New Jet Variants.

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Deadmanfoot
Posts: 49
Joined: 2016-03-14 17:12

New Jet Variants.

Post by Deadmanfoot »

I have been working on this for quite some time now and I've even gotten around to finishing a few times but trajedy struck. :cry:

What Initially sparked my interest in changing jet load outs were the f16s carrying more long range AA missiles than the in game pylons would permit. Naturally being a jet enthusiast myself I decided to make the load outs somewhat realistic.

Before I begin here is the TLDR for those of you that don't really care. https://docs.google.com/spreadsheets/d/1F5wiRlGY1HT5gywbjjVnvKmsDY44t5iCUQ2Bd1Tr5dA/edit?usp=sharing

Now while tinkering with the f16 I noticed a few other details with other jets mainly the mig29 and the su27 that were off. These were mainly with the placement of ordnance on the pylons. The mig29 irl does not carry ordnance on the underbelly as in PR currently nor does the MEC250s accurately represent the ordnance. With this in mind I decided to remove two of its Long range AA missiles to accommodate the air to ground ordnance on the wings which accurately represent a more realistic load out. I have also taken the liberty of using a proper model of the russian fab 250 found in the files. The same was done for the flanker.

So here are the Variants and the desired roles I wish them to have.

*F16_AT* 4xAA Missiles and 2xAgm65 Anti tank missiles
*F16_LGB* 4xAA Missiles and 2x500lbgbu12 multipurpose bombs.
*F16_GPB* 4xAA Missiles and 2x500lbmk82 general purpose bombs for anti INF.
*F18_AT* 4xAA Missiles and 2xAgm65 Anti Tank Missiles.
*F18_LGB* 4xAA Missiles And 2x500lbgbu12 Multipurpose.
*f18_GPB* 4xAA Missiles and 2x600lbmk82 general purpose bombs for Anti INF.
*Mig29_lgb* 4xAA Missiles and 2xFab250 multipurpose laser guided bombs.
*Mig29_gpb* 4xAA Missiles and 2xruOFAB250 general purpose bombs.

You get the gist. Before I close, I do intend to change a few ordinance damage variables to make these roles actually viable however that will be discussed or released later. There are a few other jets with similar loadouts all of which can be found within the spreadsheet. For the most part all of these changes are ready to be implemented in game as the most important ones are done. Feedback would be much obliged.
CAS_ual_TY
PR:BF2 Contributor
Posts: 926
Joined: 2016-01-04 12:30

Re: New Jet Variants.

Post by CAS_ual_TY »

Hmmm. Posted about the use of different jet roles already:
CAS_ual_TY wrote:[...]

Less assets are not necessarily the best way, all times. Lets say you have a CAS dominated map, 2 vs 2 strike fighters. Adding an ASF jet to both sides will increase the amount of assets but reduce the chance of an asset surviving that can severly damage the ground (with bombs etc.).
Now in general, you could weaken the effectiveness of CAS against the ground, while still keeping the same amount of jets which will reduce the tears in the feedback section a lot when you decide to nerf CAS on X map.

Now who would want to fly an ASF jet the entire round, people might ask. Well, players do it on Hades, so point prooven I guess.
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HOLLYWOODY
Posts: 88
Joined: 2017-07-04 17:18

Re: New Jet Variants.

Post by HOLLYWOODY »

Will you double check the cannon and countermeasure counts for authenticity?

It would also be cool to have a flare dispenser selector for (single?/double?)/full auto:
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: New Jet Variants.

Post by DogACTUAL »

Is this still a thing?
Deadmanfoot
Posts: 49
Joined: 2016-03-14 17:12

Re: New Jet Variants.

Post by Deadmanfoot »

DogACTUAL wrote:Is this still a thing?
I still have all the files but seeing as this post has gotten no interest from the devs I guess it's not a thing.
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