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Re: Ask the [Dev]s a (?)
Posted: 2013-07-14 04:02
by Pvt.LHeureux
'[R-DEV wrote:Rhino;1916640']Having proper ballistics for weapons that have interleaved tracer rounds isn't possible, as the flight path of normal rounds and tracer rounds are different in BF2, unless they have a pretty much a flat flight path which they currently have ingame. So unless we have all rifles with no tracer rounds, or all tracer rounds etc, its not possible.
This thread/poll explains it better:
https://www.realitymod.com/forum/f18-pr ... acers.html
What I said was:
https://www.realitymod.com/forum/f388-p ... r-bug.html
Re: Ask the [Dev]s a (?)
Posted: 2013-07-14 07:23
by Rhino
I do keep an eye on the community modding forums you know... But ye I would have thought the guys working on this before would have tested trying to speed up the rounds. Iirc they said it was a drag problem which if so, speeding up the round will only correct it at certain ranges I'm pretty sure, but ye, needs more testing so am going to keep an eye on that and see what it turns up but so far, only some low quality videos tested at shortish range.
Re: Ask the [Dev]s a (?)
Posted: 2013-07-14 23:58
by smgunsftw
Will the Type 67 be replacing the PKP for the PLA in the final release of PR1.0, or will the model be created and added after 1.0's release?
What will the MEC's GPMG be, a MG3 like the Germans, or another entirely different weapon?
Re: Ask the [Dev]'s a (?)
Posted: 2013-07-15 00:01
by Blackburn92xBHD
[R-DEV]Rhino wrote:To worship our greatness and to play Project Reality constantly!
we should better pray to rhino then to some pope
Re: Ask the [Dev]'s a (?)
Posted: 2013-07-15 09:45
by Arab
-snip- -Melon
Now, a question:
-Can RPG kits be picked up anymore by BluForce?
Re: Ask the [Dev]s a (?)
Posted: 2013-07-15 11:32
by ghostfool84
In Beta it was not allowed to pick up an enemy kit, not even the rifleman. But you can use it until the screen goes black (afaik 10 seconds or something), so its possible to take a field dressing, throwing ammo or give some unaimed shots with the RPG.
Re: Ask the [Dev]s a (?)
Posted: 2013-07-15 11:47
by DonDOOM
smgunsftw wrote:Will the Type 67 be replacing the PKP for the PLA in the final release of PR1.0, or will the model be created and added after 1.0's release?
The QJY/Type 88 would be a better bet

Re: Ask the [Dev]s a (?)
Posted: 2013-07-15 12:32
by Chuc
The model is in its final stages of development, there's still a ways to go but it's coming along nicely.
Posted: 2013-07-15 13:14
by BloodyDeed
ghostfool84 wrote:In Beta it was not allowed to pick up an enemy kit, not even the rifleman. But you can use it until the screen goes black (afaik 10 seconds or something), so its possible to take a field dressing, throwing ammo or give some unaimed shots with the RPG.
People need to understand this is a workaround.
We are not really happy the way it is now but its the easiest solution.
The main problem is the fact that you pick up the enemy kit geometry (vest, helmet etc) as well and we cant fix that without a huge amount of work.
We also cant prevent you from picking up any kits at all which is why there is that blackscreen timer.
Re: Ask the [Dev]s a (?)
Posted: 2013-07-15 13:30
by spawncaptain
I really liked that in the beta, actually. Taking a LAT into Ramiel's city didn't endanger the whole team anymore.
Re: Ask the [Dev]s a (?)
Posted: 2013-07-16 08:46
by camo
Dear devs, is it possible to have RPG/Rocket backblast?
Re: Ask the [Dev]s a (?)
Posted: 2013-07-16 09:04
by AfterDune
Unforuntaly no. We tried several methods, but just can't get it to work.
1. Firing multiple projectiles (where one is the rocket, the other is the backblast) isn't possible
2. An effect (the backblast in this case) itself can't inflict damage
Re: Ask the [Dev]s a (?)
Posted: 2013-07-16 09:11
by camo
[R-DEV]AfterDune wrote:Unforuntaly no. We tried several methods, but just can't get it to work.
1. Firing multiple projectiles (where one is the rocket, the other is the backblast) isn't possible
2. An effect (the backblast in this case) itself can't inflict damage
Would it be possible to instead of firing another projectile have something spawn like a small grenade but with a cone of damage going backwards? Or is this basically the same thing (i dont know much about these things sorry)
Re: Ask the [Dev]s a (?)
Posted: 2013-07-16 09:14
by hobbnob
camo_jnr_jnr wrote:Would it be possible to instead of firing another projectile have something spawn like a small grenade but with a cone of damage going backwards? Or is this basically the same thing (i dont know much about these things sorry)
You can't emit more than 1 'type' of projectile, the best I can think of is a ultra wide deviation cone (180 degrees) along a flat plane, but that would require the projectile to emit at a 90 degree angle to the player which I don't think is possible, plus you've still got the issue of the backblast actually being a second warhead firing out your arse.
Re: Ask the [Dev]s a (?)
Posted: 2013-07-16 10:55
by Celtichugs
Dear Devs, while this is a small thing that really is not that important, but rather something to consider and I am sure has already been asked; I do not know the capabilities of Mumble, but is it possible to have it where when Squad Leaders speak to other Squads and Commander that he emits locally aswell?
This would help greatly with immersion, it always bothers me that when I'm speaking on the Comms, no one near me can actually hear my voice (though, PR is full of immersion). As well as letting the Squad Members know a little bit of what happening on a larger scale with other Squads and their SL's intentions (though, this isn't really a big deal). Much in the same was as A.C.R.E does for A.C.E mod for ArmAII (Yes, I did just bring that game up again, and yes I am aware the engines of BF2 and ArmA are completely different). As I say, a really small deal compared to other things that could be implemented into the game.
Re: Ask the [Dev]s a (?)
Posted: 2013-07-16 11:07
by Spec
Please put suggestions into the suggestions forum.
I suppose one possible problem would be hearing things double when you're close to the one you're communicating to through both channels?
Re: Ask the [Dev]s a (?)
Posted: 2013-07-16 14:24
by hobbnob
[R-MOD]Spec wrote:Please put suggestions into the suggestions forum.
I suppose one possible problem would be hearing things double when you're close to the one you're communicating to through both channels?
Not really a problem since 1) it transmits at internet speed, and both at the same time
2) it's the same thing irl

Re: Ask the [Dev]s a (?)
Posted: 2013-07-16 15:50
by sweedensniiperr
It is much possible, the mumble thing. You can do this in 0.98. Just bind your local key to all the other keys aswell. However, since it's not default it will only work for you, the rest will have to do this themselves.
Re: Ask the [Dev]s a (?)
Posted: 2013-07-16 20:17
by Celtichugs
Sorry, yes, I realise it was more of a suggestion than a Question, apologies.
To wrap it up though: I definantly think it should be implemented, yes it can be done by the player, but I feel it should be a set feature of the mod/mumble.