As such, I have taken the liberty to create a video highlighting my suggested changes to Project Reality helicopters, with a short demonstration as well. I also find it more suitable to place this in the feedback section, than that of suggestions, as it is an easy fix.
Video text is also listed below...
(From Video)
*Note that on online servers the helicopter usually will not crash spectacularly. However, with the changes aforementioned there would be enough time to make an inelegant crash landing. Also, the other benefits, such as survival from small impacts with the ground, would still be in effect.The current helicopter settings (Health, etc.) are acceptable, but much improvement can by made. Helicopters, such as the Apache, explode instantly on impacts with the ground or with light projectiles such as RPG's, as show in the video.
In real life, helicopters do not simply explode in mid-air leaving no chance of survival! That is why I am suggesting increasing the hitpoints of helicopters by 2-3 times, while keeping the critical damage "threshold" the same.
In this way pilots have more time to ditch their damaged choppers, saving the crew inside. At the same time moderate impacts with the ground and other light damage will not be so instantly fatal. The crew will have a reasonable chance to escape unharmed.
Granted, if these changes were to take in effect, severe damage from tank shells, Anti-Air missiles, and 1000+ft nosedives would completely destroy the chopper, as they should in real life. Its a simple change, and one which should benefit all.
Following is a clip of a Merlin helicopter with the health increased from 1000 to 3000. Critical damage is about the same. This means that when light damage occurs to the helicopter, it be criticaly damaged, instead of instantly being destroyed...
As you have seen the Merlin helicopter plunged into a (somewhat) epic crash, out of which the pilot escaped unharmed (not counting the 2nd RPG). This is more realistic than the helicopter exploding instantly in mid-air, as it might have otherwise done.
Please consider the changes mentioned above, I believe it will increase the realism and entertainment value of this great mod.
-Tofurkeymeister
**Modified hitpoints, etc. has been brought about by editing the .tweak file of the merlin helicopter in PR_SP mod.
UPDATED
Its really great, and doesn't require much coding:
Go to My Computer --> Local Disk (Usually C Drive) --> Program Files --> EA Games --> Battlefield 2 --> mods --> pr_sp_08 --> objects
(Use the single player mod, how else would you get shot down?)
Now for the next section, I suggest having 7-ZIP as it can automatically update zipped files.
Open objects_server in 7-zip --> Vehicles --> Air --> gpthe_merlin
Right-click on gbthe_merlin .tweak, open with notepad. (Open With)
Code: Select all
rem *** Generated with Bf2Editor.exe [created: 2006/5/15 11:52]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe PlayerControlObject gbthe_merlin
ObjectTemplate.creator IGOR:andrew
ObjectTemplate.modifiedByUser "sofad"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 3
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
[b]ObjectTemplate.armor.maxHitPoints 1100
ObjectTemplate.armor.hitPoints 1100[/b]
ObjectTemplate.armor.defaultMaterial 31
ObjectTemplate.armor.hpLostWhileUpSideDown 350
ObjectTemplate.armor.hpLostWhileInWater 400
ObjectTemplate.armor.hpLostWhileInDeepWater 400
ObjectTemplate.armor.hpLostWhileCriticalDamage 10
ObjectTemplate.armor.waterDamageDelay 0.01
ObjectTemplate.armor.deepWaterDamageDelay 0.01
ObjectTemplate.armor.waterLevel -0.5
ObjectTemplate.armor.deepWaterLevel -0.5
ObjectTemplate.armor.explosionForce 15
ObjectTemplate.armor.explosionForceMod 8
ObjectTemplate.armor.explosionForceMax 5000
ObjectTemplate.armor.explosionDamage 400
ObjectTemplate.armor.explosionRadius 15
ObjectTemplate.armor.explosionMaterial 99
ObjectTemplate.armor.wreckExplosionForce 10
ObjectTemplate.armor.wreckExplosionDamage 30
ObjectTemplate.armor.wreckExplosionRadius 3
ObjectTemplate.armor.wreckExplosionMaterial 70
ObjectTemplate.armor.wreckHitPoints 1200
ObjectTemplate.armor.timeToStayAsWreck 300
[b]ObjectTemplate.armor.criticalDamage (300 I think?)[/b]
ObjectTemplate.armor.destroyOnSpectacularDeath 1
ObjectTemplate.armor.addArmorEffect 0 e_vexp_heli_Generic 0/0/0 0/0/0Code: Select all
ObjectTemplate.armor.maxHitPoints 1100
ObjectTemplate.armor.hitPoints 1100Code: Select all
ObjectTemplate.armor.maxHitPoints 3000
ObjectTemplate.armor.hitPoints 3000Code: Select all
ObjectTemplate.armor.criticalDamage (300 I think?)Code: Select all
ObjectTemplate.armor.criticalDamage 2000There ya' go! Its easier than it seems. Boot up Al Basrah, put everyone on the insurgent team, and fly the Merlin over RPG-wielding insurgents
Note that this is just what I did, you can change the heli in question, the health, and even the critical damage value!
I believe that the critical damage value actually is in reverse, that is you subtract the critical damage value (2000) from the total hitpoints (3000) to get the correct value.
That is, your helicopter enters critical damage at 1000 HP, not 2000 for 3000-2000=1000.
That's my assumption...
ENJOY!






