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Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-18 14:50
by bloodthirsty_viking
McLuv wrote:I can easily land all planes on Kashan desert, though I agree with Warren, It's FV(K!NG hard to land the Chinese planes on Quinling. There is very, very little room for error.
just pretend your landing on an aircraft carrier....thats been grounded.... in the middle of a forest....
but, i have neaver floen a plane in my life, or been near one near takeoff(but ive been in the commercial ones plenty)
but isent the point to make them hard to land so they cant be spammed, to a degree.
i mean, if itsw hard to land, less peaple..... actually, come to think about it, if u crash on landing, you might aswell kamakazi into a tank and wait for a new jet....
i dont think it should be changed.
i kinda like the difficulty, it stoptes my from going to go fly, and makes me do more teamwork
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-18 16:34
by gclark03
Flying isn't teamwork?
What?!
WTF are you talking about? If flying were just an outlet for lone wolves and noobs, they wouldn't exist in PR. Sure, a lot of them do choose jets because they're 'cool', but they are very useful for what you call 'teamwork'.
Just wait until Alex reads your post. He'll have your head.
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-18 17:00
by Scot
Flying by itself isn't teamwork, in that respect. Flying with spotters etc etc(how everyone who posts in this thread flies) is the ultimate in teamwork.
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-18 17:09
by Rhino
Scot wrote:Flying by itself isn't teamwork, in that respect. Flying with spotters etc etc(how everyone who posts in this thread flies) is the ultimate in teamwork.
yep, just as running around with a gun in your hand isn't teamwork, but running around with a gun in your hand with a squad is teamwork.
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-18 18:14
by Alex6714
I ask you, what is teamwork?
You know, maybe we could make driving a humvee require one person on the accelerator, one person on the brake and one person with the steering wheel.
Now we can all agree that is teamwork, but eh, maybe that goes a little far?
Reminds me of the karbala sense.
"yeah, we will put an apache on, but we will make it so that it can´t take off, with maximum teamwork to use it, minimum/non existent teamwork to kill it" kind of thinking.
What happened to realism? With realism comes teamwork. Dumb it down and you have to also take away realism to force teamwork into it.
As for flying isn´t teamwork, well that probably because you only get around 2 jets maximum, of which one is bound to be taken by some random guy who ignores you.
I was flying on kashan in the frogfoot with a guy in the mig, we were funnily enough working together.
Also, flying an attack helicopter already requires teamwork between the 2 guys inside wouldn´t you say?
Just because your weapons are dumbed down to need a sticky slow flying box doesn´t mean teamwork... In real life they won´t lase alot of the time, they give the grid and pilot goes and bombs it.
Tbh, I think the idea of teamwork is getting slightly out of hand for some aspects (huvee example above).
The fact that I like flying probably means everyone thinks "oh this guys is from vanilla and hates teamwork, he is just here for kills and solo leetness" and they would be completely wrong, I just prefer the realism side of things while working with people than having to depends on 50 other random things at the same time.
As much as you make that humvee need a crew of 3, it will just make the siuation suck, because there will still be people who solo it somehow, there is no realism involved, and it will just end up with 3 man locked squads of only friends, very welcoming indeed.
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-18 18:17
by Mongolian_dude
[R-DEV]Rhino wrote:yep, just as running around with a gun in your hand isn't teamwork, but running around with a gun in your hand with a squad is teamwork.
Actually, isn't that just Squad Play
Teamwork is when a groupe of indeviduals work towards a common goal.
You've all seen it before, where a squad of serious vets goes off on their own vendetta; but tight-knitt on comms and proximity, just getting bogged down 'killin doods' on insurgency.
They may be Uber, they may have the right squad lay-out, they may been here since .2, but the
team isn't benefiting from their actions.
I'd say, Teamwork is the collusion of collaborators.
Your my favourite n00b, Rhiman.
...mongol...
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-18 22:23
by Redamare
Yep this has been posted before but i 100 % Agree Keep the word out Legnthing the runways shouldnt Be THAT hard of a job ..... lol ALSO fix the Aerodynamics of the jets sum now .... like better pitch
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-18 23:45
by McBumLuv
Well, as I see it, Quinling will most likely get replaced with a more popular combined arms map that will hopefully make runways with Quinling's problems in mind. The other problem with Quinling though is the fact that the runways are high up and thin. But that's known about, and many of the Devs have previously stated that future runways would be non statics because the whole concept of being able to bomb the enemy's runways which is supposed to be miles and miles away from all the battle in a safe base is unrealistic.
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-19 01:04
by Killer2354
The fact that I like flying probably means everyone thinks "oh this guys is from vanilla and hates teamwork, he is just here for kills and solo leetness" and they would be completely wrong, I just prefer the realism side of things while working with people than having to depends on 50 other random things at the same time.
Yea, I've been called a noob jet flier from vanilla. Truth to be told, I was only bombing without a LD because a base was away from the action and no one lased it. I had to pre-run my course for the bombs and killed them. I later shot down 2 F16s, 2 A10s, and a blackhawk because someone told me by VOIP that aircraft were bombing the site ect. Later, my teamate said "lol our noob pilot shot down five aircraft."
Ok, back to topic.
I do agree with making the runways longer. on my best landings, i've stopped on the runway where the white marks are. on a crummy landing, i've landed right between the end of the runway and the barrier. on the worst landing... you already know.
The runways need to be longer! I do have more to say but i have something to do right now.

Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-19 01:15
by CAS_117
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You don't have to extend runways. Increasing the acceleration of the engine takes like 30 seconds. You could have done every aircraft twice by the time you finished typing one post. In fact I did it in my own version of PR like 90 seconds ago. :d uh:
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-19 01:54
by Killer2354
ok fine how about this? I stop trying to help out the mod by having an idea of making something easier (i just got BF2 editor and still trying to figure out how it works so STFU) and go waste my time on an unrealistic mod which will never be as fun of this?
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-19 02:10
by Killer2354
What does engine acceleration have to do with landing?
ya really? the part i'm talking about (if u actually READ my post) is that the landing on Quinling (i know not impossible) sucks.
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-19 02:19
by Duke
If you increase the acceleration of the jets, chances are that the battlefield engine also interprets this as deceleration, which has EVERYTHING to do with landing XD
Oh, and acceleration modification is done in the tweak files (i.e, editing a text document), not the editor.
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-19 02:22
by Killer2354
lol sry

i'm not a modder so how should i know?
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-19 02:25
by PlatinumA1
Killer2354 wrote:lol sry

i'm not a modder so how should i know?
Coder* , ...CAS is just very tired explaining his point over and over
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-19 02:31
by Alex6714
Well you can do it with the editor, but I highly recommend you don´t, because that thing messes all sorts of things up while being a pain at the same time.
Yeah, you will find your flare launchers won´t work if you use the editor.

Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-19 02:38
by M.Warren
CAS_117 wrote:You don't have to extend runways. Increasing the acceleration of the engine takes like 30 seconds. You could have done every aircraft twice by the time you finished typing one post. In fact I did it in my own version of PR like 90 seconds ago. :d uh:
I'm not trying to be a pain, but in all honesty I myself and several others keep hearing that these issues can be fixed in only a few minutes for all aircraft.
But it's curious that something that appears so simple as this;
- Why wasn't it done sooner?
- Has this not been the desired effect all along?
- If it's been fixed, why are people still feeling that aircraft are not performing as they should?
- Why wasn't the current method of landing the J-10 and SU-30 been sufficient?
- Can the J-10 and SU-30 be modified to sufficient levels to slow down aircraft without causing these aircraft to lose their realistic flight handling, while at the same time not have characteristics of a BF2 landing?
Colonelcool125 wrote:What does engine acceleration have to do with landing?
He brings up a good point. Is this really the solution that is necessary to bring aircraft to a sufficient halt on the runway? The problem here is that it's unclear as to what you mean and also the answers are undefined. It may make sense from a developer point of view, but a thorough and descriptive reply that incorporates the factors of jets would be helpful. In example:
ThrustmodifierX =
WeightmodifierX =
DragmodififierX =
<Note: These are not actual BF2 Editor terminology. I simply used these as examples to help form a practical list of settings to help you explain yourself more thoroughly, and for us to understand as to what has been going on with aircraft for the past times. It would also make it easier if you could briefly explain as to what these factors do.>
It's also important to answer these kind of questions to help paint a picture. Like said before, it's claimed that these issues can be fixed but nobody has seen them in action either. All it draws up are skepticism's.
- How does engine acceleration effect landings?
- How does engine acceleration effect takeoffs?
- How does the taxi-engine cause breaking and deceleration while landing?
- Why does altitude have such a huge factor on airspeed at lower heights and often result in players encountering a stall even when they were holding at a X landing speed?
- What other unmentioned influences effect an aircraft while landing that may not be topically noticed by normal players?
It may save you a lot of aggravation if you simply help elaborate more upon what circumstances and factors that effect aircraft in a landing environment. Also you may want to explain as to what side-effects these factors may introduce if they're altered to different levels.
We're not ignorant. We're just unfamiliar with such factors and effects. If someone would take some time to explain these even we could begin offering more constructive suggestions. Until that happens, we're on two different sides of the fence with no way to bridge the gap by a unified understanding.
This is why the normal 600 meter runway seems short, and adding 200 meters ontop of it to make it 800 meters seems appealing.
Although it seems tedious and time consuming to you as developers, it seems practical and worthwhile to us (the community) because it's appears as a simple fix that'll solve a multitude of problems with more runway space.
It keeps getting told that modifying aircraft settings is the key and that it'll work, but we're not seeing results, nor have a number of us truely seen results over the past 2 years. That's why a lot of people are skeptical and not as open to believe if this is true or not.
Show me the money!
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-19 02:43
by Alex6714
M.Warren wrote:
Although it seems tedious and time consuming to you as developers, it seems practical and worthwhile to us (the community) because it's appears as a simple fix that'll solve a multitude of problems with more runway space.
Here is the problem as I see it.
1) Devs would rather spend their time on other aspects of PR than aerospace (No insult here, just each person has their own interests).
2) Those who would change such things don´t because, with the other changes that are happening whats the point? IE the passion for modding the aircraft disappears for some reasons.
3) Those who really want to anyway, either can´t or have trouble finding out (can be a steep learning curve).
Re: PR Aerospace Improvement: Airports and Runways for Jet Aircraft
Posted: 2009-02-19 02:46
by PlatinumA1
M.Warren wrote:I'm not trying to be a pain, but in all honesty I myself and several others keep hearing that these issues can be fixed in only a few minutes for all aircraft.
But it's curious that something that appears so simple as this;
- Why wasn't it done sooner?
- Has this not been the desired effect all along?
- If it's been fixed, why are people still feeling that aircraft are not performing as they should?
- Why wasn't the current method of landing the J-10 and SU-30 been sufficient?
- Can the J-10 and SU-30 be modified to sufficient levels to slow down aircraft without causing these aircraft to lose their realistic flight handling, while at the same time not have characteristics of a BF2 landing?
He brings up a good point. Is this really the solution that is necessary to bring aircraft to a sufficient halt on the runway? The problem here is that it's unclear as to what you mean and also the answers are unclear. It may make sense from a developer point of view, but a thorough and descriptive reply that incorporates the factors of jets would be helpful. In example:
ThrustmodifierX =
WeightmodifierX =
DragmodififierX =
<Note: These are not actual BF2 Editor terminology. I simply used these as examples to help form a practical list of settings to help you explain yourself more thoroughly, and for us to understand as to what has been going on with aircraft for the past times. It would also make it easier if you could briefly explain as to what these factors do.>
It's also important to answer these kind of questions to help paint a picture. Like said before, it's claimed that these issues can be fixed but nobody has seen them in action either. All it draws up are skepticism's.
- How does engine acceleration effect landings?
- How does engine acceleration effect takeoffs?
- How does the taxi-engine cause breaking and deceleration while landing?
- Why does altitude have such a huge factor on airspeed at lower heights and often result in players encountering a stall even when they were holding at a X landing speed?
- What other unmentioned influences effect an aircraft while landing that may not be topically noticed by normal players?
It may save you a lot of aggravation if you simply help elaborate more upon what circumstances and factors that effect aircraft in a landing environment. Also you may want to explain as to what side-effects these factors may introduce if they're altered to different levels.
We're not ignorant. We're just unfamiliar with such factors and effects. If someone would take some time to explain these even we could begin offering more constructive suggestions. Until that happens, we're on two different sides of the fence with no way to bridge the gap by a unified understanding.
This is why the normal 600 meter runway seems short, and adding 200 meters ontop of it to make it 800 meters seems appealing.
Although it seems tedious and time consuming to you as developers, it seems practical and worthwhile to us (the community) because it's appears as a simple fix that'll solve a multitude of problems with more runway space.
It keeps getting told that modifying aircraft settings is the key and that it'll work, but we're not seeing results, nor have a number of us truely seen results over the past 2 years. That's why a lot of people are skeptical and not as open to believe if this is true or not.
Show me the money!
Aircraft is seriously not the big issue in PR right now,
Even if everything was all fine and dandy , Someone is going to complain about something,
there is more to Project reality than jets and helicopters