Which is exactly how they use it in real life, i hope all the people who are begging for realistic CAS are going to come and defend the implementation of the mi-17 with bombs...PatrickLA_CA wrote:Nah, it will end up hovering at 1000 alt dropping bombs all over the map every 3 minutes.
Attack helis physics, flares and missiles
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[F|H]Zackyx
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Re: Attack helis physics, flares and missiles
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Rabbit
- Posts: 7818
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Re: Attack helis physics, flares and missiles
They are not in game so no need to defend.'[F|H wrote:Zackyx;2120917']Which is exactly how they use it in real life, i hope all the people who are begging for realistic CAS are going to come and defend the implementation of the mi-17 with bombs...
AfSoccer "I just don't see the natural talent."

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Navo
- Posts: 1389
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Re: Attack helis physics, flares and missiles
This would allow for fantastic shenanigans, Mats pls addX-Alt wrote:The Cow on Sbeneh should have 2x 250kg bombs and 2 Crates, with one passenger.
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viirusiiseli
- Posts: 1171
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Re: Attack helis physics, flares and missiles
May aswell add T90 into sbeneh since SAA is operating them
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Rabbit
- Posts: 7818
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Re: Attack helis physics, flares and missiles
Classic you, saying things and not posting sources.viirusiiseli wrote:May aswell add T90 into sbeneh since SAA is operating them
PS source not that they are actually there, but that
A. Its Syrians operating them, not this Russians there using it like Korea.
B. Number being used
C. Unit(s) using it. RG or actually regular army (though Aleppo would suggest its RA)
Last edited by Rabbit on 2016-03-07 20:47, edited 1 time in total.
AfSoccer "I just don't see the natural talent."

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Jacksonez__
- Posts: 1090
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Re: Attack helis physics, flares and missiles
Rabbit wrote:Classic you, saying things and not posting sources.
https://www.youtube.com/watch?v=eBuAL9TABa8
some sources (teh interwebs) say those tanks are T-72BM but some other magic sources say those are T-90 because the turret are casted not welded thus making them T-90, also this video: https://www.youtube.com/watch?v=2rfyeR-YaJw
I think they are increasing the amount of T-90s in Syria.
- Mineral
- Retired PR Developer
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- Location: Belgium
Re: Attack helis physics, flares and missiles
It's rather easyJacksonez__ wrote:I guess it's not so simple as this:
make mi-17 drop jet dumb bombs like you drop crates
I wouldn't say it's a good idea anyways since the Mi-17 gets shot down so easy by FSA since they get ZU-23-2, .50 cal techies, AA manpads and shit. You would need tons of luck to get kills with helicopter barrel bombing![]()
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Rabbit
- Posts: 7818
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Re: Attack helis physics, flares and missiles
Need A,B,C.Jacksonez__ wrote:-snip-
AfSoccer "I just don't see the natural talent."

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X-Alt
- Posts: 1073
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Re: Attack helis physics, flares and missiles
Why not, instead of say an Area attack? Give these bombs some artifically high damage (to reflect damage from buildings, etc) and it'd be great for Sbeneh.[R-DEV]Mineral wrote:It's rather easyI'm just shit at coding new projectiles and bomb objects. But that was years ago though. If I find a map where bomb barrels could fit well then I'll give it another shot or make Mats do it
![]()
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[F|H]Zackyx
- Posts: 297
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Re: Attack helis physics, flares and missiles
Implementation :Rabbit wrote:They are not in game so no need to defend.
The process of moving an idea from concept to reality. In business, engineering and other fields, implementation refers to the building process rather than the design process.
5 minute of googling would give you your answers but i guess your the type of forum guy that like to ask other people to do his research for him with a snotty attitude while trying to sound smart at the same time.Rabbit wrote: PS source not that they are actually there, but that
A. Its Syrians operating them, not this Russians there using it like Korea.
B. Number being used
C. Unit(s) using it. RG or actually regular army (though Aleppo would suggest its RA)
A. Syrian : SAA?s 154th Brigade/4th Mechanized Division Source & Source
B. Between 10 to 80 depending on estimations and sources but the number of 6 is wrong.
We can count at least 7 tanks on one picture source
C. Redundant question and not relevant
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: Attack helis physics, flares and missiles
In general MANPADS and any AA in this game would absolutely wreck attack helicopters. Currently the problem is that we're encouraging wildly unrealistic behavior for conventional force on force maps because in order to have effective flares and enough energy to evade AA missiles getting altitude is everything. Real Hellfires have a maximum range of 8 km, while the Tunguska's AA missiles have something like 10km+ range and SAMs generally can either match or overmatch the range of anything that a CAS helicopter will have.
The only time that flying high actually makes sense in reality is when you don't actually have to worry about AA threats, so small arms, HMGs, and auto cannon become the main danger. Altitude allows you to easily out-range these threats unlike AA.
I don't claim to know the answers for how to encourage realistic behavior within the game here. One thought could be that if you fly relatively close to the ground, heat seeking missiles will no longer be able to lock on. This would still make you intensely vulnerable to small arms, but if you can fly low and fast and take advantage of the terrain you shouldn't have to worry about eating a Stinger to the face. To further encourage this NOE behavior the flight model could allow for much higher maximum speed and maneuverability at low altitudes.
CAS aircraft should absolutely stay high up to avoid SAMs though, IRL they have to out range AA through sheer altitude and let dedicated SEAD aircraft try to locate and take out AA before flying lower.
The only time that flying high actually makes sense in reality is when you don't actually have to worry about AA threats, so small arms, HMGs, and auto cannon become the main danger. Altitude allows you to easily out-range these threats unlike AA.
I don't claim to know the answers for how to encourage realistic behavior within the game here. One thought could be that if you fly relatively close to the ground, heat seeking missiles will no longer be able to lock on. This would still make you intensely vulnerable to small arms, but if you can fly low and fast and take advantage of the terrain you shouldn't have to worry about eating a Stinger to the face. To further encourage this NOE behavior the flight model could allow for much higher maximum speed and maneuverability at low altitudes.
CAS aircraft should absolutely stay high up to avoid SAMs though, IRL they have to out range AA through sheer altitude and let dedicated SEAD aircraft try to locate and take out AA before flying lower.
Last edited by Hunt3r on 2016-04-04 22:17, edited 1 time in total.

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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: Attack helis physics, flares and missiles
Well you could outrun AAs by flying low, back when choppers were faster than a Fennek.
In-game: Cobra-PR
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solidfire93
- Posts: 491
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Re: Attack helis physics, flares and missiles
isn't that great or "Realistic" ?PatrickLA_CA wrote:Well you could outrun AAs by flying low, back when choppers were faster than a Fennek.
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Imdruid
- Posts: 21
- Joined: 2010-01-07 02:31
Re: Attack helis physics, flares and missiles
Heli physics just got wonky? can't dive anymore? can not go at a 90 degree decent? can not pull off the amazing AA dodges without losing engine power? I understand the nerfing them to hell. but you are making CAS unplayable unless it is a jet. I have been flying CAS choppers since 2007, especially the cobra. Can anyone link the change log for where this became impossible to do. I know it is recent but i can not find it at all. But i will disagree with the change. Heli physics were just fine before no need to break them. The nerf to Helicopter's speed, turn, and especially CAS has been absolutely terrible lately. Completely gutted the CAS helicopter and you might as well not have them on maps anymore since they are no longer worth anything.
Before you ask, been playing since 2006 seen a lot of change, some good, most bad. 
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CAS_ual_TY
- PR:BF2 Contributor
- Posts: 926
- Joined: 2016-01-04 12:30
Re: Attack helis physics, flares and missiles
Cobra has always been like that (atleast in 1.3)Imdruid wrote:Heli physics just got wonky? can't dive anymore? can not go at a 90 degree decent? can not pull off the amazing AA dodges without losing engine power? I understand the nerfing them to hell. but you are making CAS unplayable unless it is a jet. I have been flying CAS choppers since 2007, especially the cobra. Can anyone link the change log for where this became impossible to do. I know it is recent but i can not find it at all. But i will disagree with the change. Heli physics were just fine before no need to break them. The nerf to Helicopter's speed, turn, and especially CAS has been absolutely terrible lately. Completely gutted the CAS helicopter and you might as well not have them on maps anymore since they are no longer worth anything.
Same with Tiger. Once you commit to a (almost-)dive there is no going back


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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Attack helis physics, flares and missiles
The past changes kind of effed up helis though. Diving still gains almost no speed for the heli and they are generally too slow for gameplay.[R-DEV]Mineral wrote:I don't think there was any change to helicopters in general this release...
Slow helis mean they need to constantly hover around targets instead of doing quick attacks or keep moving as before. The only usable tactic in game is now completely unrealistic due to this.
Both attack helis and trans are too slow to be useful anymore, especially since 4km have become the most often played maps in PR in the past years. Gaining all that altitude and getting somewhere on the map takes several minutes out of a 30-60min game. Then you lose all that altitude so easily and gain no speed when diving down.
I honestly feel like there should be something done about this.
Generally, the direction in the past updates has been maybe a bit too realistically oriented, and gameplay has suffered a lot. It needs to be a balance of both.
EDIT:
Hard to compare both, but I think this shows for example that gaining altitude can be quite fast, unlike in PR ATM. Relative to what it is in PR, they go faster too. The values for the game might be correct but the actual speed it goes is not.
https://youtu.be/jjtqCNTuuHM?t=160
https://youtu.be/ZUpcwsEs11U?t=69
Last edited by viirusiiseli on 2017-01-08 14:04, edited 4 times in total.
- Mineral
- Retired PR Developer
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Re: Attack helis physics, flares and missiles
I'm not saying there were no changes in the past(good or bad). But definitly none in v1.4 . In reply to
I also have the opinion that the nerf to helicopter speed was too much.
Heli physics just got wonky? can't dive anymore?
etcI know it is recent but i can not find it at all.
I also have the opinion that the nerf to helicopter speed was too much.
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Attack helis physics, flares and missiles
I will probably just make a video showcasing this, I know it can sound like butthurt whining coming from a pilot to people who don't fly that much or at all. From the video at least it should be quite easy to see.[R-DEV]Mineral wrote:I'm not saying there were no changes in the past(good or bad). But definitly none in v1.4 . In reply to
etc
I also have the opinion that the nerf to helicopter speed was too much.
It actually takes a really long time to RTB etc, with already longer reload times it's a waste of time right now with CAS helis.



