Page 2 of 5
Posted: 2008-04-24 19:49
by jOHNNYdOUBE
This is very nice.
Posted: 2008-04-24 20:19
by Drav
Thanks for the input!
So, things to work on might be improving the flame effect to try an imitate the twirling better, and maybe cutting the smoke earlier. I did put the longer smoke trail in to make it easier for the target to see/avoid, but maybe with a big flaming trail, that might not be necessary. Guess that would have to be tested. The new optic is almost finished, will put a screenshot up when it is....
Posted: 2008-04-24 21:54
by 77SiCaRiO77
https://www.realitymod.com/forum/f10-pr ... s-etc.html
you have A LOT of good reference for sights there , maybe they can help
keep the good work!
Posted: 2008-04-24 21:54
by zangoo
well i did try to make the sraw before, got it to work nice, had the 2 stage thing but no effect change. i made it so it shot a missile that would lock onto the laser tagret on a tank, but the sraw would have a lock angle of around 0.1 so the player had to track the vehicls for 5 sec due to the lock time, the missile also had a very small lock angle to avoid people just shooting without having to track the vehicle. this way works great but there is only 3 diffrent types of tracking, there is heat, laser and unique. heat and laser can be used as target objects, but there is no network code for the unique so that can only be client side. so if you add a laser target to a tank people will have no reason to use the soflam.
Posted: 2008-04-24 22:06
by Alex6714
zangoo wrote:well i did try to make the sraw before, got it to work nice, had the 2 stage thing but no effect change. i made it so it shot a missile that would lock onto the laser tagret on a tank, but the sraw would have a lock angle of around 0.1 so the player had to track the vehicls for 5 sec due to the lock time, the missile also had a very small lock angle to avoid people just shooting without having to track the vehicle. this way works great but there is only 3 diffrent types of tracking, there is heat, laser and unique. heat and laser can be used as target objects, but there is no network code for the unique so that can only be client side. so if you add a laser target to a tank people will have no reason to use the soflam.
I think it should be like that, also for helicopters. The hellfires should be able to lock on like that with a small angle, so you have to hold it over for a while. The soflam for example could be an advantage because it allows you to strike from longer range?
Posted: 2008-04-24 22:49
by zangoo
umm i dont think you could make the soflam do that. only if we could add diffrent kinds of target objects we could do so much, like missiles that explode over the tank, but i can only dream.
Posted: 2008-04-24 23:19
by Proff3ssorXman
this sounds really great. Unfortunately I can't view YouTube videos atm, but I can only dream till next weekend.
Posted: 2008-04-24 23:21
by Drav
ye so few target objects is a right f**ker that seriously limits you being clever. Cant use heat seeking as its tied up for the jets, theres no laser target objects on tanks so cant use that either. The way I have made the SRAW so far is to use the laser designator off the binos and have the SRAW designate the target itself, then fire at it. However, it needs a bit of refinement. I have got missiles to explode over the tank working tho
Oh, and, Thanks Sicario! Got a few decent references now....
Posted: 2008-04-24 23:23
by Oldirti
Very cool, can't wait to see more.
Posted: 2008-04-25 00:58
by zangoo
Mescaldrav wrote:ye so few target objects is a right f**ker that seriously limits you being clever. Cant use heat seeking as its tied up for the jets, theres no laser target objects on tanks so cant use that either. The way I have made the SRAW so far is to use the laser designator off the binos and have the SRAW designate the target itself, then fire at it. However, it needs a bit of refinement. I have got missiles to explode over the tank working tho
Oh, and, Thanks Sicario! Got a few decent references now....
you can add a laser object to a tank with 1 line of code.
Posted: 2008-04-25 01:38
by Drav
I know, but PR doesnt use laser target objects embedded in the vehicles any more. As you explained above the laser designators would be useless, as all the vehicles would be marked already. This is why armour has no warning tone any more when you point an AT at them, as the wireguided system uses the laser target object (a little green box you see in the bomber as co pilot on vanilla) to set the alarm off.
This is no bad thing, but it makes it very hard to make something that can lock a tank up now, as there is no invisible box that says, 'I'm a tank, shoot me'
Anyway, theres a few things to sort out with this. Someone who has used a MILAN has hinted that a wire guided missile is not quite as manoeverable as this, so I am going to reduce how sharply it can change direction. It will still guide perfectly on moving targets, but wont be able to spin on a dime, sidewinder style. Which makes sense I think. The optic reticule is done, I just want to have a fiddle some more and see if I can get the flame effect any better.
Anyway, I'll stick some footage up in the next couple of days when its all done and see if any devs want to take a look at the finished package.....
Posted: 2008-04-25 01:50
by fludblud
Mescaldrav wrote:
And as for the twirling, theres no way i know of to make the missile itself weave around like the real thing. I may be able to do more with the flame effect to make it look more authentic...
simply including the flame will make my day
Posted: 2008-04-25 02:01
by Rudd
This is beautiful! Great job!
Posted: 2008-04-25 02:04
by M.J.Patterson
This is why armour has no warning tone any more when you point an AT at them, as the wireguided system uses the laser target object (a little green box you see in the bomber as co pilot on vanilla) to set the alarm off.
incorrect.
Posted: 2008-04-25 02:16
by Oldirti
[R-DEV]M.J.Patterson wrote:incorrect.
you just got told.
Posted: 2008-04-25 02:16
by Drav
Haha totally!
Really MJ? Do explain, as that was the best reason I could come up with.....remove laser target object from the tanks, no warning tone for wireguided missiles.....
Posted: 2008-04-25 06:13
by maverick551
Wow, I love the effects and the speed decrease is much more realistic. Great work!
Posted: 2008-04-25 07:59
by nathanator8811
So let me see if I have this straight. The SRAW is IRL not directly controled ny the firer. Could the SRAW be made to act in a fashion similar to the Hellfire such that it would guide onto a soflam mark? If so then in order to use it properly, a two man team would be required (more realistic). A plus to this would be that in insurgent/mlitia mode, if the insurgents/militia somehow snagged one, it would be useless without snagging a kit with SOFLAM as well(also more realistic). Please let this be possible?
Posted: 2008-04-25 09:49
by Drav
Hey Nath, ye what you have described is totally possible. Its not how a SRAW works, so couldnt be modelled as one, but I've been looking at doing this for a different missile if SRAW is too hard to make work. The problem is I cant find a real world AT missile system that uses this method!
Anyone?
Posted: 2008-04-25 13:50
by Alex6714
Mescaldrav wrote: As you explained above the laser designators would be useless, as all the vehicles would be marked already.
No, thats why I said making it so that the laser designators send out a laser that can be locked onto from a further range, therefore the advantage.
Basicly, for hellfires and SRAW make it like Zangoo said, so that it can lock on with a small angle, so you have to hold the crosshair on it for a while. Maybe make the missile turn rate for the hellfire (not sure about SRAW) enought o be able to hit from the air well, but the lock on angle very small.