Page 4 of 4
Posted: 2004-09-14 01:00
by claygast
In all honesty- I thought it would be better to leave a crosshair in because you could 'feel' where it was going in real life. However, after playing the mod enough, it is probable that you will develop a 'feeling' similar to real life, though it will ultimately be weaker due to the 2d limitations of your PC monitor.
Posted: 2004-09-14 01:13
by marto
There is only one way to fix this crossair no crossair thing. VR goggles and a dummy gun.
Posted: 2004-09-14 03:54
by DrZero
there is an argument for both sides on the crosshair argument, i still dont know where i stand, its unrealistic but irl you know where your gun is pointing, kinda hard to decide
Posted: 2004-09-14 15:13
by BlakeJr
It might be true in real life that you get "a feeling" for where your gun is pointing while not aimed. But actually using that "feeling" to fire accurately enough is a whole other ballgame.
This has been discussed to death over at the Infiltration forums and most other FPS forums as well I'd bet.
The only way a crosshair should find it's way into Project Reality is if the LandWarrior weaponssystem is incorporated. See link :-->
http://www.fas.org/man/dod-101/sys/land ... arrior.htm
And even then it would have to be done withe finesse.

Posted: 2004-09-14 19:18
by INF_Beppo
I would highly suggest that you guys try it out in Infiltration. No, I don't want to carry you guys over... really just use it as an example so you can actually play and feel the difference.
In RL you hold your gun and your hands, arms and your view tells you where you are pointing the barrel at. You get a feel for it depending on each gun model you have in hands.
Same with free aim. You do not really have hands and arms that you can feel, but you see where your 3D weapon model is pointing its barrel at clearly on the screen and this even if at hip/shouldered. Playing around with it some time gives you a feel for each single weapon then too, in game.
You will notice that you can easily hit the targets on our shooting range from hip/shouldered if not too far away from them and that you can do it almost blindly with some training.
Just test it out before you say that it is bad. Else you cannot really compare if you never played without a crosshair and with a free aim area.
Beppo
Posted: 2004-09-14 20:11
by BlakeJr
No, Beppo, the word I'd use to describe the aiming system of Infiltration is something similar to "revolutionary"!
Then again, I'm biased as I've been playing Inf since 1999.
Posted: 2004-09-14 20:30
by INF_Beppo
hehe

Posted: 2004-09-14 22:33
by DrZero
i really want to try it out, but i left my copy of UT in germany....
Posted: 2004-09-14 22:37
by INF_Beppo
check out ebay if needed... pretty cheap if you really want to try it...
Germany? Should I know you? maybe using another nick? (world is pretty small sometimes, so who knows

)
Posted: 2004-09-14 22:59
by DrZero
i never really played much online UT but my name was Mönch-Mörder....
Posted: 2004-09-14 23:01
by INF_Beppo
haha, nice name...
Posted: 2004-09-14 23:03
by DrZero
danke, mein Clan wurde die Missionare genannt
Posted: 2004-09-19 11:36
by FrostPaw
I have heard some people put a tiny dot with a felt tip pen or something where a static cursor should be for games that have the option to turn them off for multiplayer. This kind of tactic could be used if the cursor center is static. All you have to ensure is you arn't moving to fast or turning fast and you have a relatively accurate home made cursor.
Posted: 2004-09-19 12:53
by BlakeJr
FrostPaw wrote:I have heard some people put a tiny dot with a felt tip pen or something where a static cursor should be for games that have the option to turn them off for multiplayer. This kind of tactic could be used if the cursor center is static. All you have to ensure is you arn't moving to fast or turning fast and you have a relatively accurate home made cursor.
Not if they implement a system like they have in Infiltration where you can move the weapon a little bit before the whole view moves....
Funny explanation but if you read the whole thread I believe you might get an idea of what I'm rambling about.
Posted: 2004-10-17 15:50
by Echo4Golf
Papa Romeo, this is Echo4Golf, Over...hehe
First time at the PR forums, and I really like the realism concept. But it seems that most mods don't have it down yet, as far as realism actually goes. They say it's a "realism" mod, but they often bow down and cater to the less dedicated "realists". It seems to me that, even just seeing the beginning dev stage, that this mod will remain purist to it's ideals and untainted by the masses.
Anyway, back on topic. At first I thought that you could us crosshairs on just CQ weapons(SMGs) just to give them an advantage in A CQ invironment. Then I read onto the INF sighting system. WOW, I am seriously considering buying UT just to see this system. I would love to see this in BF2: PR. This will most likely be my most played mod. Keep up the your uncomprimising realism.
Posted: 2004-10-17 20:09
by BlakeJr
I think a welcome is in order so, welcome!
If you get the chance, DO get a copy of UT and try out Infiltration. It will be well spent money, IMHO.
On a further note I think it's time to say goodbye to the damned crosshairs once and for all. The exception is scopes ofcourse but even they can be made to be not "stationary" by making them wobble a bit to simulate breathing and or injury and or movement.