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Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-06 12:55
by CAS_117

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-06 14:16
by Killarfromduty
That was a pretty boring video, actually.

Just rocket shooting.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-06 14:40
by CAS_117
Yeah it really was just practice with WMM. (That's why I did the part at the end).

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-06 15:56
by DankE_SPB
'[R-DEV wrote:Jaymz;984433']Of course. [R-DEV]Undies said he has personally loaded a 120 into a challenger barrel in three seconds. Thing is, it's all dependant on the loaders stamina as to whether that kind of RoF can be maintained.
i guess tank was in static position? imo it will be way more hard to maintain such firerate on the move on rugged terrain

Regarding T-72 autoloader,
The T-72's auto loader on average takes between 6.5 to 15 seconds to reload the main cannon.
as mosquill said
'Mosquill' wrote:The carousel rotation is limited to 1 direction only. in normal operation, the cassette loader takes 6 seconds to load a round. However, it can take up to 15 seconds to load a round if the round desired is a 355 degree turn of the carousel away.
I think it's dependant on the traversed position of the turret.
i'm sure reloader is attached to turret, here are some pics
Image
Image
and links T72 Tank Characteristics
carousel automatic loader mounted on the floor and rear wall of the turret
another nuance is not all rounds in auto-loader, only 22, others 23 lies in niches on perimeter of turret, they are used to rearm autoloader

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-06 19:54
by MonkeySoldier
CAS 117,

That's a very nice video! But I didn't knew it was possible to change the HUD on the aircraft, so that's quite awesome! Btw, did you also changed the colours of the flares, or is it just me? :P (they look more brighter)

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-06 20:05
by Alex6714
Yeah the aircraft huds are changable, but at the same time limited. You can make them pretty, but anything functional other than speed, altitude, heading and a could of other little things is impossible.

Also flares are changed, they also give of light, ie, they light up a limited area, but that does make helicopter rotors look funny for a second when launched.

Image

Image

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-06 20:10
by Kapt. Kroon
Hey alex, that's a sweet pic, got that as a wallpaper. ;)

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-06 20:17
by Alex6714
Kapt. Kroon wrote:Hey alex, that's a sweet pic, got that as a wallpaper. ;)
I always make a few while testing. :)

Image

Image

Image

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-06 20:20
by Jaymz
Impressive work, lads. I look forward to trying it out :)

P.S : There's a few audio updates I've done to aircraft weaponary for the next PR version. I've got no problem giving you a sort of "exclusive" sound pack for use in your mod. Just throw me a PM.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-06 20:20
by Kapt. Kroon
Coolness! :)

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-07 02:42
by crazy11
Nice work Cas.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-07 03:09
by Chuc
Throughly impressed.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-07 06:45
by ballard_44
Nice!

Can i make one request?
Please get rid of the torque bar on the heli's (and jets for that matter, too).

The torque value should stay, but i can't imagine HUD 'engineers' taking up valuable visual space by including a huge bar when a simple number would do the trick.

And a question?
How are you going to implement the rockets and A2A for the pilot?
Is it going to be the old left click = rockets and right click = A2A?

I have no idea how the weapon systems work in those things, but I imagine the pilot would have to toggle between the weapons to use them?

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-07 06:47
by Alex6714
On helicopters, all weapons Primary Fire.

For example, Apache.

Nav mode (flares display), Hydras., Hydras with "flir" vision, A2A missiles, POVs.

This is an older version, but you can see clearly here.



As for the torque bar, yeah none of the jets have it now, because the have new huds, but the helis still have them, I just haven´t got round to doing any major things with the heli pilot huds yet, there are others that need doing also. :)

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-07 07:03
by ballard_44
Excellent...Carry on, then ;)

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-07 07:20
by SocketMan
I didn't know you can land on a carrier going 800 km/h :mrgreen: ,and
(this goes for PR as well) the aircraft speeds are too fast:Su-25 for example tops out at under 1000km/h,probably without the 4000kg of weapons and either high up or in a dive.
In PR (and CA) it's 1500km/h fully loaded and low to the ground.
Speed kills remember?

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-07 08:04
by Mora
You cannot really measure the the speed of anything in BF2. Only if someone is going to stand for example 100M away from you and then time the time it takes for you to get to him. The speed meter on the hud is not reliable.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-07 08:33
by R.J.Travis
Nice photo when you stop it at 4:12 ..............

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-07 09:08
by SocketMan
Mora wrote:You cannot really measure the the speed of anything in BF2. Only if someone is going to stand for example 100M away from you and then time the time it takes for you to get to him. The speed meter on the hud is not reliable.

Is the distance reliable in BF2?

About the FCS - I like the idea,however the fact that you don't need to zoom
in for the FCS to activate will lead to people scoring hits 900m which would normally
require you to use the zoom in.The T-72 stopped locking in once the single Abrams
was destroyed which might unable to use wrecks as cover.It also locks despite the smoke screen.
The Crew Commander (driver) does not hear the "I've got lock on him".
Both the Abrams and the T-72 seemed confused when many targets were present,in fact the FCS would stop/start almost randomly.I think this started after a few targets were destroyed (someone might have mentioned this already).Just shooting things at the airfield on D.R.
It does work pretty good when moving and that's the main goal (I think).Not really sure about the loading
rate - needs some kind of slow down for the blufor (PR as well) - no one can keep loading shell in continuously every 3 seconds,on the move.
I need to try this in the actual combat,raping stationery targets is too easy.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-07 10:41
by CAS_117
SocketMan wrote:About the FCS - I like the idea and it seems (only tried it for a little bit) that T-72
does it a little better then the Abrams.However the fact that you don't need to zoom
in for the FCS to activate will lead to people scoring hits 900m which would normally
require you to use the zoom in.The T-72 stopped locking in once the single Abrams
was destroyed which will unable to use wrecks as cover.The Abrams seemed confused when many targets were present,in fact it would stop/start almost randomly.
I need to try this in the actual combat,raping stationery targets is too easy.
Well you can't see what you're shooting at as well if you don't zoom in either. I mean if you want to drive around without magnification that's some serious skill you've got there.

On the other hand, I did realize pretty early on that players might just single seat tanks, (which isn't a huge deal to me if they're capable of it), because laser targets would only show up on vehicles with drivers. So I made it so that vehicles will always have lasers on them no matter what. I will probably remove them from wrecks however.

Also the T-72 is completely outclassed by the T-98 and M1A2:

M1A2 Ingame Stats:

Range: 1650m

Armor: 2000

FCS: 1.5 degree lock angle

M1A2 RL Stats: (Wikipedia. Sue me.)

Armor(Front):1320-1620mm RHA (HEAT) and 940–960 mm RHA (KE penetratiors).

Range: 4000m

T-72A Ingame Stats:

Range: 1400m

Armor: 1250

FCS: 1.0 degree lock angle

T-72A RL Stats: (Wikipedia again. Please don't eat me)

Armor(Front): 490mm RHA HEAT, 420 KE

Range: 3000m

Note: We can't include or represent ERA blocks.

However the T-72 will have a numerical advantage.

M1A2 (Desert Rats): x8, 8 minute spawn

T-72 (Desert Rats): x10, 5 minute spawn

Vehicle spawns are shorter due to larger view distance and the lethality of munitions being so much larger.