Aircraft changes in 0.7

General discussion of the Project Reality: BF2 modification.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Aircraft changes in 0.7

Post by Jedimushroom »

I would like to know what features of the aircraft patch (a third party minor modification available on the forums) will be implemented into 0.7, specifically:

1. Increased take off times, stopping the vanilla feel still apparent at the airfield

2. Much slower turn rates, making a far better aerial combat scenario and giving those missiles a chance...

3. Better turn rates and faster lock on times for AA missiles, from both planes and ground based sytems, making air combat far more realistic.

4. Longer runways, not in the aircraft patch but an absolute necessity if you implement number one.

5. Decreased climb rates, no aircraft in the game (except the eurofighter typhoon) can accelerate upwards, so simulating this is important.

Which of these features will be in 0.7, and to what extent? Looking forward to it by the way.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
VipersGhost
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Joined: 2007-03-27 18:34

Post by VipersGhost »

Good questions, it was always kinda lame to see the aircraft doing all kinds of rediculous manuevers on the battlefield. BF2 engine is tough to adjust though.
Jedimushroom
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Joined: 2006-07-18 19:03

Post by Jedimushroom »

Well the guys that made the patch managed it so I was just a-wondering
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
M1126 Stryker
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Post by M1126 Stryker »

I believe the F-15 can climb vertically if that is what you are referring when you mention accelerate upwards. A clean (unloaded) F-16 can also do so.
"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time."
BloodBane611
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Joined: 2007-11-14 23:31

Post by BloodBane611 »

I agree with 1,2,3,4 and 5 with an extended qualification

Here are the stats for all the planes in the mod (T/W is thrust/weight):
F-16: Thrust=27,000 lbs Max Weight=37,500 lbs Weapon Weight=16,000 lbs T/W=0.72 Rate of Climb= Uknown

A-10: Thrust=18,000 lbs Max Weight=51,000 lbs Weapon Weight=21,000 lbs T/W=0.35 Rate of Climb=10,000 ft/min

EF2000 Eurofighter: Thrust=40,000 lbs Max Weight=51,809 lbs Weapon Weight=27,800 lbs T/W=0.77 Rate of Climb= 17,500 ft/min

Harrier GR.7: Thrust=23,800 lbs Max Weight=31,000 lbs Weapon Weight=17,000 lbs (I contest this, but haven't found a better source) T/W=0.76 Rate of Climb=14,700 ft/min

MiG-29: Thrust=18,300 lbs Max Weight=43,400 lbs Weapon Weight=8,800 lbs T/W=0.42 Rate of Climb= 6,500 ft/min

Su-25 Thrust=Uknown Max Weight= 38,720 lbs Weapon Weight=9,700 lbs T/W=Uknown Rate of Climb= Unknown

Jian 10: Thrust=Uknown Max Weight=21500 lbs Weapon Weight=Uknown T/W= Uknown Rate of Climb= Unknown (This jet is undeveloped and unfielded)

Q-5: Thrust=11,500 lbs Max Weight=26,400 Weapon Weight=4,400 lbs T/W=0.44 Rate of Climb= Unknown


Rates of Climb for these

These have been compiled using the following resources:
Janes guide to Aircraft Recognition: Fourth Edition-Gunter Endres & Michael J. Gething
GlobalSecurity.org
militaryfactory.com



All the planes in PR go out extremely heavily loaded, and I will go on a limb and say they are going out with a full (combat) load, since this is in fact combat. NONE of these planes are going to reach a faster rate of climb than the Eurofighter at 17,500. None of them are going to be able to go straight up for any period of time, and they are not going to change direction very quickly.


Basically no plane should be able to climb vertically, but other than that I agree 100%. I would say max rate of climb should be limited to approximately the 10% of the real life rates, given the much reduced ceilings in BF2. So Eurofigher can get to 1750 in 60 seconds, or about 29 ft/s. That should be more than enough.
[R-CON]creepin - "because on the internet 0=1"
Resjah
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Post by Resjah »

*magically appears*

Military fighter planes could always climb vertically since WW1. Just look at certain tactics that date back to that era for proof. Cuban 8, Immelman etc. The loads they carry do play a part, but only in the duration they can climb vertically. Besides, climbing vertically for any extended period of time during combat? easy way to get shot. Also the aircraft (still talking about fighters here) have a very fast climb rate, I don't think there is any need to slow that down.

The planes can also make extremely sharp turns when the situation calls for it, I agree that currently (Or since the last time I played) the planes do turn a little too steep.

But hey, I am just a pilot with a few minutes of time on his hands stopping by! :mrgreen:

*magically disappears*
zangoo
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Joined: 2007-09-01 03:42

Post by zangoo »

well from what i have tested with cas dogfights will be alot faster, aa will be scary and the run ways shouldnt be longer. when i was playing with cas or caboose what every you want to call him or her(lol, jk) you would have to land at about 700 and you would make it.
Jedimushroom
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Joined: 2006-07-18 19:03

Post by Jedimushroom »

I still kinda want this answered by a dev before it disappears into obscurity
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
dbzao
Retired PR Developer
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Post by dbzao »

A lot of updates in aircraft handling in 0.7 thanks to our community members [R-CON]caboose, zangoo and CAS.
Jedimushroom
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Post by Jedimushroom »

ah, so CAS is implementing the changes that were made in the patch he made? Great stuff.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Rhino
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Post by Rhino »

Jedimushroom wrote:I would like to know what features of the aircraft patch (a third party minor modification available on the forums) will be implemented into 0.7, specifically:

1. Increased take off times, stopping the vanilla feel still apparent at the airfield

2. Much slower turn rates, making a far better aerial combat scenario and giving those missiles a chance...

3. Better turn rates and faster lock on times for AA missiles, from both planes and ground based sytems, making air combat far more realistic.

4. Longer runways, not in the aircraft patch but an absolute necessity if you implement number one.

5. Decreased climb rates, no aircraft in the game (except the eurofighter typhoon) can accelerate upwards, so simulating this is important.

Which of these features will be in 0.7, and to what extent? Looking forward to it by the way.
1. yes.

2. yes.

3. yes.

4. well this is limited more by map size, thou qinling if i can remember correct has a 800m runway? still much shorter than a r/l runway but unless you want the entier map to be a runway, best as you are going to get.

5. dont think this is realistic with most modern jets tbh, but no, you can still climb very fast in all the jets i have tried.
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Jedimushroom
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Post by Jedimushroom »

But currently all of the jets can accelerate directly upward at quite a rate, still give a very vanilla feel to the experience as no jet IRL fully loaded with weapons can do this.

Decreasing the climb rate would also make taking off look less ridiculous.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
zangoo
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Post by zangoo »

just so every one knows cas=caboose cas is what his ingame name is and xfire so i call him that and i am not realy sure why his name is caboose on the fourms, sorry if i confused anyone :)

and about taking off looking bad with the changed cas(caboose) made you wont be able to fly straight up into the sky.
Jedimushroom
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Post by Jedimushroom »

What I said was that the changes CAS/Caboose/Cat/Comacollagen introduced made taking off look far less ridiculous as the planes didn't just go straight up, it was a good change.
Image

"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Rhino
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Post by Rhino »

Jedimushroom wrote:What I said was that the changes CAS/Caboose/Cat/Comacollagen introduced made taking off look far less ridiculous as the planes didn't just go straight up, it was a good change.
yes, and we have used most of his work in v0.7 :)
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zangoo
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Post by zangoo »

also in the video it says to land at 1000-900, that is really fast, you should be landing at 800-700.
Rhino
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Post by Rhino »

zangoo wrote:also in the video it says to land at 1000-900, that is really fast, you should be landing at 800-700.
na, it says you should glide in at 1000-900, before you get there I say drop your throttle to 30% which then will end up at around 800-700 when you hit the runway ;)
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Soulja
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Post by Soulja »

[R-DEV]Rhino wrote:na, it says you should glide in at 1000-900, before you get there I say drop your throttle to 30% which then will end up at around 800-700 when you hit the runway ;)
Am I the only one that finds hitting the runway at 800 MPH a bit insane? :shock:
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Rhino
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Post by Rhino »

Soulja wrote:Am I the only one that finds hitting the runway at 800 MPH a bit insane? :shock:
its not MPH, its just "800", its also not KPH, its ehhh, nothing... the vBF2 speed omitor is pretty fecked up...
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