm, it is 100% possible and very very easy to make the soflam projectile guide-able like the hat missile. it would take like 5 min of work....

I have a idea to fix the whole soflam issue but i am still learning python so i cannot currently attempt to put it ingame. But from the over all looks of it, it should work very very well but i dont want to count the chickens before the eggs hatch.
Not quite as simple as you'd believe. Johnny said he'd look into it but earlier attempts at this had some bugs.
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Re: suggestions for laser-guided munitions

Post by Sadist_Cain »

Argh nightmare problems trying to post this
baptist_christian wrote:have you ever played Armed assault? the stabilization compensates for roll, pitch, and yaw. I'm pretty sure it's even easier to aim the gun in real life (inertial guidence system keeps laser in the same place on the ground, or the Longbow keeps the laser on the heat source)


Have you ever noticed that we aren't playing Armed Assault? i.e. different game engines different limitations


and? the point I was trying to get at was that the SOFLAM would be useful against moving vehicles. the way that the SOFLAM works now it fires a box which travels somehwat slower than a bullet. this makes it extremely difficult to laze a moving vehicle or a vehicle which does not stay stationary for more than ~4 seconds.


the problem would be Lasing targets like choppers and jets in the air and general noobishness


what?

dude, the hellfires are laser guided. the gunner needs to be able to place hellfire missiles on a tank in order to destroy it, and he can't do that if the gun laser is bouncing all over the screen, and hydra rockets dont do squat against main battle tanks.

Defo with you, needs to be a way to "track" the laser target on the moving vehicles somehow, however its epic that we have Lasing as it is anyway, took a long time to develop and get working (0.7) Im sure the devs will work on this if possible
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zangoo
Posts: 978
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Re: suggestions for laser-guided munitions

Post by zangoo »

Tirak wrote:Not quite as simple as you'd believe. Johnny said he'd look into it but earlier attempts at this had some bugs.
it would involve adding

rem ---BeginComp:LPTargetComp ---
ObjectTemplate.createComponent LPTargetComp
ObjectTemplate.target.maxDistance 9999
ObjectTemplate.target.setTargetAtMaxDistance 1
ObjectTemplate.target.targetSystem TSWireGuided
ObjectTemplate.target.connectionEffect e_predatorscope
ObjectTemplate.target.targetObjectTemplate UniqueTarget
ObjectTemplate.target.connectionEffectOnlyWhenZoomed 1
ObjectTemplate.target.disableGuidanceOnReload 1
rem ---EndComp ---

to the simrads tweak file, then adding

rem ---BeginComp:SeekClosestTargetComp ---
ObjectTemplate.createComponent SeekClosestTargetComp
ObjectTemplate.seek.targetType TTUnique
ObjectTemplate.seek.trackingDelay 0
ObjectTemplate.seek.maxAngleLock 360
ObjectTemplate.seek.maxDistLock 9999
ObjectTemplate.seek.reLockTime 0
rem ---EndComp ---
rem ---BeginComp :D efaultFollowComp ---
ObjectTemplate.createComponent DefaultFollowComp
ObjectTemplate.follow.maxYaw 1000
ObjectTemplate.follow.maxPitch 1000
ObjectTemplate.follow.changePitch 1000
ObjectTemplate.follow.changeYaw 1000
ObjectTemplate.follow.minDist 10
rem ---EndComp ---

to the projectile.

Idont see why there would be any bugs at all, the tracking would stop effecting the projectile before impact allowing the projectile to stick to the target.
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@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: suggestions for laser-guided munitions

Post by @bsurd »

i get the idea i think, but what is the problem? If you want to point a moveing vehicle, point in front of it and let the laser get picked up...

Still works in 0.8. So i dont get the problem here...

No its more saver... Point it and hide... The laser is still on target...

If you want it as in RL...(Point it all the time) i think the tank takes you out b4 impact...
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baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

Re: suggestions for laser-guided munitions

Post by baptist_christian »

Colonelcool125 wrote:I belive the issue with the SOFLAM speed is due to the fact that if the "laser" were to go much faster, it would bounce off the target.
it actually has nothing to do with the "bouncing effect" which would be created were the boxes fired any faster.

and to the guy who told me to put it in front of the vehicle, the vehicle doesn't actually "pick up" the target, it sticks to the ground. the laser box that planes and helicopters' missles lock onto is a sticky projectile. in order to laze a moving target, your laser actually has to intercept the target. This however is INCREDIBLY difficult because you have no depth perception with the laser box.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: suggestions for laser-guided munitions

Post by Tirak »

baptist_christian wrote:it actually has nothing to do with the "bouncing effect" which would be created were the boxes fired any faster.

and to the guy who told me to put it in front of the vehicle, the vehicle doesn't actually "pick up" the target, it sticks to the ground. the laser box that planes and helicopters' missles lock onto is a sticky projectile. in order to laze a moving target, your laser actually has to intercept the target. This however is INCREDIBLY difficult because you have no depth perception with the laser box.
*Sigh*

The GLTDs "Laser Box" uses the same coding as the C4 to "stick" to objects. However, if the box is traveling too fast, it does not stick and instead bounces off the target. Therefore, yes, the speed has everything to do with the bouncing effect.
baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

Re: suggestions for laser-guided munitions

Post by baptist_christian »

Tirak wrote:*Sigh*

The GLTDs "Laser Box" uses the same coding as the C4 to "stick" to objects. However, if the box is traveling too fast, it does not stick and instead bounces off the target. Therefore, yes, the speed has everything to do with the bouncing effect.
you misunderstood me.

The "it" in my post was not whatever the hell it is you're talking about, "it" was my suggestion to make the box guidable like a HAT round
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