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Mi-24v Hind-E Full feed back

Posted: 2014-03-06 23:01
by Roque_THE_GAMER
Hi guys, first of all this is not a suggestion or a repeated topic like Hind and Huey . This is a Feedback about the Mi-24 and some possible bugs.

First of all is the Speed:

The hind can reach a maximum speed of 335km/h and Mi-8 can reach 250km/h the cobra can go 273.59 km/h (170 miles). So hind is faster than the Cobra. In-game the hind is slow and its movements are slow too. But it seems ok since its height is 8,500 and the cobra is 2,630 kg

Check this test videos I've done in another topic



The second part is about its weapons:

In-game we have the Mi-24 Hind-E variants and does not follow the reality. It has no zoom for the gunner.

weapons

in game 12.7mm four-barrel Yak-B its load 750 rounds in real life can carry 1,470 and of course lack of zoom source: Mi-24 HIND (MIL) but i could find noting about zoom in the internet.

in game
S8 rockets loaded 64 rounds, status are wrong the S-8( B-8V20 right name) have 80-mm and can be loaded 20 each pod total 40 rockets and also its seems weak that cobra 70mm rocket in real life Mi-24 loads 57-mm S-5 rocket pods its should be the right name and the hind-E can load 2 pod of S-5 32 each pod total 64 and 2 pods of S-8 each 20 total 40, so hind can load 104 rockets i suggest to put a ammo selection for pilot the S-5 same status now and S-8 more damage also there is a fire delay when you click to fire about 1.5 seconds

in game (model) but not working
30-mm Twin Barrel Cannon, GSh-30K its is in the model but not working, in real life the Mi-24v Hind-E not have that cannon because hes had a Yak-B maybe a model mistake?

in game (model) but not working
AT-6C/ SPIRAL ATGMs. loaded 4, 2 per pod this cold make a big difference if that works but why is not? maybe model mistake?
Image
note the 3M11 Falanga is wrong, is maybe more AT-6C
Image
note this image, the S-5 have wrong amount of rocked holes.

Also for balance purpose(if that's could be some reasons why there is not some of equipment here) make a Version of Mi-24v Hind-E whit 64 S-5 pods and 40 S-8( B-8V20 ) pods instead AT-6C/ SPIRAL ATGM for maps like Saaremaa and give a AT-6C/ SPIRAL ATGMs and S-8 to hind in maps like Pavlovsk Bay were Americans rolls the air assets.

third hes armor:

In real life the hind can easy resist .50 shoots and some 30mm shells but in game he take damage like the blackhawk and get destroyed quite easy, is arma 3 hes resist pretty well and need 350 shoots to take him down.

soucer:Mil Mi-24 - Wikipedia, the free encyclopedia and takistan mod in Arma 3



this part is to suggestions:

what about Hind-E version whit twin barrel 23-mm turret gun? this should put him in par of Cobra also cold use more of the Hind-F he is in the game but there is no map for hin, he is really powerful and have some of the problems from hind-E.

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-07 11:41
by Kerryburgerking
Therre is a hind model which utilize the 30 mm cannons and ATGMs. It's on Silent Eagle ALT

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-08 04:43
by Roque_THE_GAMER
Kerryburgerking wrote:Therre is a hind model which utilize the 30 mm cannons and ATGMs. It's on Silent Eagle ALT
i never see a sever ruining Silent Eagle ALT have some dev seen that topic? any possibility of change?

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-08 14:27
by Careless
The resistance of .50 cal bullets surprises me :O

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-13 16:20
by Tennessee88
Careless wrote:The resistance of .50 cal bullets surprises me :O
Forget .50 cal, we were on test airfield the other night and I hit a hind square on with an AP shell from the challenger in the bombing area. Not only did it not go down, it continued its attack on my tank. Took a second shell to finally take it down.

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-13 19:44
by Roque_THE_GAMER
Tennessee88 wrote:Forget .50 cal, we were on test airfield the other night and I hit a hind square on with an AP shell from the challenger in the bombing area. Not only did it not go down, it continued its attack on my tank. Took a second shell to finally take it down.
maybe is a glitch or lag i will try to make a video about that to

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-13 21:15
by Brooklyn-Tech


5:35

hind is faster than apache IRL.

In PR, not even close...

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-13 21:25
by K4on
Is anyone up for redoing the movement physics? Our 'air developers' are all quite busy.
PM me if you got something, help is always welcome.

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-13 21:35
by velocity
I was going to reply to this thread when it first came up; but then I got lazy and went and did something else.
in game (model) but not working
30-mm Twin Barrel Cannon, GSh-30K its is in the model but not working, in real life the Mi-24v Hind-E not have that cannon because hes had a Yak-B maybe a model mistake?

in game (model) but not working
AT-6C/ SPIRAL ATGMs. loaded 4, 2 per pod this cold make a big difference if that works but why is not? maybe model mistake?
So the model inaccuracies are due to (and if I remember correctly) the fact that the model was donated to Project Reality devs. As a result they couldn't remove things from the model such as the 30mm cannons but they could add the 12.7mm turret. The 30mm are simply disabled through coding.

Same story with the ATGMs.
third hes armor:

In real life the hind can easy resist .50 shoots and some 30mm shells but in game he take damage like the blackhawk and get destroyed quite easy, is arma 3 hes resist pretty well and need 350 shoots to take him down.
The key thing to remember here is that ARMA 3 is a military simulation, built on a game engine that is far more capable than the refractor 2 engine used by battlefield 2. Armour, penetration and ballistics are very primitive in PR as a result.

Should also note, shot placement is quite important in taking down choppers in ARMA 3, only takes 10 - 20 .50cal round in ARMA 3 to ruin a hinds day but that is a different subject.

As for anything else, you will need to see if someone more informed than myself responds.

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-13 23:01
by Roque_THE_GAMER
velocity wrote:I was going to reply to this thread when it first came up; but then I got lazy and went and did something else.



So the model inaccuracies are due to (and if I remember correctly) the fact that the model was donated to Project Reality devs. As a result they couldn't remove things from the model such as the 30mm cannons but they could add the 12.7mm turret. The 30mm are simply disabled through coding.

Same story with the ATGMs.



The key thing to remember here is that ARMA 3 is a military simulation, built on a game engine that is far more capable than the refractor 2 engine used by battlefield 2. Armour, penetration and ballistics are very primitive in PR as a result.

Should also note, shot placement is quite important in taking down choppers in ARMA 3, only takes 10 - 20 .50cal round in ARMA 3 to ruin a hinds day but that is a different subject.

As for anything else, you will need to see if someone more informed than myself responds.
why most of his weapons are disabled, have wrong amount of ammo or wrong names and settings(the lack of S5, S8 named wrong, and AT-6.)? balance purpose? i see no reason why MI-24 have no zoom and the AT-6 not working, im not a modeler(maybe one day who knows :D ) but why not remove those 4 ATGMs at the side(close at the cargo door) and put another pod maybe some true S8 more powerful and a S5 weaker and give some ammo selection? and why about put some apc or tank armor with less HP on hin to resist more a .50 shoots an give a low hp and some weak spots like the engine to he takes more damage?

sorry if i rush to much the tings I'm not complaining or require things if you get me wrong.

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-13 23:22
by houdaifatam
velocity wrote:I was going to reply to this thread when it first came up; but then I got lazy and went and did something else.



So the model inaccuracies are due to (and if I remember correctly) the fact that the model was donated to Project Reality devs. As a result they couldn't remove things from the model such as the 30mm cannons but they could add the 12.7mm turret. The 30mm are simply disabled through coding.

Same story with the ATGMs.



The key thing to remember here is that ARMA 3 is a military simulation, built on a game engine that is far more capable than the refractor 2 engine used by battlefield 2. Armour, penetration and ballistics are very primitive in PR as a result.

Should also note, shot placement is quite important in taking down choppers in ARMA 3, only takes 10 - 20 .50cal round in ARMA 3 to ruin a hinds day but that is a different subject.

As for anything else, you will need to see if someone more informed than myself responds.
Maybe you'll expect all those things to be in Project Reality 2. Who knows maybe they'll try their best to simulate that. Just wait.

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-14 12:20
by Hokunin
I guess, this mod game is made by westerners for westerners, so it has to cater for its audience, thus some opfor vehicles might be downgraded in-game(for balance purpose too).. And main work-polish focus would be on western faction vehicles, models etc.

Maybe some capable Russian team of modellers could do some work on it for PR.

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-14 13:39
by Roque_THE_GAMER
Hokunin wrote:I guess, this mod game is made by westerners for westerners, so it has to cater for its audience, thus some opfor vehicles might be downgraded in-game(for balance purpose too).. And main work-polish focus would be on western faction vehicles, models etc.

Maybe some capable Russian team of modellers could do some work on it for PR.
I would like to do this work soon, i like Russian weapons and Hind is my favorite Attack Chopper that's why i make that hard research.

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-14 16:19
by Tim270
The model was not made by the PR team - it was intended as a stop-gap until it was made internally but that seems unlikely to happen. Its more work than its worth at all to take the model back into a 3d package, remove parts, then put it back in game. Just not worth the time or energy. Would be the same if it was a western faction vehicle..

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-14 17:53
by Roque_THE_GAMER
Tim270 wrote:The model was not made by the PR team - it was intended as a stop-gap until it was made internally but that seems unlikely to happen. Its more work than its worth at all to take the model back into a 3d package, remove parts, then put it back in game. Just not worth the time or energy. Would be the same if it was a western faction vehicle..
Still can be made changes in the model? or at least the tweaks?

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-14 18:39
by Tennessee88
Roque_THE_GAMER wrote:maybe is a glitch or lag i will try to make a video about that to
PM me if you need help.

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-15 09:39
by Roque_THE_GAMER
Tennessee88 wrote:PM me if you need help.
you was right, the Hind-F in test air field really need 2 ap shell to be destroyed also hes resist quite well to .50 shoots, its take 2 full mags to destroy is probable a glitch but the hind-E in most of the maps get destroyed easy as i did in the armor test but i cant make a video because my game crash when i try to run some Russian map whit the hind-E.

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-15 10:14
by Rhino
Roque_THE_GAMER wrote:Still can be made changes in the model? or at least the tweaks?
Even small changes to the current model are a lot of work.

Since we don't have its export scene it would require importing the ingame mesh back into 3DsMax. That in itself creates a huge amount of errors to the model and all its lods and cols, which first need to be fixed up before doing any of the changes. Then even removing an object from the current model, assuming its a simple select and delete needs to be done to all the lods and cols which are most likley not going to be a select and delete job and will actually require some remodelling and re-texturing. Any additions you want to add to the model will also need to be UVed and textured, which finding empty UV space on the current sheet may be a challenge especially for anything large and messing around with the textures without its orignal .psd files which we don't have is first of all not easy and second of all creates some re-re-re-compression errors in the texture. Using new texture sheets for any new additions would require new materials which also means more draw calls which doesn't help performance either... Did I also mention that any changes like this then need to also be applies to all the lods which means doing the same thing a few times over? Then there is a matter of re-exporting the model, which assuming you had setup the export excatly like it was to begin with isn't a problem but if one tiny detail is off, the vehicle will need some serious re-coding....

All in all, a hell of a lot of "skilled" work just to even get the object into a state where you can even think about making a few little edits which takes up a lot of time and energy for a few people, which would generally be better spent on getting something brand new ingame that's been sitting on the side lines for god knows how long.

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-15 10:24
by Roque_THE_GAMER
[R-DEV]Rhino wrote:Even small changes to the current model are a lot of work.

Since we don't have its export scene it would require importing the ingame mesh back into 3DsMax. That in itself creates a huge amount of errors to the model and all its lods and cols, which first need to be fixed up before doing any of the changes. Then even removing an object from the current model, assuming its a simple select and delete needs to be done to all the lods and cols which are most likley not going to be a select and delete job and will actually require some remodelling and re-texturing. Any additions you want to add to the model will also need to be UVed and textured, which finding empty UV space on the current sheet may be a challenge especially for anything large and messing around with the textures without its orignal .psd files which we don't have is first of all not easy and second of all creates some re-re-re-compression errors in the texture. Using new texture sheets for any new additions would require new materials which also means more draw calls which doesn't help performance either... Did I also mention that any changes like this then need to also be applies to all the lods which means doing the same thing a few times over? Then there is a matter of re-exporting the model, which assuming you had setup the export excatly like it was to begin with isn't a problem but if one tiny detail is off, the vehicle will need some serious re-coding....

All in all, a hell of a lot of "skilled" work just to even get the object into a state where you can even think about making a few little edits which takes up a lot of time and energy for a few people, which would generally be better spent on getting something brand new ingame that's been sitting on the side lines for god knows how long.
yeah, its a pretty hard job for no reward but soon im want to help you guys some way when i finish my CG school. but at least can add the ammo correction and the zoom for the gunner?

Re: Mi-24v Hind-E Full feed back

Posted: 2014-03-15 10:28
by Rhino
Code changes are repetitively simple but you would need to talk to Jafar and Nosferatu about that as they iirc where the ones who setup the Hinds originally with Nos providing MA afaik.