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Posted: 2007-10-15 08:46
by Rhino
ye, its not too hard to get it working for just a smoke nade, even I could probaly code that all you have to do is attach a heat sig to the nade that only the laser guided bomb can pick up.

What is hard and what we would like to do is get it working realistic, where a SL uses his SOFLAM to point out the target to the jet, and that is where it gets hard, very hard.

Posted: 2007-10-15 09:17
by Gaz
ExOps_Mercenary wrote: so looks like some of you guys don't know what you are talking about.
Oh ok. Let's just backtrack PR then. Let's scrap the design plan for 0.7 and indeed 1.0. Let's just bastardise all the other mods out there and do what they do. Let's not work hard and be the first mod to have countless different features, created by ourselves or our friends at BSS.

No.

We will implement Laser Designation how we see fit, to ensure it fits into how PR is (i) played, and (2) the implementation is realistic.

Do yourself a favour and shut up :|

Posted: 2007-10-15 09:36
by DJJ-Terror
[R-DEV]Rhino wrote:ye, its not too hard to get it working for just a smoke nade, even I could probaly code that all you have to do is attach a heat sig to the nade that only the laser guided bomb can pick up.

What is hard and what we would like to do is get it working realistic, where a SL uses his SOFLAM to point out the target to the jet, and that is where it gets hard, very hard.

how about that SOFLAM fires invisible projectile that will stick on tank like C4 does and than that object has a heat signature on it so that pilot can do lock on it?

this shud work, no?

Posted: 2007-10-15 09:42
by Reddish Red
ExOps_Mercenary wrote: so looks like some of you guys don't know what you are talking about.
http://www.youtube.com/watch?v=WrjwaqZfjIY[/youtube]

Had to do it :razz:


Anyway, can the fire invisible object work with SOFLAM?

Posted: 2007-10-15 11:07
by DJJ-Terror
Engineer wrote: And like they said, they want to designate the target, not attach it...

well this is the principle (under the hood), but animation can be made to look as painting with laserbeam...

Nevertheless i dont like to see this "UBER" weapon in game couse it will destroy playability.

Posted: 2007-10-15 11:37
by Rhino
'[R-CON wrote:DJJ-Terror;508710']how about that SOFLAM fires invisible projectile that will stick on tank like C4 does and than that object has a heat signature on it so that pilot can do lock on it?

this shud work, no?
that is the basic theory which I have already posted ages ago on the public forums, thou it has huge problems with it and also is not very user friendly most of the time.

I will try to exsplain the problems off the top of my head.

First of all you need to make the projectile travel at light speed (or close enough too it with the BF2 engine) so that it acts like a r/l laser, problem is that projectiles travlening at very fast speeds and be glitchy on a dedi server due to lag and also the engine cant handel them very well.

Then you also need to make it shoot lots and lots of these projectiles, with also each projectile not lasting very long so that the guy has to keep on aiming at it then this causes more lag and glitches. If you where just to fire 1 off and then let it last for 1 min then you can get into cruddy tacits with the tank can run off into cover so that the guy shooting the laser cant see him, but hes still doomed to have a bomb drop on his head which is unrealistic and bad for gameplay. If you also let the guy shoot more than 1 round with them all lasting more than 1 min, then when the pilot flys over he could see 50 targets all stick to trees, houes, tanks, troops etc all on the ground and would not be able to pick out which one to look onto, let alone know which one he was meant to. Then if you only let the SOFLAM fire 1 round every 1 min, if the guy misses with his first round then he is doomed for 1min till he can fire the next.

Now to the locking problems, if you attach the heat sig to the projectile, and have lots of projectiles firing off then the jet will try to lock onto the projectile while its in flgiht, and also wont have a chance to lock onto any projectiles as they are appearing and disappearing too quickly for it to gain a lock. I am pretty sure that there is some hard coded min lock time but dont quote me on that, there may not be but if there aint, and we didnt give it a min lock time then it would be probaly too easy to hit the target again.

If you try to attach the heat sig to the expulsion of the projectile you run into lots more problems, with the heat sig not sticking too the tank and I think also a bunch of network able problems.

There is just afew brief examples of problems we have encountered from this off the top of my head. Please if you think you can code it (and get it working on a dedi server, we can get it working fine on a local) then please do, and prove us wrong!

Posted: 2007-10-15 12:41
by DJJ-Terror
uffff man whata complications.... i got a headache...

:)

on the other hand im glad that its not working, i just dont like that weapon.

Posted: 2007-10-15 12:45
by Rhino
[R-CON]DJJ-Terror wrote:uffff man whata complications.... i got a headache...

:)

on the other hand im glad that its not working, i just dont like that weapon.
hehe, and that is only just thinking about the problems, let alone coding around them to be met with another one :p

To be honest I think you over estermate the power these will bring and what they will bring to the gameplay if done right. If they can be made to work well I think they will bring a hell of alot to the mod. We would make it so that planes must rely on the troops on the ground to get targets, and the troops on the ground will need the fire power as well which will bring in lots and lots of teamwork as will also change the dynamics of jets, they will no longer become things that fly around in the air spamming anything they see, cos they wont be able to see them without the troops help ;)

Posted: 2007-10-15 13:43
by M.J.Patterson
[R-DEV]Gaz wrote:Do yourself a favour and shut up :|
ouch... sounds like kenwayy... :P

Posted: 2007-10-15 14:00
by 77SiCaRiO77
well, i dont know if devs already try this , but hey! its a suggestion forum :p

what about , when you have the soflam in your hands , the spoter option in you comand rose becomes a "mark option" , then if you see a target , you press that option , and a "bullet" is fired , that bullet will be attached to the vehicle you are pointing , and to keep that bullet "alive" you must fire your soflam (the soflam will fire "heal" to the bullet attached in the vehicle)

Posted: 2007-10-15 14:06
by Rhino
you run into the same problems (Apart from the locking problems) doing that aswell.

And we would much prefer to have you lock onto the target and not just see a 3D map / minimap marker, but the minimap might also go with it if we get it working to give the pilots a general direction where the target is so they can easily locate the abouts location the target is, then lock onto it.

Posted: 2007-10-15 14:35
by Swe_Olsson
what if you the soflams spanws an invisible "smoke" would that work ?

Posted: 2007-10-15 14:46
by Rhino
Swe_Olsson wrote:what if you the soflams spanws an invisible "smoke" would that work ?
you dont seem to have understand the problems, i suggest you read my post again....

Posted: 2007-10-15 15:40
by e-Gor
Sticky targets do not stick if fired at a speed any where near fast enough to be used for a laser designator. They just bounce off. Can't people just believe us when we say we've tried an approach and it doesn't work? :o

Posted: 2007-10-15 15:43
by Rhino
[R-DEV]e-Gor wrote:Sticky targets do not stick if fired at a speed any where near fast enough to be used for a laser designator. They just bounce off. Can't people just believe us when we say we've tried an approach and it doesn't work? :o
ohhh, i must have missed that bit :D

Posted: 2007-10-15 15:49
by Salah ad Din
Okay guys, what about this:

The SOFLAM measures distance, right? I suppose that distance is put somewhere and should be accessible by the engine. Now, suppose this is the case (if not, just disregard anything beyond this line).

When you fire the SOFLAM, the engine spawns an object that is attached to the SOFLAM and moves with it, is invisible, does not collide with objects or terrain and has a length of the distance variable from the rangefinder function. This object decays after say 5 secs, if the fire button is still pressed it will be respawned with the new distance variable.
At the tip of this object is then the heatsource (or whatever) for the planes to lock on.

EDIT: acutally, decay rate should be 1 sec to avoid targetting through terrain.

I guess the answer is: HARDCODED!!!

Posted: 2007-10-15 15:56
by Rhino
python has no way of telling what you are looking at, let alone the range of how far the object you are looking at is away from you, otherwise that method might have worked, thou would have been I guess pretty laggy as it would have to keep on spawning objects constanly.

Posted: 2007-10-15 16:00
by Salah ad Din
[R-DEV]Rhino wrote:python has no way of telling what you are looking at, let alone the range of how far the object you are looking at is away from you, otherwise that method might have worked, thou would have been I guess pretty laggy as it would have to keep on spawning objects constanly.
how do you get those range findings then? or is this the engine and not python?

Posted: 2007-10-15 16:02
by Rhino
Salah ad Din wrote:how do you get those range findings then? or is this the engine and not python?
thats the engine, you would need python to spawn the object and we are limited with python to how much info the engine sends to the python. Otherwise we can code python how we like, how we have the kit reqs etc :D