Aha. Well, that's alright. Just wanting to see how CA would play. Of course, University always has priority.CAS_117 wrote:When CAS stops being lazy pos...
Right now I'm just 1.5ifying CA. I believe we're on 0.998 so far. But frankly University has priority. And all CA people are in University so... you get the idea.
YouTube - DCS Black Shark - Basic Startup[HD]
This kind of detail in PR 2 would make helicoptering.... simply stunning. The sheer amount of buttons would keep people who don't know what they're doing from ever taking off.
Of course, the AH-64D wouldn't be able to be modeled, since the flight manual is classified...
But seeing the AH-64A, the Mi-28 (if there's an English flight manual for it..), and the AH-1Z Cobra (Again, if you can find a flight manual...), and having this level of detail would make PR2...
Well study sims would be pointless. PR2 would have a study sim and you have human players shooting at you.
I'm somewhat hoping the C4 engine can achieve this sort of thing. Preferably with Havok or another physics engine that can do real time physics calculations for things like flight.
My take on PR2 is that the infantry aspect should stay like it is in PR, except maybe with better models, possibly very limited free aim, and more realistic weapon handling.
But PR2 should be a complete revamp for vehicles. Sure, you can jump right into the helicopter without ever learning the weapons systems or how to actually start the engines, but after 5 minutes your co-pilot will get pissed when you can't even locate the master arm for the weapons.
Basically, PR2 would have the training servers be used far more. Train on whatever you intend to fly until you can memorise all the functions and buttons of the aircraft, train on armor until you can lase and fire on a target within seconds. Train in a Cobra until you can start it up within 30 seconds and your gunner can start shooting as soon as you take off.
Basically, training would be a must to operate effectively in the more advanced vehicles. A HMMW wouldn't be hard at all, operating something like a 50 cal or M19 wouldn't be either.
But back to PR. For now, I think that porting the CA code for attack helicopter gunning would be ideal for now. For PR1 improvements to that system would be more then enough.
As a self admitted flyboy, I'd like to see that the aircraft be more of a simulator then an arcade type deal. The people who fly tend to be the kind of people who like to press buttons and whatnot. Also, flight physics in BF2 are almost comical, which I hope is to be changed in PR2.
But PR2 I'm hoping, focuses on getting the infantry and armor aspects working first, before moving up to aircraft, since as far as I understand, the flight aspect in PR2 will most likely require major coding and modification, since proper flight requires some special features in the engine which aren't in the C4 engine, which means that the devs will have to code this alone for find a phys engine that will do it for them.
Yes, that was a wall of text. For those who don't want to read it, basically I want the lock on system for now in PR, and PR2 to have tanks and aircraft to be almost completely simulated.
So the devs may or may not be discussing this, but I'd just like to know if it's even possible to do accurate flight dynamics for PR2 with Middleware or from scratch.



