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PR:Falklands Update #7

Posted: 2012-09-25 22:36
by Rhino
Hey guys,

We are in the middle of testing PR:F now and things are shaping up really well ;)

As such, I thought I would share a few new things with you guys :D

First up is the Westland Gazelle AH1 Light Transport / Reconnaissance Helicopter. The Gazelle was used in Falklands war by the British forces as mainly a reconnaissance and medevac helicopter. Nine Gazelles from 3 Cdo Bde Air Sqn RM were in action at the start of the Falklands war. 6 more joined from 656 Sqn when 5 Inf Bde landed. In total, three Gazelles were shot down during the operation out of a total of 15, two from small arms ground fire and one due to a friendly fire incident, being shot down by a Sea Dart AA missile from HMS Cardiff. While a few where armed with machine guns and rocket pods, they where never fired during the war as after the first two where shot down from small arms fire, the commanders wanted to keep them back from the front lines due to how fragile they where.
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This little puppy can hold up to 5 players including the pilot, and can quickly skim around the battlefield, maneuver through the narrow passes as well as being able to land in some tight spots.
Unfortunately you will only be seeing this chopper on the AAS 128 (Large) and AAS 16 (Infantry - Night) layers of the main Falklands map, but will be seen more commonly with any luck on GP_MineralWouter Goose Green map :D

Credits:
Model: OPK2 Mod - Badscull
Texture: GP_MineralWouter
Coding: [R-DEV]J.F.Leusch69 & [R-DEV]Rhino



Next up with have another British whirlybird for you, although recently shown a little in an Interview I had with a couple of weeks ago, it was only hidden inside a screenshot with a bunch of other aircraft. As such its time to give the Westland Wessex HU.5 I proper showcase for you guys :D

The Westland Wessex is a license built version of the Sikorsky S-58 "Choctaw", H-34 Helicopter which is used by the US forces in PR:V. The Wessex however has some significant differences from the H-34, mainly the engine which in the old H-34, was a single Wright R-1820 Cyclone 9 American radial piston engine producing 1,525 Horsepower, where the Wessex was fitted with two Rolls-Royce Gnome single spool turboshaft engines producing a combined ~2,700 Horsepower. In order to fit these engines in the Wessex has a very distinctive nose, that pops out from the orignal nose.

Around fifty-five Westland Wessex HU.5s where sent off to the Falklands War in the South Atlantic in 1982, though a few of these, sent as replacements, did not arrive until after the end of hostilities. Their prime role was the landing and moving forward, of Rapier missile systems, fuel, artillery and ammunition.
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Although big, slow and sluggish, this helicopter will be the main workhorse for the British forces ingame as it can carry upto 8 players (including pilot) and a single supply crate.

While nothing visually has changed yet on the H-34, it has also had an update with the Wessex, mainly with getting a band new set of LODs and col meshes, as well as a bunch of other smaller tweaks and optimizations.

Credits:
Model: [R-DEV]Rhino & EOD2 mod - BadScull
Textures: [R-DEV]Spush
Coding: [R-DEV]Rhino & dkleader



Moving on from helicopters, for now, we have a small update for the jets :D
The Harrier GR3 has been able to throw away thous tiny rocket pods it had been borrowing from the A-1H in the Open Beta testing build from a few months back and has finally received its correct rocket pods. These are Royal Navy 50mm (2") rocket pods with each rocket pod containing 36 50mm rockets, giving a Harrier GR3 that's equipped with two of these a total of 72 rockets to blast at the enemy!
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Although I said these where the correct rocket pods for the Harrier GR3, that's technically incorrect. Normally the RAF Harrier GR3 would use the SNEB 68mm rocket pods but because the Harriers where operating off of carriers during the war, the Royal Navy insisted that the RAF had to use their old 50mm rockets that they had still lying around from the retired Sea Vixen because the SNEB 68mm rockets had been untested on carrier decks and it was feared that the ships radar may set them off. With that the RAF had to quickly fit and train with these new rocket pods which they originally hadn't used on there way too the Falklands.

Ingame this weapon shouldn't be underestimated, although we know that its quite unusual to be killed by rockets from attack helicopters in PR, or the A-10 or Frogfoot which are the only jets that have them in PR, this is because that attack helicopters can't use them in the same way jets can and the A-10/Frogfoot pilots normally don't use theirs due to having so many other weapons at their disposal. In PR:F however, especially due to the lack of armoured vehicles, rockets are a significant threat to ground targets as they can be "spammed" over a large area from great distance, easily causing lots of damage to troops on the ground and surrounding assets. However with having to fly direct at the target in order to fire the missiles on target, AA have a very good opportunity to easily take the aircraft out as its on its approach run ;)

Credits:
Model: [R-DEV]Rhino
Texture: [R-DEV]Rhino
Coding: [R-DEV]Rhino



Carrying on with the jet theme, next up is the Matra R.530 Anti-Air Missile. This is a French made missile used on the Mirage IIIEA and as you can possibly tell from its size, is more powerful than most AA missiles out there but it also has a slightly longer range than the AIM-9L used by the Sea Harrier. Please note the textures are not quite final yet but K_Rivers who has recently just got promoted to [R-CON] is working hard on finishing them!
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Credits:
Model: [R-DEV]Rhino
Texture: [R-CON]K_Rivers
Coding: [R-DEV]Rhino



Sticking with the missiles we've got another one for you, the AM-39 Exocet Anti-Ship Missile! This missile was the biggest threat to the Royal Navy during the Falklands war and while it did less overall damage than dumb bombs to the Task Force, it became duley noted as an effective weapon the Royal Navy had little defence against.

This missile can only be used against the Atlantic Conveyor (cargo-ship) ingame which Chinooks spawn on and when its destroyed, the Chinook spawn for the Brits is wiped out, much like how it was in real life.

Although in the Falklands war this missile was fitted to the Super Etendard, since we currently don't have one its fitted to the Mirage IIIEA since the Mirage III can be equipped with the Exocet AS missile, but wasn't during the war.

Please note the textures are not quite final yet but nater is working hard on finishing them! :D
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Ingame it takes just over one Exocet missile to destroy the ship, so if you manage to fire off an Exocet against it, all your going to need is for another jet to drop a small bomb on it to finish it off :D

Credits:
Model: [R-DEV]Rhino
Texture: nater
Coding: [R-DEV]Rhino



Now we've got something for anyone who hate jets, the MIM-23 Hawk Heavy Anit-Air SAM System. More powerful AA weapons have always been placed around areas of importance since the first world war so its really about time we got something in PR to help protect our main bases and other areas of importance more against air attack.
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This weapon is basically a slightly longer range and more powerful version of the deployable/stationary AA missiles we have currently in PR from vBF2. The targeting range of the MIM-23 ingame is 1km and not only are the missiles more powerful, but you've also got three missiles in one batch, rather than the traditional two the old AA have. This is a weapon for pilots to truly fear ingame, as while they can avoid the missiles if they try to by flying away from the target, if they try to fly towards or near it, they are as good as dead.

While the MIM-23 Hawk SAM wasn't used by either Britain or Argentina, let alone during the Falklands War, its a place holder for the Tigercat SAM used by the Argentinians during the Falklands war and what lucky.BOY is working on currently which will hopefully replace the MIM-23 in a later release. Its also a place holder for the Rapier SAM system used by the British in the Falklands war to protect San Carlos from air attack.

Credits:
Model: USI Mod - Silence14
Texture: USI Mod - Pete Monster & Slayer Dark Cross
Coding: USI Mod & [R-DEV]Rhino



There are a few new feature we are going to try out in PR:F and one of these new features is having the wheels on helicopters rotate in the same way the wheels on a jet do. Before wheels on helicopters didn't turn when in the contact with the ground, instead they just stayed stationary, like the brakes where constantly applied. By having the wheels rotate, helicopters with wheels will not only be able to taxi on the ground, but will be able to perform rolling landings, be able to control there aircraft on the ground more when landing and in some cases, should prevent the helicopter from flipping over as the wheels will turn to compensate, instead of the entire chopper moving.
Here is a quick Proof of Concept (POC) video I did on it with the H-34 to show the rest of the team this concept, although the taxi engine (like what jets have) wasn't in, in this video and now has been applied.
So far the feedback I've had from the testers that have tried it is all positive and if this works out in PR:F then it may be rolled out across all the helicopters with wheels in PR v1.0 and should give a nice distinct difference between helicopters with skids and wheels, which is other than looks :D
Currently only the Wessex and the Chinook CH1 in PR:F (only wheeled choppers in it) have this new code applied to them, all choppers with skids remain as they where.



Moving onto a slightly related subject of wheels, while working on the above code I noticed there looked like there was a possible way of getting rid of the "magic brake" that the jets have when players jump out of them at the end of the runway, and the jet stops in ~5ms even if it was travelling at high speeds still, which players where doing to save their jets on poor landings, rather than taking off and circling round again for another attempt. This code has only been applied to the Miarge IIIEA, IAI Dagger and A-4C in PR:F but if this works out it may be applied to all the jets in PR for v1.0, but we will be looking for your feedback on this once PR:F has been released with this change in.



That's all for today guys! I hope you like what we have shown you today and keep your eyes peeled for any further developments ;)

Re: PR:Falklands Update #7

Posted: 2012-09-25 23:07
by K_Rivers
the missile shots are awesome sauce

Re: PR:Falklands Update #7

Posted: 2012-09-25 23:09
by Mineral
Oh man, can't wait to taxi choppers with wheels!! The AA rocket system also looks super sweet. Although lucky's will be better ;)

Re: PR:Falklands Update #7

Posted: 2012-09-25 23:36
by =Romagnolo=
so 128 players will be included in the PR 1.0 ?


Great work with Malvinas Rhino!

Re: PR:Falklands Update #7

Posted: 2012-09-25 23:59
by Stealthgato
Regarding that magic brake thing, would it also end the aircraft falling like they are feathers when the crew bails out?

Re: PR:Falklands Update #7

Posted: 2012-09-26 00:42
by YankeeSamurai
Awesome update, keep up the good work! In some ways, it seems like PR:F is going to be a proving ground for a lot of potential 1.0 content, like those chopper wheels for example.

Re: PR:Falklands Update #7

Posted: 2012-09-26 01:06
by Unhealed
Awesome helos!

Re: PR:Falklands Update #7

Posted: 2012-09-26 01:49
by Jafar Ironclad
Not looking forward to receiving a HAWK to the canopy come release... :P

Re: PR:Falklands Update #7

Posted: 2012-09-26 03:05
by 40mmrain
will we be able to do rolling takeoffs, that will allow for shorter warmups on maps with runways?

REal apaches do this, would work nicely on kashan, iron eagle, etc.

Posted: 2012-09-26 03:16
by ubermensche
Very cool update! Thanks a lot!

Also: Will the Atlantic Conveyor have some sort of defense against the Exocets or is it just one big sitting duck?

Re: PR:Falklands Update #7

Posted: 2012-09-26 03:27
by Jafar Ironclad
40mmrain: Pilots will likely be able to do rolling takeoffs, although you won't be making the same inputs you would in a real helo (I.E. if you leave the stick forward as you put in full throttle, you'll nose-plant as you get airborne). This won't effect warm-up time, but will let you lift off with more energy.

Ubermensche: The AC's only defense is air cover. Even if it had AA guns, the Exocet's range is pretty massive, and you can't shoot down the missile. Brit air superiority pilots are encouraged to screen the vessel while it is still active. This was much like in the real war; preventing the Argentinians from obtaining/manufacturing additional exocet missiles was a big freaking deal to the Brits, since they couldn't really defend against them once launched.

Re: PR:Falklands Update #7

Posted: 2012-09-26 03:29
by 40mmrain
neat. Perhaps we should change the spawn location of attack helicopters on jet based maps so they can perform these takeoffs practically, would be nice to get airborne while already moving.

Re: PR:Falklands Update #7

Posted: 2012-09-26 03:50
by Jafar Ironclad
That is pretty much doable on all maps that include jets at the moment, except for Black Gold.

Re: PR:Falklands Update #7

Posted: 2012-09-26 05:05
by chrisweb89
The one issue about removing the magic breaks, is adding power and going for another landing a lot of the time doesn't work because of the slow response time of engines in most jets, especially some. I try to avoid this gamey type of landing at all times, but when I add full power and nothing happens, I bail.

Re: PR:Falklands Update #7

Posted: 2012-09-26 05:09
by Jafar Ironclad
I'm going to be working on engine response times across all jets for the 1.0 release; they should certainly be able to slow down more quickly, though acceleration is mostly fine where it is IMO.

Re: PR:Falklands Update #7

Posted: 2012-09-26 06:47
by milosv123344
Gj, cant wait!

Re: PR:Falklands Update #7

Posted: 2012-09-26 07:55
by hobbnob
[R-CON]Jafar Ironclad wrote:I'm going to be working on engine response times across all jets for the 1.0 release; they should certainly be able to slow down more quickly, though acceleration is mostly fine where it is IMO.
I couldn't disagree with this any more tbh, by the time you've realised you could overshoot the runway it's too late to put the power to max because nothing actually happens.

In case you don't understand: it's not the acceleration of the aircraft, but when the player puts the power up it takes the aircraft 5-10 seconds to actually respond, this really needs to be instant before we can start using aircraft realistically

Re: PR:Falklands Update #7

Posted: 2012-09-26 09:48
by dunem666
The textures on the Harriers are totally wrong. They never got painted in woodland colours and all of them stayed grey as the colour of the sky.

Even more so the harrier with that skin wont ever be seen on a carrier as its not a sea harrier.

otherwise nice work, ill come play when released.

Re: PR:Falklands Update #7

Posted: 2012-09-26 09:53
by hobbnob
dunem666 wrote:The textures on the Harriers are totally wrong. They never got painted in woodland colours and all of them stayed grey as the colour of the sky.

Even more so the harrier with that skin wont ever be seen on a carrier as its not a sea harrier.

otherwise nice work, ill come play when released.
Whilst it might be the wrong harrier for this particular situation it is true that harriers have definitely been painted in woodland camouflage.

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Re: PR:Falklands Update #7

Posted: 2012-09-26 09:55
by Walmarx
I have no experience with actual fighter aircraft at all, but I was under the impression that the engine delay was realistic. It would seem like one would need to gradually increase the fuel flow into a jet engine; pumping instantly to 100% fuel flow from 15% seems like a bad idea.

Oh and I can't WAIT to play this. Thanks for the terrific update!