Jet and AA

General discussion of the Project Reality: BF2 modification.
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_Rogue_Assassin_
Posts: 41
Joined: 2017-10-29 12:26

Jet and AA

Post by _Rogue_Assassin_ »

Since when ur ping affects the hit-reg of aa missiles? i have like 5 videos of me shooting jets and missile exploding on them but not killing them or even doing any damage due to 150 ping, or maybe for some other reason id be interested to hear about :)
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Jet and AA

Post by AlonTavor »

Since always. I do plan to look into it in the future
_Rogue_Assassin_
Posts: 41
Joined: 2017-10-29 12:26

Re: Jet and AA

Post by _Rogue_Assassin_ »

I guess cause aa was broken i didn't really feel it before.. Please do :D <3
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: Jet and AA

Post by DogACTUAL »

You most likely experienced this glitch, i explained it here:

Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
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''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Jet and AA

Post by AlonTavor »

I believe its due to lag compensation. I will look into disabling it on a per-weapon basis after 1.6
Blame DICE
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: Jet and AA

Post by DogACTUAL »

So what is the mechanism behind this? Does the damage not occur in these cases because the missile actually triggered further away from the jet on the server than what it looks like to the player?
Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
------------------
''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Jet and AA

Post by AlonTavor »

The server rewinds targets back in time to compensate for ping when calculating collision and explosions. Obviously that's not a good idea when the projectile isn't controlled by the player
Danesh_italiano
Posts: 576
Joined: 2012-07-23 03:25

Re: Jet and AA

Post by Danesh_italiano »

A little change that could help a LOT and can be on 1.6 is adding back the sound/visual warn WHEN you are getting lock.... Right know you only hear lock sound when youre already locked and with AA missile on you.
I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: Jet and AA

Post by DogACTUAL »

Would only make sense for radar guided missiles like the AMRAAMs, but not for the AIM-9s and such that have passive IR sensor guidance. And i think the engine can't make a distinction between the two.
On the other hand it is already unrealistic having AIM-9s trigger a warning after lock-on, so maybe you have a point (or just imagine jets are equipped with MAWS). And i mean jet gameplay is already so arcade like and over the top in PR might as well add it.

DEVs before you fix the glitch can you please make sure you have at least somewhat fixed flares? Because right now the glitch is the best defense against incoming AA missiles jets have, back when i was still playing i used the glitch almost every time to defend against incoming missiles, without it jets are virtually defenseless in the current meta (even preflaring won't help against AA vehicles and air to air missiles from other jets).
Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
------------------
''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Jet and AA

Post by Rhino »

DogACTUAL wrote:Would only make sense for radar guided missiles like the AMRAAMs, but not for the AIM-9s and such that have passive IR sensor guidance. And i think the engine can't make a distinction between the two.
Indeed, as mentioned many times before, the BF2 engine only has two Target Objects. (Well, technically there are three target objects but only two can be attach to another object as the "TTUnique" target is used for weapons that guide their own projectile like wire-guided ATGMs and can't be attached to a vehicle/projectile).

TTHeat - which is attached to aircraft and flares, and what all Air to Air & Surface to Air Weapons track (with the exception of CLOS SAMs like the Blowpipe).

TTLaser - which is attached to the Laser Designator (in vBF2, land vehicles as there was no SOFLAM) and what all Air to Ground Weapons that lock onto the painted target, like LGBs, track.
This is also what the Exoect Anti-Ship missile tracks on the Falklands map all other air to ground weapons used by the Argentinians on that map are dumb weapons so it's freed up for that use.

We currently have no way to, or expect to have any way to, add any more Target Objects to the BF2 Engine, nor do we have or can think of any decent workarounds the current missile tracking system that would be better and allow for more target objects.


We obviously would love to have the ability to have different targets between Heat Seeking and Radar Tracking Weapons, and many more on top of that, but we can only work with what we've got.
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