The different lighting for Kashan
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@bsurd
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Outlawz7
- Retired PR Developer
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Re: The different lighting for Kashan
Keep the view distance at 1000m else you're going to see people lasing enemies from half way across the map...?

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gazzthompson
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Re: The different lighting for Kashan
whats wrong with that ?
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=Romagnolo=
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Re: The different lighting for Kashan
What is wrong with that what ?gazzthompson wrote:whats wrong with that ?
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General_J0k3r
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Re: The different lighting for Kashan
i think what's wrong with seeing across half the map.
anyway, I as well second the motion. Couldn't this thing just be released as is for servers to play?
anyway, I as well second the motion. Couldn't this thing just be released as is for servers to play?
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gazzthompson
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Re: The different lighting for Kashan
=Romagnolo= wrote:What is wrong with that what ?
Outlawz wrote:Keep the view distance at 1000m else you're going to see people lasing enemies from half way across the map...?
dat
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Outlawz7
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Re: The different lighting for Kashan
Umm let's see:
I drive the tank out of the base and a guy sitting on a hilltop 2 Km away zooms in and lazes me.
At that range I'd have to be god to manage to kill him with the tank before I'm dead and hope some terrain mesh that renders only at 20m doesn't save him from a shell.
Absolutely nothing wrong with that huh.
I drive the tank out of the base and a guy sitting on a hilltop 2 Km away zooms in and lazes me.
At that range I'd have to be god to manage to kill him with the tank before I'm dead and hope some terrain mesh that renders only at 20m doesn't save him from a shell.
Absolutely nothing wrong with that huh.

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Tirak
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Re: The different lighting for Kashan
Jet Combat would become more fun and fighter escorts and AAVs would be more effective. Sure, you can be lazed from 2 kms away, but your AA can also see the jet coming to bomb you from 2 kms away. Tanks would have more realistic engagement ranges and infantry would have more time to find cover. Increased view distance is good.
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Mora
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Re: The different lighting for Kashan
It will be very hard to lase targets from that range, especially if they are moving as you cannot steer the laser projectile. I don't see this as a problem and even when you do get it on them it will be completely realistic.
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Alex6714
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Re: The different lighting for Kashan
Supposing the team has someone lasing, supposing the is leet enough to get the slowest moving projectile on earth to connect with a target 2km away, and finally:Outlawz wrote:Umm let's see:
I drive the tank out of the base and a guy sitting on a hilltop 2 Km away zooms in and lazes me.
At that range I'd have to be god to manage to kill him with the tank before I'm dead and hope some terrain mesh that renders only at 20m doesn't save him from a shell.
Absolutely nothing wrong with that huh.
Supposing you have no AAV cover?
"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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Outlawz7
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hall0
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Re: The different lighting for Kashan
But your aav log can just log on distances around 1500m so maybe a jet will be doomed but a hovering chopper will not.Tirak wrote:Jet Combat would become more fun and fighter escorts and AAVs would be more effective. Sure, you can be lazed from 2 kms away, but your AA can also see the jet coming to bomb you from 2 kms away. Tanks would have more realistic engagement ranges and infantry would have more time to find cover. Increased view distance is good.
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Alex6714
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Re: The different lighting for Kashan
AA locks on at the view distance, or a bit more iirc. At least, thats what it seems anyway. But if there was this view distance the aa would also be changed I would assume.hall0 wrote:But your aav log can just log on distances around 1500m so maybe a jet will be doomed but a hovering chopper will not.??:
"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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Outlawz7
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hall0
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Re: The different lighting for Kashan
We tried it yesterday and it stopped at ~1500m and we saw the aav[R-CON]Alex6714 wrote:AA locks on at the view distance, or a bit more iirc. At least, thats what it seems anyway. But if there was this view distance the aa would also be changed I would assume.
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Outlawz
Dont know. If its right problem solved
Last edited by hall0 on 2008-11-15 12:38, edited 1 time in total.
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LithiumFox
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Re: The different lighting for Kashan
the thing with veiw distance is that i'm pretty sure you can see quite a bit farther irl...
I want ot see the entire map!!! MWAHAHAHAHAHAHA!!!!!
helo sniper... XD
[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
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Alex6714
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Re: The different lighting for Kashan
Yeah its right, but if the view was 2km, then hellfires and AA would have 2km range.hall0 wrote:We tried it yesterday and it stopped at ~1500m and we saw the aav
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Outlawz
Dont know. If its right problem solved![]()
"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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the other Steve
- Posts: 109
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Re: The different lighting for Kashan
face it. we cant copy real life. it is impossible. but we should try to come as near as possible
update the map. but keep the requirements to a handlable amount. on kashan its possible
on qiunling even timewarping hell computers from outer space couldnt handle it.
update the map. but keep the requirements to a handlable amount. on kashan its possible
on qiunling even timewarping hell computers from outer space couldnt handle it.
This thing all things devours:
Birds, beasts, trees, flowers;
Gnaws iron, bites steel;
Grinds hard stones to meal;
Slays king, ruins town,
And beats high mountain down.
Birds, beasts, trees, flowers;
Gnaws iron, bites steel;
Grinds hard stones to meal;
Slays king, ruins town,
And beats high mountain down.

