How the apache should be flewn!
-
Ryan3215
- Posts: 185
- Joined: 2007-08-10 02:20
How the apache should be flewn!
http://www.youtube.com/watch?v=nek9RgrCXVE[/youtube]
if only everyone would fly like this!
if only everyone would fly like this!
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
ingame HUD speed thing is totally incorrect. If you want to find out how fast something moves, mark up 100m and then go full speed and time the distance it takes to travel that 100m, then times that time by 10 for 1km, then devide the time by 60 and then you will find out how many km/h it dose, or should do, think thats the formula off the top of my head but dont quote me on that, might have missed something hehe.Outlawz wrote:If only Apache actually flew 300 Kmph instead of 800 with a possibility to accelerate to 1100 :/
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
unless you want us to add the vBF2 UAV to the chopper there is no real way we can simulate the radar in BF2, apart from also putting lock windows up but we are probaly going to remove them from the tanks for other reasons.DarkTalon wrote:theres no real point in flying below a hill in PR besides general cover, since the dome on top of the rotor doesn't really do anything. *hint* *hint*
-
SuperTimo
- Posts: 2079
- Joined: 2007-07-31 09:25
][R-DEV]Rhino wrote:ingame HUD speed thing is totally incorrect. If you want to find out how fast something moves, mark up 100m and then go full speed and time the distance it takes to travel that 100m, then times that time by 10 for 1km, then devide the time by 60 and then you will find out how many km/h it dose, or should do, think thats the formula off the top of my head but dont quote me on that, might have missed something hehe.
speed=distance/time

-
Indecisi0n
- Posts: 44
- Joined: 2007-02-25 21:16
-
Ryan3215
- Posts: 185
- Joined: 2007-08-10 02:20
-
Falkun
- Retired PR Developer
- Posts: 1207
- Joined: 2007-04-02 03:52
Instead of using an UAV radar, give the co-pilot a camera view that originates from above the rotor. Hiding behind buildings and terrain will become a much more viable option as a result.[R-DEV]Rhino wrote:unless you want us to add the vBF2 UAV to the chopper there is no real way we can simulate the radar in BF2, apart from also putting lock windows up but we are probaly going to remove them from the tanks for other reasons.
-
DarkTalon
- Posts: 711
- Joined: 2007-03-22 00:17
only the first one is possible, and it's not very relistic.Ryan3215 wrote:well for radar you have a few options ( i dont think all are possible)
make the UAV around the apache, but make the radius smaller.
make the UAV only detect targets where the apache is directed.
make the UAV only setect real threats (tanks, APCs, AAVs, and other choppers)
I think we should have the TV missle idle cam from the rotor, similar to the camera on armor.
edit: what Falkun said...

-
Desertfox
- Posts: 5886
- Joined: 2006-08-15 06:41
I think the idea of having a camera at the top of the rotor is awesome, im no coding expert but since the UAV goes round and round, is it possible to set how far right/left it can go? So if the ^ is the Apache, the \/ is the UAV 
\ /
^
And if possible have it only be turned on when the gunner is in the camera view? So you can't just go flying around blowing stuff up with a UAV, you have to actually look
\ /
^
And if possible have it only be turned on when the gunner is in the camera view? So you can't just go flying around blowing stuff up with a UAV, you have to actually look

-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
ever tried coding the UAV to do things it wasn't ment to do? I can tell you before you start, its hard coded.Ryan3215 wrote:well for radar you have a few options ( i dont think all are possible)
make the UAV around the apache, but make the radius smaller.
make the UAV only detect targets where the apache is directed.
make the UAV only setect real threats (tanks, APCs, AAVs, and other choppers)
-
Harrod200
- Posts: 3055
- Joined: 2007-09-07 12:08
Is there a way to script something not-quite a player to sit in the dome and 'spot' targets on the minimap?
Only example I can think of is the initial 2142 SL drone which follows you and points targets out on the map. If that could be bodged to work on BF2, coded to require LOS from the dome and only spot vehicles (I can't imagine a person has a very large radar signature) then it'd be worthwhile. Otherwise meh, no big loss.
Only example I can think of is the initial 2142 SL drone which follows you and points targets out on the map. If that could be bodged to work on BF2, coded to require LOS from the dome and only spot vehicles (I can't imagine a person has a very large radar signature) then it'd be worthwhile. Otherwise meh, no big loss.
404: Signature not found
-
Falkun
- Retired PR Developer
- Posts: 1207
- Joined: 2007-04-02 03:52
No UAV because it will probably be impossible to make it like we want. It should only be a camera that is similar to the camera that the chopper gunner or perhaps tank gunner gets.[R-CON]Desertfox wrote:I think the idea of having a camera at the top of the rotor is awesome, im no coding expert but since the UAV goes round and round, is it possible to set how far right/left it can go? So if the ^ is the Apache, the \/ is the UAV
\ /
^
And if possible have it only be turned on when the gunner is in the camera view? So you can't just go flying around blowing stuff up with a UAV, you have to actually look![]()
-
Swe_Olsson
- Posts: 1030
- Joined: 2007-04-30 17:45
-
<1sk>Headshot
- Posts: 893
- Joined: 2007-05-14 21:51
-
G.Drew
- Posts: 4417
- Joined: 2006-04-30 23:02




