Page 6 of 12

Posted: 2007-11-27 14:00
by Sabre_tooth_tigger
No more tv missiles :o

Im in shock but considering we get them for free and I always tell my gunner to fire as many as possible and use the tv image to find the target. Which is wrong really but the most effective thing to do in an average pub game where comms is poor.

Scout helis designate targets for apaches in real life apparently


Posted: 2007-11-27 14:18
by zangoo
well with aa being better and with the longer draw distance i think most choppers should stay at about 400+ feet, that way the gunner can look around spot targets and shoot them with out getting owned. cus with this draw distance i also increased the distance that things appear so you should be looking for tanks at 1500m. i also think cas has found a way to make the missiles not turn 90 and track something else. cas has also decreased the turn radius of the f16 and mig to about 350 but i dont think it will stay there.

Posted: 2007-11-27 18:06
by CAS_117
Well I'm experimenting with putting the gunners missile view on top of the rotor with the Apache. It should work fine.

Posted: 2007-11-27 18:44
by Farks
Would the whole "helicopters-getting-owned" stuff really matter? Helicopters are helicopters, not flying tanks. If the enemy have AA, I don't think anybody would send helicopters into that area. Especially not in a totally open area like a desert (Kashan in this case). Fixed wing airsupport would be much more preferable and effective in a war against a conventional military with modern AA.

Posted: 2007-11-27 19:10
by CAS_117
I agree with you in part, but in 1991 it was the Apaches who fired the opening shots, killing an Iraqi long range radar installation. But I want AA to kill choppers instead of tanks just as a rule.

CHANGES TO MISSILES/JETS

-Missiles have a lock angle of 30 degrees. If you get outside this it will continue until it runs out of energy. Choppers I think will fire stinger missiles now, because sidewinders have a loner arming delay making them not as good at close range battles that choppers usually find themselves.

-F-16 and MiG-29 now turn about 1/4 faster now. They basically have the same turn rate and I can't find any differences in either staged dogfights or timed turns.

Posted: 2007-11-27 19:27
by Farks
[R-CON]caboose wrote:I agree with you in part, but in 1991 it was the Apaches who fired the opening shots, killing an Iraqi long range radar installation. But I want AA to kill choppers instead of tanks just as a rule.
Yep, but that was the Iraqi army. I don't know what kind of AA they had, but I guess it wasn't very up-to-date. And a few months ago, I read about a mission with Apache's during the early days of the Iraq war in 2003. 32 Apache's were sent out on a night mission, only one or two returned to base without damage, one or two were shot down and the rest damaged. I don't have the link right now, but I'm gonna try to find it.

Posted: 2007-11-27 19:57
by Sabre_tooth_tigger
During Operation Iraqi Freedom, some Apaches were damaged in combat, including one captured by Iraqi troops near Karbala on March 24, 2003, and shown on Iraqi television. The captured helicopter was destroyed via air strike the day after it was captured.[6] The March 24 attack, against an armored brigade of the Iraqi Republican Guard's Medina Division, was largely unsuccessful, apparently because the tank crews had set up a "flak trap" in broken terrain, employing their guns to good effect.[7][8] More recently two Apaches were lost along with their crews between January 28 and February 2, 2007 to Iraqi insurgent ground fire in Taji and Najaf.[9]


The vast majority of Apache helicopters that have taken heavy combat damage have been able to continue their assigned missions and return safely to their bases. For example, of the 33 Apaches employed in the March 24, 2003 attack, 30 were damaged by Iraqi ground fire with several being damaged beyond repair, but only one of these did not make it back to base.[8]

http://www.eveningtimes.co.uk/print/news/5014035.shtml

http://www.cnn.com/2003/WORLD/meast/03/ ... index.html

http://www.slate.com/id/2081906/

http://news.bbc.co.uk/1/hi/world/middle ... 329353.stm


http://en.wikipedia.org/wiki/AH-64_Apache#United_States

Posted: 2007-11-27 20:09
by Farks

Posted: 2007-11-27 20:43
by CAS_117
Look I didn't make this thread to debate foreign policy with anyone. Move to "News from the Frontlines & Political Debate" or "Military Technology". I'm here to discuss what you think would be reasonable as far as capabilities go for attack helicopters. To be honest the weapons on the helicopters and most aircraft in 0.6 are almost pre-mid Vietnam war era. I'm not trying to make a simulator, but the balancing needs to be proportional to represent real life capabilities. Try and think of PR as a microcosm of what a real war would be like.

Posted: 2007-11-27 23:52
by zangoo
well with the aa working better thanks to cas choppers should not enter a area unless they have had there team take out the aa and anything else that could take down a chopper easy.

i have been working on the guided bomb and it has been working great but there is one thing that i just cant figure out. when you drop a bomb and it does not track it falls at the normal speed but when it is tracking it seems that drag/gravity has no effect on it, this causes some problems. is there any way to make this not happen?

also is it possible to make a new target type instead of using TTHeat or TTLaserGuided?

Posted: 2007-11-28 17:58
by Tweaky
The problem with any drop bombs in Battlefield has always been that their velocity coming off the plane is slower all of a sudden, and they just follow their own slow dummy path and drop vertically too quickly. This is why you have to drop bombs really low and right above your target somewhat. If you had guided bombs, you'd have to have them fly straight and true, and follow the speed that the plane was actually going, and gradually slow down as it makes small adjustments to the target. And even more so, the pilot would need to drop them correctly for them to be effective... so you can't just highlight someone on your hud and just fire a guided bomb... it needs a lot more skill than even the normal drop bombs IMO.

But this kind of sucks to think of guided bombs... just leave them as normal drop bombs. Mavericks are plenty for taking out moving targets. If you want bombs that give more 'wow', bring in cluster bombs :D . All hell would break loose at North Village, hahah.

Posted: 2007-11-28 21:26
by CAS_117
Guided munitions are primarily for NATO fighters right now. They look completely real when they fall at the moment, due to removing all the speed and acceleration from them. By some stroke of luck, the bombs actually are aware of how fast they're going and use that speed to hit the target. TBH the AG munitions are expected to be overhauled completely in 0.7, not that I have any idea when or how *ahem*. The normal dumb bombs seem to fall slow due to an oddly chosen drag coefficient combined with a five second life time. They are fixed for the most part. We're trying out a possibly a new targeting system but we're keeping our fingers crossed. Also we are trying to catch the MEC/China/Britain airforces up with the US (pfft dream on :P ), but its just rinse, copy, and repeat for the most part.

Posted: 2007-11-28 23:43
by zangoo
i posted something about laser guided cluster bombs, oh it was that it would be precision guided baserape. but right now the guided bombs seem to work fine and they look really cool, i just want to tweak they so they act a little more real.

Posted: 2007-12-02 20:55
by =Romagnolo=
Can you post any new video or news ?

Posted: 2007-12-03 01:42
by CAS_117
Yeah I'll try and get something up this week. Very busy right now.

Posted: 2007-12-03 03:37
by Tweaky
[R-CON]caboose wrote:Yeah I'll try and get something up this week. Very busy right now.
PM me when you get something up CAS. I should be around to help test.