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Re: Jets in 1.4
Posted: 2017-04-06 17:02
by Mats391
Most jets shoot more than 1 round per shot to increase the ROF.
F16: 172 rounds x 3 rounds per shot = 516 total. ROF: 5400
F-18: 193 rounds x 3 rounds per shot = 579 total. ROF: 5400
F15: 314 rounds x 3 rounds per shot = 942 total. ROF: 5400
A10: 587 rounds x 2 rounds per shot = 1174 total. ROF: 3600
AV-8B: 150 rounds x 2 rounds per shot = 300 total. ROF: 3600
Thanks for the report. I will immediately reduce ammo on F15.
Re: Jets in 1.4
Posted: 2017-04-06 19:18
by InfantryGamer42
I cant get how is sircel air combat(v 1.3) more realistic than this? What we have is most realistic air combat which we ever had in PR since start(exluding F-15E thing which should be prioriti for fix).
AA problem is more player side issue,than dev. I see many new pilots flying and dont following(not knowing) standard rules,dont flying low. AAV needs to be effective specially this day when one side cas gets destroyed in 1 min(or less). I still dont think AAVs are noob friendly.
Re: Jets in 1.4
Posted: 2017-04-08 20:15
by viirusiiseli
Aleksa2000SM wrote:I cant get how is sircel air combat(v 1.3) more realistic than this? What we have is most realistic air combat which we ever had in PR since start(exluding F-15E thing which should be prioriti for fix).
Yeah every time pilots turn in real life while pulling up they completely lose control of their jets. You're right, it's perfect now.
//sarcasm
And yes, it does happen in I think every jet right now, F-15 is just the worst of them and I guess the only one that gets into a flatspin.
Makes me doubt whether you've flown much at all or just grasping at straws reading what other people have written in the feedback thread.
Aleksa2000SM wrote:AA problem is more player side issue,than dev. I see many new pilots flying and dont following(not knowing) standard rules,dont flying low. AAV needs to be effective specially this day when one side cas gets destroyed in 1 min(or less). I still dont think AAVs are noob friendly.
Doesn't matter if you don't fly low, current AAS fuck you up just as bad, as high as your
lock box, not necessarily the jet, is visible.
Re: Jets in 1.4
Posted: 2017-06-01 18:24
by DogACTUAL
After many, many flight hours both on regular servers and test airfield i can safely say that the much cried about stall out of the A10 and F15 rarely happens, even if you try to induce it on purpose.
I suspect that it is mostly triggered by pitching forward hard and rolling at the same time, maybe the rudder plays a role too.
When it happens there is a very easy way to get out of the spin. Keep pressing S to slow the aircraft down and use the rudder (A and D) to turn against the direction of the spin at the same time. After you regained control of the jet, which will happen quickly, press W to accelerate again.
So to conclude i think it is a non issue and in the rare occasion it happens it is actually really engaging to stabalize your jet again. Nice feature plz keep it.
Re: Jets in 1.4
Posted: 2017-06-01 19:09
by rPoXoTauJIo
viirusiiseli wrote:Yeah every time pilots turn in real life while pulling up they completely lose control of their jets. You're right, it's perfect now.
If you turn off flight computer on su27, you do. Pretty much same on any other modern jet one or other way around.
Unfortunately i can't implement flight computers in bf2 engine, so best i've done is "direct-control" flight model which obviously doesn't work well in PR.
DogACTUAL wrote:it is a non issue
It is an issue.
Atm i'm reverting jets back to more railway bf2-like flight as DCS-like model just doesn't work in PR scales but it takes some time to test it well.
Re: Jets in 1.4
Posted: 2017-06-03 16:17
by viirusiiseli
[R-DEV]rPoXoTauJIo wrote:If you turn off flight computer on su27, you do. Pretty much same on any other modern jet one or other way around.
Unfortunately i can't implement flight computers in bf2 engine, so best i've done is "direct-control" flight model which obviously doesn't work well in PR.
It is an issue.
Atm i'm reverting jets back to more railway bf2-like flight as DCS-like model just doesn't work in PR scales but it takes some time to test it well.
Dig up earlier files and revert straight to pre-change physics.
The new physics only made things worse, in both dogfight and ground attack sense. There's just too many issues and similar to bullet damage changes, change itself may be realistic, resulting gameplay is definitely not.
Pick the middle road between realism and gameplay. Now you're caught up on the realism end.
Re: Jets in 1.4
Posted: 2017-08-03 21:05
by DogACTUAL
I really don't like the fast turn rate of the jets, it looks ridiculous and breaks immersion.
It also affects dogfights, the jets are way too close together while fighting because of it.
Are you also reworking the turn rate?
Re: Jets in 1.4
Posted: 2017-08-04 06:19
by FFG
DogACTUAL wrote:I really don't like the fast turn rate of the jets, it looks ridiculous and breaks immersion.
It also affects dogfights, the jets are way too close together while fighting because of it.
Are you also reworking the turn rate?
IMO the Air to Air combat as far as distance between Jets is fine. If you make it any bigger, you won't be able to turn inside of view distance on smaller VD maps like Hades.
Re: Jets in 1.4
Posted: 2017-08-04 07:14
by rPoXoTauJIo
DogACTUAL wrote:I really don't like the fast turn rate of the jets, it looks ridiculous and breaks immersion.
It also affects dogfights, the jets are way too close together while fighting because of it.
Are you also reworking the turn rate?
Yes, to avoid too fast dogfights those will be lower a bit.
FFG wrote:IMO the Air to Air combat as far as distance between Jets is fine. If you make it any bigger, you won't be able to turn inside of view distance on smaller VD maps like Hades.
It's VD is 1025m which is just slightly above 1km recommended on
mapping guidelines 
.
Re: Jets in 1.4
Posted: 2017-08-04 13:08
by Rabbit
'[R-DEV wrote:rPoXoTauJIo;2170266']Yes, to avoid too fast dogfights those will be lower a bit.
It's VD is 1025m which is just slightly above 1km recommended on
mapping guidelines 
.
Lol those guidlines are so outdated.
Re: Jets in 1.4
Posted: 2017-08-04 14:50
by rPoXoTauJIo
Rabbit wrote:Lol those guidelines are so outdated.
So do votes on forums but someone keep voting on them
The guidelines aren't build in stone and still apply in some way for maps.
Re: Jets in 1.4
Posted: 2017-08-04 16:27
by DogACTUAL
FFG wrote:IMO the Air to Air combat as far as distance between Jets is fine. If you make it any bigger, you won't be able to turn inside of view distance on smaller VD maps
Who said that that is a bad thing, it was actually quite suspenseful doing dogfights on those maps because you could disappear really fast from your opponent's eyes if you wished to do so. Was a whole new dynamic that you could utilize. Hit and run/disappear.
Before the flight model change the distance between jets in a dogfight was ok, but now it is way to close.
It's VD is 1025m which is just slightly above 1km recommended on mapping guidelines .
Now cmon, you know exactly that the fog distance reduced the effective VD by a large amount, no need to make this about technicalities.
Re: Jets in 1.4
Posted: 2017-08-04 16:28
by FFG
DogACTUAL wrote:Who said that that is a bad thing, it was actually quite suspenseful doing dogfights on those maps because you could disappear really fast from your opponent's eyes if you wished to do so. Was a whole new dynamic that you could utilize.
Before the flight model change the distance between jets in a dogfight was ok, but now it is way to close.
Dynamic? It just allows for fast jets to nose down and pull away....
Re: Jets in 1.4
Posted: 2017-08-04 16:36
by DogACTUAL
Yes, it is a dynamic and what you just described is one of the ways to exploit this.
Re: Jets in 1.4
Posted: 2017-08-04 16:39
by FFG
DogACTUAL wrote:Yes, it is a dynamic and what you just described is one of the ways to exploit this.
Much prefer the gameplay that takes into account that your a better pilot to the person your fighting against.
Re: Jets in 1.4
Posted: 2017-08-04 16:45
by DogACTUAL
Well i am just not as good as you at CAS, so i want to have ingame options to rob you of your deserved kill, ok?
Re: Jets in 1.4
Posted: 2017-09-07 15:01
by DogACTUAL
LGB needs to be able to fly longer than 10 seconds before exploding. On 3km view distance map if dropped right after being in range to the lase (flying horizontal) it will not reach the target and explode way before.
Re: Jets in 1.4
Posted: 2017-09-07 15:32
by Rhino
DogACTUAL wrote:LGB needs to be able to fly longer than 10 seconds before exploding. On 3km view distance map if dropped right after being in range to the lase (flying horizontal) it will not reach the target and explode way before.
added to our bug tracker.
Re: Jets in 1.4
Posted: 2017-09-08 01:52
by Psyrus
I might be wrong but don't the lazes only last for 10 seconds before requiring a refresh? That may have been the logic behind it...
Re: Jets in 1.4
Posted: 2017-09-08 05:32
by DogACTUAL
Commander map lases last longer and iirc even normal lases last longer than 10 seconds although not sure about that one.