Cheers for all the kind comments guys
Stealthgato wrote:Regarding that magic brake thing, would it also end the aircraft falling like they are feathers when the crew bails out?
Sorry but this only affects the jets when they are on the ground, in fact the same loss of momentum you get in the air when bailing out still happens on the ground, but just nothing like as drastic as what it was before, but still pretty drastic
Still looking into a way to fix that, looks really dumb when a ZPU4 shoots down a jet up close and it suddenly stops in mid air once its destroyed
YankeeSamurai wrote:Awesome update, keep up the good work! In some ways, it seems like PR:F is going to be a proving ground for a lot of potential 1.0 content, like those chopper wheels for example.
Yep that's the idea
40mmrain wrote:will we be able to do rolling takeoffs, that will allow for shorter warmups on maps with runways?
REal apaches do this, would work nicely on kashan, iron eagle, etc.
[quote=""'[R-CON"]Jafar Ironclad;1818627']40mmrain: Pilots will likely be able to do rolling takeoffs, although you won't be making the same inputs you would in a real helo (I.E. if you leave the stick forward as you put in full throttle, you'll nose-plant as you get airborne). This won't effect warm-up time, but will let you lift off with more energy.[/quote]
Ye, it doesn't help much with getting off the ground any sooner but as Jafar siad, it helps you get forward momentum while getting off the ground
Camp Bastion will be the best place to do this since it has its helicopter runway just for this
https://www.realitymod.com/forum/f196-p ... rbase.html
Also Jafar afaik pilots in r/l do taxi with the stick, just they don't shove it down 100% forward to move forwards, just a little

But I may be wrong on that.
[quote="ubermensche""]Also: Will the Atlantic Conveyor have some sort of defense against the Exocets or is it just one big sitting duck?[/quote]
[quote=""'[R-CON"]Jafar Ironclad;1818627']Ubermensche: The AC's only defense is air cover. Even if it had AA guns, the Exocet's range is pretty massive, and you can't shoot down the missile. Brit air superiority pilots are encouraged to screen the vessel while it is still active. This was much like in the real war; preventing the Argentinians from obtaining/manufacturing additional exocet missiles was a big freaking deal to the Brits, since they couldn't really defend against them once launched.[/quote]
Ye as Jafar said, the Atlantic Conveyor has no defences, mainly because it had no defences in r/l because there was controversy over whether arming auxiliaries was legal before it was sent to the Falklands as the AC was being converted to take harriers and choppers.
The only thing that could have possibly saved it would have been Chaff Launchers anyways, which was in fact the thing that caused its doom when the two frigates the missiles locked onto originally fired there chaff to confuse the missiles, but after they missed the frigates, they found the AC, this documentary explains it quite well
20th Century Battlefields - Falklands War - YouTube
[quote="dunem666""]The textures on the Harriers are totally wrong. They never got painted in woodland colours and all of them stayed grey as the colour of the sky.
Even more so the harrier with that skin wont ever be seen on a carrier as its not a sea harrier.
otherwise nice work, ill come play when released.[/quote]
There where two types of Harriers used in the Falklands War, the Fleet Air Arms (FFA, the Royal Navy's Air Force) Sea Harrier FRS1, which is a fighter aircraft, and the Royal Air Force (RAF) Harrier GR3 which is a ground attack aircraft. Unfortunately we don't have the proper models for either model so we are using a reskinned GR9 for both, with the Sea Harrier being in the low viability grey and the Harrier GR3 being in its normal (for back then) 80s style camo paint, which the Vulcan, Chinook CH1 and many other RAF aircraft from back then used.
Note both the Sea Harriers and Harrier GR3s on the same deck. While the GR3 didn't play as much as a pivotal role as the Sea Harrier, it was the main ground support aircraft of the war for the troops on the ground (although Sea Harriers did a bit of bombing too, mainly at the start of the war on Stanley)
And just to make you happy you can see both the Sea Harriers and a Harrier GR3 in this shot here
Walmarx wrote:I have no experience with actual fighter aircraft at all, but I was under the impression that the engine delay was realistic. It would seem like one would need to gradually increase the fuel flow into a jet engine; pumping instantly to 100% fuel flow from 15% seems like a bad idea.
Jet engines can respond quite quickly, much more quickly than what we have ingame currently. For carrier aircraft its a massive design requirement for them to have good engine response times because its so important in order for them to get back in the air if they miss the deck, or to correct there height during the decent etc.
Wakain wrote:I wonder how infantry combat will be like as the focus of development appears to be primarily on aircraft.
Infantry combat is quite a big focus, just not got much to show on it right now, although have shown a bit of infantry stuff recently, SUIT scope, new Arg player skins etc

Can catch up on the old news here:
https://www.realitymod.com/forum/f562-p ... dates.html
PLODDITHANLEY wrote:The aircraft engine response becomes an issue as the PR runways are so much shorter than IRL.
Indeed, main reason we are testing this out on PR:F is due to it having a much longer runway of iirc, around 1.25kms where normal runways ingame are around 800ms so if players are having problems here with it then we may need to look into this more, but as Jafar said eventually we plan on also changing engine response times.