Page 4 of 7

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 20:27
by xatu miller
Charity Case wrote:Cool videos, I have 2 questions about the in-game FCS.

1) Will it allow a tank to more easily track and hit targets when the tank is moving?
2) How much precision is lost by using this system? Will gunners still be able to target specific parts of a vehicle (e.g. turrets or treads)? Will FCS guided shells be able to hit targets that are hull down?
1)
Yes it will. Its practically like having a guided shell. So you "lockon"(if u can call it that) and the shell guides onto the target.

2)The gunners aren't able to hit specific parts of vehicles. Not sure about what you mean in the last question though even if you see part of a vehicle you are able to hit it as you can lockon(If my memory isn't failing me).

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 20:57
by Alex6714
Depending on how hull down it is you can hit it easily, if you can´t track it because it is too hull down then you can still fire manually.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 21:02
by Charity Case
Thanks for the fast reply.
P.S.Txatu miller wrote:1)Yes it will. Its practically like having a guided shell. So you "lockon"(if u can call it that) and the shell guides onto the target.
Yeah, I just re-watched the video and saw that the FCS is designed to allow tanks to engage on the move. I guess my real question is how easy will it be to shoot while moving?
P.S.Txatu miller wrote:2)The gunners aren't able to hit specific parts of vehicles. Not sure about what you mean in the last question though even if you see part of a vehicle you are able to hit it as you can lockon(If my memory isn't failing me).
From reading the video description, I kind-of understand how the FCS is coded. So I'm wondering how it will work in certain circumstances. Say that you're targeting an enemy tank, and it's at a diagonal facing away from you, so that you can shoot in in the rear or the side. Will the FCS just "lock on" to the laser marker, wherever that is, or will you be able to choose where you shoot the vehicle? How will the FCS effect close encounters, will it immediately snap to the laser marker when you mouse over the target or will you only lock on when your mouse gets within 1 degree of the marker? Does zooming in/out effect the visual distance your cursor needs to be from the target? How far out will you be able to lock on a target, within the draw distance? What about times where you can see the silhouette of a vehicle, will you be able to lock on at that distance? Also, will gunners be able to "scan" by simply dragging their reticule across a ridge line without actually looking for targets?

Sorry I'm asking so many questions. I'm very interested in this system and its gameplay implications.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 21:40
by McBumLuv
One of my only problems with the FCS is that if you want to aim at something within 1 degree of a vehicle (or is it 0.5 degrees?), you can't aim at the other target (unless it also has a "lock on" with the FCS). This means, that at ranges of 1500 meters, if there's infantry within 10 meters of a tank, you'd aim at the tank, and couldn't hit the infantry.

This'll still have to be worked on until it's worked out some of the details, such as these, but it's in no way a bad system.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 21:41
by Alex6714
Range = 1500m out of 2000m view distance. Thats the range for the shell aswell.

Only locks on a small angle, close in combat is hard to lock.

You can´t really choose where you hit, it will hit where there laser marker is, but its positioned on the turret I think.

You can probably scan, but it won´t be that effective, but then you would be scanning anyway.

Its fun to play out, even with only like 3v3 (1 or 2 tanks vs 1 or 2) so it will be the full test when there are loads of people.

Edit: What McLuv says is true, but then most times the tank is priority target. However maybe it can be improved.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 21:57
by McBumLuv
Yea, Alex, it isn't a problem most of the time, but when Rudd and I were testing it, we'd shot your tank, and you got out of it. Then, even after it had blown up, we couldn't hit you because we'd keep locking onto the destroyed tank.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 22:06
by $kelet0r
McLuv wrote:One of my only problems with the FCS is that if you want to aim at something within 1 degree of a vehicle (or is it 0.5 degrees?), you can't aim at the other target (unless it also has a "lock on" with the FCS). This means, that at ranges of 1500 meters, if there's infantry within 10 meters of a tank, you'd aim at the tank, and couldn't hit the infantry.

This'll still have to be worked on until it's worked out some of the details, such as these, but it's in no way a bad system.
I don't see why it need be a problem - the team could simply create a 'lasing' mode and a manual fire mode. You could cycle between each like weapons

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 22:09
by McBumLuv
Yes, I know. But it isn't like that atm. Which is why I was saying it still needed tweaks. At worst you could also have SABOTs that are locked-on, while HEAT rounds (which wouldn't need to hit things while on the move, usually) could stay unguided.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 22:19
by Alex6714
Heat is the only one you really need to shoot manually in those situations. It also isn´t that necessary on the move so that might be a solution, but maybe a weird one, anyway, testing will say.

Don´t forget the coaxial is still there, maybe more accurate due to the range increase etc.

And the removal of the banana in the barrel. :razz:

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 22:37
by McBumLuv
Wait, when was there a Banana in the barrel? :p

Also, I have to say, that the helicopter and jet advancements are much more involving than the tank ones, so it would be much easier for the tank FCS to be implemented as it is into PR. Combined Arms, while still developing, has different goals than pr in general, mainly in the fact that combined arms focuses more on actual combined arms maps.

Wait until you can all see with your own two eyes how the systems get implemented before suggesting that they do/do not get included. Most of these posts are theories based on the videos featured in the OP, of which the one detailing FCS is pretty old (older than the CA addon project even :p )

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 22:41
by Alex6714
Yeah it kind of all fits in together, you can´t really take one part and put it in PR without the others, without throwing off balance and whatnot.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-01 22:43
by CAS_117
Laser targets are placed directly on the gunners camera, so if he can see you, you can shoot him. Also the shells rarely land in the same spot as you are usually not facing the same direction.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-02 00:13
by Jaymz
$kelet0r wrote:I don't see why it need be a problem - the team could simply create a 'lasing' mode and a manual fire mode. You could cycle between each like weapons
I'd agree with this. If constantly locking is a nuisance.

1. SABOT [maglink 1]
2. HEAT [maglink 2]
3. SABOT FCS [maglink 1]
4. HEAT FCS [maglink 2]

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-02 00:19
by McBumLuv
Yes, that would work too. Though, there'd need to be a display on the HUD about it.

As I've said, FCS with tanks is the most easily implemented design feature we can really talk about in this thread. Most people haven't seen radar, top attack, fire and forget in action, and it's therefore really impossible to comment on how it would work before it's finished. Otherwise it's mere theory over unfinished and WIP features that can work, but hasn't actually been tested on a large scale.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-02 05:17
by CAS_117
Yeah we were planning to do something like that for APC, Tanks, and AAA. Me and Alex are pretty busy with school stuff so this is gonna take awhile to do.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-03 06:15
by SocketMan
Well I hope you get this "minimod" going and prove that realism does not have to be sacrificed for the game play.Don't forget the defensive systems (smoke,arena,shtora,ERA...etc) Maybe add a link so people can try it out ?

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-03 13:17
by McBumLuv
I'll pm you the link, socket. Though the server isn't updated, and I haven't been getting hamachi to work lately.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-03 15:14
by Laikalappie
The Tank-locking system is überly lame.

PLEASE.
PLEASE!
Don't do it!!!!

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-03 15:36
by StuTika
I agree. I know it's realistic and whatever, but it's really lame. It just takes all the fun out of gunning. No-one will ever miss.

Stu.

Re: PR Tank Fire Control System and Helo Missile Systems

Posted: 2009-04-03 15:37
by Alex6714
Well each to their own.

This just makes it require tactical skill rather than shooting skill.