[QUESTION] Depth perception aiming on armour and gunships

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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

[QUESTION] Depth perception aiming on armour and gunships

Post by Psyko »

Allright, i have a question. I'll try not to be vague, but my bet is its hardcoded. however its worth a try.

part (a)
On digital cameras the center of the screen will focus on what its hovering on. For instance: if you were aiming at a person standing against a wall, it would focus on the person in the center and the wall in the background would have less focus. my query is similar to this.

Is it possible to have tanks and gunships focus on a target and track the target while the friendly vehicle is moving? (My tank looks at a building, while moving, but can hang on it an stay focused on the target.)

I dont know if normal landscaping would have this ability(like mountains and undergrowth), but it seems the distance marker on SOFLAMS stick to "Objects" and therfore give a bad reading.

If it was possible to take advantage of this. A gunship that was very far away like in RL would be able to strafe while the gunner remained looking at whatever he wanted to stay looking at.

part (b)
An extention of this idea is, is the player camera able to look down towards the end of a the trajectory of a bullet? If so, while firing the player might have the ability to watch the rounds impact.

I hope i have asked is the most accurate way possible, and that you understand my question. :)

[and afaik this is not a resuggestion, otherwise i would have dug up a similar thread and asked there]

Cheers,
Psyko
Dude388
Posts: 404
Joined: 2008-07-21 21:15

Re: [QUESTION] Depth perception aiming on armour and gunships

Post by Dude388 »

Psykogundam wrote: part (a)
On digital cameras the center of the screen will focus on what its hovering on. For instance: if you were aiming at a person standing against a wall, it would focus on the person in the center and the wall in the background would have less focus. my query is similar to this.

Is it possible to have tanks and gunships focus on a target and track the target while the friendly vehicle is moving? (My tank looks at a building, while moving, but can hang on it an stay focused on the target.)

I dont know if normal landscaping would have this ability(like mountains and undergrowth), but it seems the distance marker on SOFLAMS stick to "Objects" and therfore give a bad reading.

If it was possible to take advantage of this. A gunship that was very far away like in RL would be able to strafe while the gunner remained looking at whatever he wanted to stay looking at.
Do you mean that your reticule has sticky properties? I'm a little confused about this. If you do mean sticky, that seems a little unfair and makes aiming while moving too easy. Personally I enjoy the challange of hitting a moving target while moving myself.
Psykogundam wrote: part (b)
An extention of this idea is, is the player camera able to look down towards the end of a the trajectory of a bullet? If so, while firing the player might have the ability to watch the rounds impact.

I hope i have asked is the most accurate way possible, and that you understand my question. :)

[and afaik this is not a resuggestion, otherwise i would have dug up a similar thread and asked there]
That sounds basically like the zoom function of armor, just zoom in and watch for the hit animation. Though maybe I misunderstood the intent/point of this suggestion, so I may need clarification.
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xatu miller
Posts: 431
Joined: 2008-05-01 12:38

Re: [QUESTION] Depth perception aiming on armour and gunships

Post by xatu miller »

I agree, this is how all the modern attack choppers and tanks work in RL.
What do you mean in part (b)?You can already see the impact of you're rounds. I probably misunderstand what you meant.


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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [QUESTION] Depth perception aiming on armour and gunships

Post by Psyko »

yes i can see how it is slightly vague. it was just a question on the engine limits really. its not really a suggestion. but perhapse by investigating these possibilities, PR could achieve a similar visual system to that of modern day military vehicles. such as the ability to stabilise your vision more effectivly.

I have adopted a different view on suggestions. Because the engine is so full of limitations i ask about the limitations before i suggest somthing. so that it can branch out and answer more questions to other suggestions or ideas i may have. :)
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: [QUESTION] Depth perception aiming on armour and gunships

Post by Smegburt_funkledink »

That's quite interesting. I understand that a few tests have been tried with a stabalizer for Tanks & Helos but designating a target that the gunner will stay focused on is a neat idea if it's possible. It'd kinda improve on the 'buggy' feel of the stabalizer that Mosquill has tried. Although, I feel he may've already thought of this too.

This was the latest discussion on that, I think:

https://www.realitymod.com/forum/f18-pr ... brams.html

EDIT: I understand that what you've suggested maybe a different concept but adding to the limited system discussed in that link^ with this idea may be worth something.
Last edited by Smegburt_funkledink on 2008-11-04 00:35, edited 1 time in total.
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [QUESTION] Depth perception aiming on armour and gunships

Post by Psyko »

cheers for heads up smeg.

i think if the soflam was investigated, we could find out what makes it so sticky and it may lead us towards an interesting result.

i only wish i could do it myself :D
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