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Re: Air to Air Missles.

Posted: 2010-08-25 09:45
by Epipen
Air to air missiles takes 1 sec to lock on, and the missile
flies too fast,most of the times the pilot don't even have time to launch the flares, and when he lauch the flares, it never works anyway... air to air combats in pr =
wins the battle who sees the enemy aircraft first. :|

Re: Air to Air Missles.

Posted: 2010-08-25 11:54
by MikeDude
Drunkenup wrote:Its Drunkenup, you were in my clan, you know that.

There are no variables to allow a missile to "sometimes" miss in the BF2 engine. This portion of code proves there is no difference between the two in accuracy

Code: Select all

rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev 10
ObjectTemplate.deviation.setTurnDev 0 0 0 0
ObjectTemplate.deviation.setSpeedDev 0 0 0 0
ObjectTemplate.deviation.setMiscDev 0 0 0
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay 1.5
ObjectTemplate.zoom.zoomLod 1
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 1.099
ObjectTemplate.zoom.changeFovDelay 1.5
rem ---EndComp ---
rem ---BeginComp:MultiFireArmTargetComp ---
ObjectTemplate.createComponent MultiFireArmTargetComp
ObjectTemplate.target.maxDistance 99999
ObjectTemplate.target.targetSystem TSHeatSeeking
ObjectTemplate.target.connectionEffectOnlyWhenZoomed 1
ObjectTemplate.target.useCameraDirectionToTarget 1
ObjectTemplate.target.lockDelay 3
ObjectTemplate.target.loseLockDelay 0
ObjectTemplate.target.lockAngle 15
rem ---EndComp ---
ObjectTemplate.geometry iraqaa_sa7
ObjectTemplate.setCollisionMesh iraqaa_sa7
ObjectTemplate.mapMaterial 0 sa7 68
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.aiTemplate aa_handheld_ai
Thats the SA-7 code, you can see SA7 at the bottom of it.

Code: Select all

rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev 10
ObjectTemplate.deviation.setTurnDev 0 0 0 0
ObjectTemplate.deviation.setSpeedDev 0 0 0 0
ObjectTemplate.deviation.setMiscDev 0 0 0
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay 1.5
ObjectTemplate.zoom.changeFovDelay 1.5
ObjectTemplate.zoom.zoomLod 1
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 1.099
rem ---EndComp ---
rem ---BeginComp:MultiFireArmTargetComp ---
ObjectTemplate.createComponent MultiFireArmTargetComp
ObjectTemplate.target.maxDistance 99999
ObjectTemplate.target.targetSystem TSHeatSeeking
ObjectTemplate.target.connectionEffectOnlyWhenZoomed 1
ObjectTemplate.target.useCameraDirectionToTarget 1
ObjectTemplate.target.lockDelay 3
ObjectTemplate.target.loseLockDelay 0
ObjectTemplate.target.lockAngle 15
rem ---EndComp ---
ObjectTemplate.geometry usaa_fm92a
ObjectTemplate.setCollisionMesh usaa_fm92a
ObjectTemplate.mapMaterial 0 soldierweapon 68
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.aiTemplate aa_handheld_ai
Thats the Stinger's, you can see by the fm92a, which is the shortened prefix in PR for the US designation of the Stinger, FIM-92A.

As you can see, they both have the same accuracy values, same delay in zoom in, same angle of lock, and SAME lock on time. Maybe you're shooting at the wrong targets, but if the code says it, the code is right.
The SA-7 seems to have this code

Code: Select all

ObjectTemplate.zoom.changeFovDelay 1.5
While the stinger doesn't have it.. Dont know what it really means tho..

Re: Air to Air Missles.

Posted: 2010-08-25 13:03
by Drunkenup
Something about a delay in the field of view changing, I guess like adding the tunnel vision with the SA-7's scope.

Re: Air to Air Missles.

Posted: 2010-08-25 13:17
by Sniperdog
I don't see any suggestions here, especially in the op. If you don't have any new ideas please don't post it in the suggestion forum. Post it in the feedback section or possibly even in general discussion if you want to discuss a certain aspect of the game.

Also please note that the stinger is designed to be more effective then the SA7. If you look closely at the missile's code you will notice that the stinger has a 10 meter larger detonation radius with air vehicles, does 350 more damage and does that damage over a 15m wider radius...

Either way both missiles are decently effective at what they do, do they have a 100% success rate when the pilot is dropping flares? no...

Re: Air to Air Missles.

Posted: 2010-08-25 14:17
by Hunt3r
However I'm pretty sure that there needs to be some changes to flares and missiles. While the flares in their current incarnation are passable, it would be nice if they actually ejected away from the aircraft a good distance, instead of just dropping out. (Does this remind you of anything?)

The missiles are also rather lacking in their performance. The current SRAAMs in PR are just completely ridiculous in how over-powered they are. The blast radius and the sheer damage of it should be toned down a bit. Missiles should be made to explode when there are no more heat targets in it's FOV to lock, or when they have something that would actually activate the proximity fuse. All AAMs should be slowed down, to give it enough time to lock steadily, and also allow the aircraft to do more then just pop flares and die, because we're trying to scale this within BF2.

The final suggestion may be the most important. Missiles should have a lifetime after firing that is only long enough to allow the missile to strike a target that is within the lock range at time of firing, and stays that way all the way to splash. Missiles do not possess unlimited fuel, and it should stand to reason that we shouldn't have it so that someone can get shot down if they stray into lock range of the enemy aircraft and then quickly withdraw just as the enemy locks and fires.

Re: Air to Air Missles.

Posted: 2010-08-25 14:25
by Amir
amazing_retard wrote:Portable AA sucks just admit it!

You want to shoot down aircraft? Use the TOW or a HAT.
..or a shovel !

No serious I never ever had problems shooting heli,etc.. down with AA-kit.
And the thread is, as the title says, about Air to Air missiles I suppose ?

Re: Air to Air Missles.

Posted: 2010-08-25 15:19
by Bazul14
'[R-DEV wrote:Sniperdog;1424751']I don't see any suggestions here, especially in the op. If you don't have any new ideas please don't post it in the suggestion forum. Post it in the feedback section or possibly even in general discussion if you want to discuss a certain aspect of the game.

Also please note that the stinger is designed to be more effective then the SA7. If you look closely at the missile's code you will notice that the stinger has a 10 meter larger detonation radius with air vehicles, does 350 more damage and does that damage over a 15m wider radius...

Either way both missiles are decently effective at what they do, do they have a 100% success rate when the pilot is dropping flares? no...
Now Drunkenup can see that I was right, at least partially.

Re: Air to Air Missles.

Posted: 2010-08-25 17:21
by Boommelonshot
I think the locking system for jets is just right

Re: Air to Air Missles.

Posted: 2010-08-25 20:40
by McBumLuv
Jets are too arcade unless VD is upped, IMHO.

Re: Air to Air Missles.

Posted: 2010-08-25 23:01
by xI DIaboLoS Ix
I would say this is a *** suggestion...

Why you say? well i made one a few weeks back or so about this problem.

The post is very in depth and I got good responses from developers of the mod.

Heres the link if you guys are interested.

https://www.realitymod.com/forum/f18-pr ... ssile.html