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Gun Stabilizers
Posted: 2017-05-09 04:47
by FangSeishin
Why are the guns on most tanks and apc's not stabilized? As in the ones that should have them.
Re: Gun Stabolizers
Posted: 2017-05-09 05:01
by camo
Because it's not possible in the bf2 engine.
Re: Gun Stabolizers
Posted: 2017-05-09 12:57
by UTurista
[R-DEV]camo wrote:Because it's not possible in the bf2 engine.
What do you mean its not possible? IT IS!
Instead of starting BF2 like we do
Code: Select all
./battlefield2.exe --fullscreen --rateofcrashes=5 --no-fastropes
we only need to add the turret stabilization flag
Code: Select all
./battlefield2.exe --fullscreen --rateofcrashes=5 --no-fastropes --turret-stabilization
Re: Gun Stabolizers
Posted: 2017-05-09 16:20
by Suchar
Re: Gun Stabolizers
Posted: 2017-05-09 16:33
by Outlawz7
Re: Gun Stabilizers
Posted: 2017-05-09 19:21
by viirusiiseli
No we don't have turret stabilization but we do have terribly ruined turrets as a leftover from the great turret inertia era or PR, which is a lot better!
Re: Gun Stabolizers
Posted: 2017-05-09 21:13
by Dragon7722
[R-DEV]Outlawz7 wrote:Thats BF2142
Just a question... doesn't it use the same engine as Bf2?
Re: Gun Stabolizers
Posted: 2017-05-09 21:41
by SShadowFox
Dragon7722 wrote:Just a question... doesn't it use the same engine as Bf2?
It uses an updated version.
Re: Gun Stabilizers
Posted: 2017-05-10 13:42
by Suchar
Bf2142 uses much much better version of Refractor 2.
All that things that you can see
here would be avaible in PR if devs could use this engine.
BTW. Are there any news about reverse engineering for Refractor 2?
Re: Gun Stabilizers
Posted: 2017-05-10 14:12
by rPoXoTauJIo
SucharMistrz wrote:Bf2142 uses much much better version of Refractor 2.
Not that much. Basically only bf2 modding potential makes bf2142 new features worth a lot.
Not to mention that there's couple of things been cut down aswell.
SucharMistrz wrote:All that things that you can see
here would be avaible in PR if devs could use this engine.
I would say "not that fast" as singleplayer local PoC and stable working networked solution rather different things(and converting first into second what makes dev a dev

)
SucharMistrz wrote:BTW. Are there any news about reverse engineering for Refractor 2?
Too much hardcode

Re: Gun Stabilizers
Posted: 2017-05-10 17:37
by AlonTavor
Re: Gun Stabilizers
Posted: 2017-05-10 18:52
by Rhino
SucharMistrz wrote:Bf2142 uses much much better version of Refractor 2.
All that things that you can see
here would be avaible in PR if devs could use this engine.
Actually, some of those things are possible on the BF2 engine.
But things like the "working cockpit gauges", simply weren't feasible. I set the
Zhi-9 series of helicopters up to be able to use them for example, but when it came down to it, it required a hell of a lot more coding to actually put it into a working MP game environment and having all the gauges working, wasn't possible as you exceeded the max number of moving parts on a vehicle, and so on. In the end, we all decided, Mosquill included, that it simply wasn't worth even the coding work to put it on the Zhi-9 series alone, let alone any future work of making any of the new aircraft, let alone old, have them.
Also many of those things you saw there, while look fine in a basic SP demo, wouldn't work in a full MP environment.
Re: Gun Stabilizers
Posted: 2017-05-16 07:21
by FangSeishin
I'd like to see PR on the 2142 engine now.
Re: Gun Stabilizers
Posted: 2017-05-16 18:54
by Murphy
There is simply too little value added for the huge work load it would take. It's not something you can simply do, like import the models used in PR (which in itself is already pretty messed up due to how they need to use a legacy version of 3DS to get anything in to the engine). You're asking for something without looking at the process needed to get it done.
To put it more simply - It won't happen.
Re: Gun Stabilizers
Posted: 2017-05-16 21:58
by Rhino
Murphy wrote:There is simply too little value added for the huge work load it would take. It's not something you can simply do, like import the models used in PR (which in itself is already pretty messed up due to how they need to use a legacy version of 3DS to get anything in to the engine). You're asking for something without looking at the process needed to get it done.
To put it more simply - It won't happen.
Well actually porting the models is just a copy and paste job, that's the easy bit. The hard bit is all the code that needs to be changed and updated to work with the engine and its tweaks.
But yes, to little value for a huge amount of work and then EA/DICE may turn around and say you can't do that (since its aginst their NDA, but so is a bunch of other things we have done) and we would have to revert back. This is also not to mention we would most likley loose a bunch of features we already have with them not being compatible with the 2142 engine and to really exploit the real advantages of the 2142 engine, we would then need to re-export our models in a way that they can use them etc.