Page 1 of 1

Beyond Visual Range Missiles

Posted: 2007-09-09 17:03
by SuperTimo
Had a look to see if this had been said elsewhere couldnt find any thing.

Is it possible for fighters to have long range missiles?

Not only would this be more realistic it would also stop stupid dogfights with frogfoots and Warthogs against fighters. :cussing:

At the moment even in offical PR guides it says to use cannon over missiles when IRL cannons are secondry weapons and some fighters dont even have them.

Also (this has probably been said before) but are the milita getting planes?

If yes it would be cool to see them in a mig 21 or somthing similar.

Thanks

Come on Typhoon! :15_cheers

Posted: 2007-09-09 17:07
by PlatinumA1
if the militia had a plane.. it would be a prop plane , and there is already long range missiles , idk missiles locking on from 1000m in gmae is possible but the wider circle is your long range missle

Posted: 2007-09-09 17:22
by Hardtman
The missiles are bugged at the time and nearly useless, I trust the devs are having a look into this so that missiles will be as useful as they should be. I think we should think carefully about missiles that are abl to virtually kill you from the other side of the map.
Since the battles which take place in PR are more or less small-scaled, I'd think that fighters will mostly be equipped with short-range fire-and-forget type weapons.

Oh,by the way: doesn't "Beyond Visual Range" mean that the target can't be seen optical because it is behind the horizon? If so, then such missiles would be a rane-overkill in PR.

Posted: 2007-09-09 17:27
by Leo
I can safely say ;)

Posted: 2007-09-09 18:34
by SuperTimo
beyond visual range is for targets which are over 20 miles away. or in the case of battlefield beyond the fog of war. I suposse the main thing i was wanting was more efficent missiles but i do want a longer range

Posted: 2007-09-09 20:06
by CAS_117
*sigh, missiles in BF2; so useless, so easy to fix...

rem ---BeginComp:SeekClosestTargetComp ---
ObjectTemplate.createComponent SeekClosestTargetComp
ObjectTemplate.seek.targetType TTHeat
ObjectTemplate.seek.trackingDelay 0.05 vvvv
ObjectTemplate.seek.maxAngleLock 90 CHANGE TO >>>360<<<
ObjectTemplate.seek.maxDistLock 1550 ^^^^
ObjectTemplate.seek.directionBonus 0.8
ObjectTemplate.seek.reLockTime 1

That wasn't so bad was it?

Posted: 2007-09-09 21:20
by 77SiCaRiO77
making planes "sighly" slower will make the missils more efective

Posted: 2007-09-09 23:00
by CAS_117
[R-DEV]xW0LFx wrote:you have no fucking clue
Ok yeah sorry I was a little disrespectful, but let me post a video of this actually working.

Posted: 2007-09-10 03:46
by 77SiCaRiO77
'[R-DEV wrote: As well as maintaining realistic aircraft speeds.

.
erm, we dont have realistic aircraft speeds .

Posted: 2007-09-10 04:41
by Teek
77SiCaRiO77 wrote:erm, we dont have realistic aircraft speeds .
\o/ If they went any faster then it wouldnt work in bf2 map constraints!

Posted: 2007-09-10 06:47
by Katarn
We do have realistic aircraft speeds. You wouldn't go any faster than 600 nautical m/hr <500m from the ground.

Posted: 2007-09-10 06:59
by CAS_117
Well I did some testing and I hope this helps.

F-16 -> Turns at 51.42 degrees/second, speed of 120 m/s

Aim-120 -> Turns at 30 degrees/second, speed of 800 m/s

I'll work on some BVR stuff tomorrow evening if I have time.

Posted: 2007-09-11 20:50
by SuperTimo
didnt think id get this much technical stuff in my lonely thread

Posted: 2007-09-12 00:55
by Kruder
[R-DEV]xW0LFx wrote: Friendly Heat Signatures
I am a clueless idiot but if this line represents the probability of your missile hitting friendly aircraft pls change it to 0.

Posted: 2007-09-12 22:28
by CAS_117
I think that increasing detection range and decreasing the "time to live" on the missiles would keep FF to a minimum. At least the cases where you fire at a MiG over the MEC base and kill an A-10 landed on the US runway, at least keep it from coming back. Right the aim-120s and aa-11s are fast enough to reach most targets with time to spare. Not to mention IRL you have to have careful timing in BVR because missiles fired too early will run out of fuel and leave the firer exposed. So reducing the lifetime from 18 to 14-15 could kill two birds with one stone no pun intended.

Posted: 2007-09-13 10:00
by M4nicMin3r
[R-DEV]xW0LFx wrote:No its not, heat seeking missiles in game will fly until they hit a heat signature or expire.... i wish there was a variable for it ;)
OMG yes..., im no techie or even close to what a dev knows but i have experience first hand the tweeking of A2A and G2A missiles and so has everyone else who played BF2 in the early days.

Remember anyone? when the missiles were indeed VERY effective, but you ended up killing more friendlies than anything else!!!!!!

Ie: you could be right behind a jet and fire off your a2a .., just as they were about to contact they would veer off at 90 degrees and hit a full BH resulting in ....

You were punished for a teamkill
You were punished for a teamkill
You were punished for a teamkill
You were punished for a teamkill
You were punished for a teamkill

Posted: 2007-09-13 19:56
by General Dragosh
M4nicMin3r wrote:Ie: you could be right behind a jet and fire off your a2a .., just as they were about to contact they would veer off at 90 degrees and hit a full BH resulting in ....

You were punished for a teamkill
You were punished for a teamkill
You were punished for a teamkill
You were punished for a teamkill
You were punished for a teamkill
ROFL