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v.1.7.0 - Update Highlights

Posted: 2021-12-30 15:44
by Mats391
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After a long wait, we can finally share details of the bigger additions and changes coming with the release of Project Reality: v1.7. Here is a more in depth look into some of the major features you can find in our 40th major release. We also made Devcast to show some of these items in action:
Vehicle fire control system (FCS)
Up until now we had a rather primitive implementation of projectile ballistics to simulate the ability of vehicles to account for drop due to modern fire control systems. This all changes now. After reversing the ballistics code and understanding how it works, we managed to create our own FCS computer that calculates required adjustments to hit where you want to. Not only does the firing solution consider the drop due to gravity, it also includes friction slowing down projectiles. Further it can account for the offset between camera and barrel, the height difference to target, banking of the vehicle as well as speed of the vehicle. Just as their real life counterparts, not every vehicle will have the same capabilities for their FCS. The main types are:
  • Static sight: You have to rely on range markings in the sight
  • Adjusting sight: The crosshair moves to show where to aim
  • Adjusting barrel: The barrel moves to hit where you are aiming
Additionally some vehicles are equipped with laser rangefinders while others are not. With this all projectiles fired from vehicles will now have authentic ballistic properties. Infantry weapons will remain as they are for now. Updating those is an even bigger task than doing the vehicles. Below in the screenshots you can find examples of the FV 510 Warrior's static sight, the T-72S1's adjusting sight and the BMP-3M's adjusting barrel accordingly.
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The FCS is not limited to tanks and APCs, we also updated jets and even SPAAA with their own versions for firing solutions. As such modern jets got updated to utilize Constantly Computed Impact Point (CCIP) which will show where bombs will land on the ground. Additionally ground attack jets will also utilize CCIP to show the impact of their main gun. Fighter jets and SPAAA supporting radar targeting will be able to lock onto aircraft with their guns to show a marker predicting where to aim and hit the target. This radar locking will also trigger the victims radar warning receivers and can be countered using flares.

Here are some short instructions on the usage of FCS. We recommend reading the updated manual for more in depth coverage.
  • In the bottom right it shows the current set range and available capabilities of your vehicle.
  • The range can be adjusted manually using the como-rose (Default Q).
  • Vehicles featuring a laser rangefinder can automatically set the range pressing the Change Camera key (Default C).
  • Laser rangefinders have a cooldown period after use. The icon turns red while rangefinder cannot be used.
  • Main gun and coaxial MG cannot be active at same time as firing solution can only applied for one weapon. To switch between main gun and coaxial MG use the Switch Weapon key (Default F).
  • The FCS on SPAAA, jet and helicopter gunners is always active and does not require any additional input from the player.
  • Drop markings are only accurate for vehicles that rely on them. Vehicles that have different FCS (moving sight or barrel) do not show accurate markings.
World War 2 planes and Anti-Air
Our WW2 theatre finally enters the air. Both the US Army and the Wehrmacht get reinforced by the fight planes. For US Army the P51D equipped with 50cal and rockets joins the fight. While the Wehrmacht will receive support from the Messerschmidt BF109 and JU-87B Stuka. Both are equipped with MGs and a single bomb. Right now these planes will only be found on Fields of Kassel, but might make an appearance on existing WW2 maps in later updates.
The ground forces will be able to defend themselves with a Flak 38 mounted on an Opel Blitz and M45 Quad 50cal mounted in the back of M3 Halftrack.

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Fields of Kassel
To give the planes the space they need, Ason created this 4x4km based on the battle around Kassel. Filled with lots of trenches, forests, fields and villages the map offers a wide variety of different locations to fight over. Special credit to Unicode as well for the creation of the loading music for this map.
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ZBL-08 IFV
To further update the Chinese Factions to a modern version of the armies, Tim270 created this modern 8 wheeled beast. It is equipped with a modern FCS, thermal imager, a powerful 30mm canon as well as 2 HJ-73C missiles. As this vehicle enters the service in game, the older ZSL-92 and ZBD-86A got adjusted accordingly. This means the ZBL-08 will be the only Chinese IFV featuring thermal imaging and modern FCS.
The HJ-73C missile is a SACLOS guided missile that is slightly faster, more stable and has higher damage than the old HJ-73. It will be featured on all Chinese IFV (ZBL-08, ZBD-86A, ZSL-92B).
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ZBL-08 Stats:
  • Main gun:
    • Caliber: 30x165mm
    • Rate of fire: 360 RPM
    • FCS: Barrel adjusting
  • Secondary armament:
    • 7.62x54mm coaxial MG
    • HJ-73C ATGM
    • Smoke launchers
  • Optics:
    • Thermal imaging: Yes
    • Magnification: 2x, 6x
  • Laser rangefinder: Yes
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HJ-73C Stats:
  • Maximum Speed: 120m/s
  • Guidance: wire guided SACLOS
  • Warhead: Tandem

Support Project Reality!

The Project Reality Team develops this modification completely free of charge for its community to download and play. If you would like to show your support, please consider donating to our team. These funds go directly towards website expenses, including bandwidth, hosting, domain registration, and maintenance. We never use donation funds to directly pay team members.
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For more information, please feel free to join us on our public forums to discuss this and other news. Also, be sure to connect to Project Reality through social media to stay informed and receive up to the minute updates, the occasional leaked bit of information, and more! See you on the battlefield!

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- The Project Reality Team

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-30 16:27
by ismaelassassin
Awesome work. Excited to see how the WW2 planes handle against the AA defences

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-30 17:06
by CheeseToast
Good work, too bad the community is too dead too enjoy the update!

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-30 18:23
by SShadowFox
Looking forward to the release. Can we expect a video demonstration of the FCS soon-ish?

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-30 19:00
by =Harbinger=
Cant wait for the update 8-)

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-30 19:42
by Iguanadjy
Holly Molly!!!! Was wondering where was the PR christmas gift this year... Is it gonna be released in 2 hours? ;)

Awesome work as always!!!

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-30 22:21
by dcm
No 1.6.9 update? Not nice.

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-31 11:58
by CAS_ual_TY
WW2 planes? Maybe I should coom back
reinstalling rn :shrk: :shocked: :shocked: :bur2: :bur2: :camper:

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-31 14:23
by x090
When this upd arrives ?

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-31 16:32
by Danesh_italiano
Arma 4: Project Squad 2042

Nerf's after nerf's.. milsim'ed after milsim'ed

Now we can call PR a Military simulator Unfortunately :'(

What country paid Mats and Alon to make PR a Military simulator? :thinkin:

--

"Infantry weapons will remain as they are for now"

Cant wait for that... recoil/deviation changes already broke inf gameplay... what next? setting distance on ironsight (like in squad) ???

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-31 17:23
by Risiko94
Very nice. So vehicle combat will no longer boil down to who can click on the weakpoint the fastest.

You no longer have the CoaxMG on rightclick for tanks&apcs?

"Vehicles that have different FCS do not show accurate markings." Will this be adjusted in the future? Seems counterintuitive to have some markings be correct, and some not.

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-31 17:30
by Bulletinopen
Nice, it's a good game. I hope you have a good life, Mats and the other developers. :lol:

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-31 18:08
by Mats391
Risiko94 wrote:Very nice. So vehicle combat will no longer boil down to who can click on the weakpoint the fastest.

You no longer have the CoaxMG on rightclick for tanks&apcs?

"Vehicles that have different FCS do not show accurate markings." Will this be adjusted in the future? Seems counterintuitive to have some markings be correct, and some not.
You switch to coax using the switch weapon key (Default F). Then you shoot it using primary fire. There is no delay when switching between primary gun and coax. On long ranges the turret might take some time to adjust to new values to compensate drop.

Zeroing all the sights will probably happen eventually. We did not do this yet as every sight with working markings makes it harder for us to change ballistics later as we would have to redo them. Once we are more certain that nothing will change, we will commit to updating more sights. This also means we are very much open to feedback in regards to drop and drag values.
The other reason we didnt do it is that it is a rather annoying task to do, so there might be some community tasks coming up for it ;)

Re: v.1.7.0 - Update Highlights

Posted: 2021-12-31 20:15
by LiPOTO
Please add the new Russian infantry camo for Grozny with this update pretty please

Re: v.1.7.0 - Update Highlights

Posted: 2022-01-01 09:02
by LangMaster
Damn that's crazy, y'all are fucken insane and well done with all those models.

Re: v.1.7.0 - Update Highlights

Posted: 2022-01-01 11:09
by Coalz101
What 109 Variant is that? the G variant? based on variant the flight characteristics and armament will be different.
Same thing with the stuka.

Re: v.1.7.0 - Update Highlights

Posted: 2022-01-01 12:56
by sweedensniiperr
SShadowFox wrote:Looking forward to the release. Can we expect a video demonstration of the FCS soon-ish?
Alon had some videos on his blog/YT. I can't remember the links to those tho.

Re: v.1.7.0 - Update Highlights

Posted: 2022-01-01 13:13
by Deviro

Re: v.1.7.0 - Update Highlights

Posted: 2022-01-01 15:22
by ObeerBongKenobi
1 step forward and 3 steps back. Recoil fucked me last
Update. Now my k/d is even worse than it already was. Thanks. I cannot shoot shit no matter what gun i use. Hmm i have idea. Lets nerf the tanks and apc guns too cause everyone is used to them after 15 years. Lets change it. Make it more like shitty Squad
Remake the movie total recall and robocop while you're at it. Nvm someone beat you too it and they both sucked. Hmm deployable mortars in ww2. Nope. Cause who the hell used mortars in ww2? Those weapons were far too advanced. Muttrah city ins? Been asking for years. Nope, lets take the only goood taliban map out of the game Operation Archer and replace it with something worse.

Re: v.1.7.0 - Update Highlights

Posted: 2022-01-01 16:13
by Hokunin
@ObeerBongKenobi

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It seems everything is going according to predetermined scheme. )))

Don't worry, ground vehicles are not getting nerfed at all, rounds still go where you aim, you're just gonna need to push one additional button for that, is all. But this time it would also look really cool, instead of rounds weirdly going straight line.