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Aircraft: Observations

Posted: 2008-01-09 10:59
by -dEpRaVe-
First of all: Thank you DEV's for putting work into the jets this time around, great job all around for an amazing mod (I actually like being a ground-pounder now!). As an avid flyboy, I'd just like to share some of my observations with the rest of the community and offer a few suggestions.

1) A question actually: The missile systems are INFINITELY better than in .6, thank all that is holy, but is their some sort of value that determines the failure rate of missles? I've fired a long range missile at a guy flying straight and level; he flares repeatedly, which deflects the missile. Good enough for me. Later, I look around the cockpit and see an F-16 and he launches a LR missile at me from a 90 degree angle. I turn about 30 degrees into the missile, dive and flare. The missile still hit me despite juking and flaring, which left me scratching my head. Was I just unlucky?

2) Problem with Qinling; I've talked to a few flyboys and many of them have had problems with the complete whiteout in the sky; the clouds are so friggin bright-white that they effectively white-out the HUD. The J-10 has a red HUD which is only a tad bit better, but I am effectively blind with the Eurofighter, which makes bombing problematic. I looked in my graphics options and didn't see a contrast/gamma correction. If there is one, can someone enlighten me? And if it's not an option, could a sky swap be considered?

3) 10 Second out of bound times are sort of unrealistic, given the turning radius the jets have now IMO. Extension to 20 mayhaps? I doubt ground forces can abuse a 20 second out-of-bounds time.

4) I read the wiki and I just want to confirm something; the orange CAS marker just means they needs air-support in the area, and only the red marker is the coordinate we can target with bombs and missles, right? I notice that there isn't a targetign box when an orange marker appears in-game. Or are we supposed to get targetable coordinates there too?


Thanks for an amazing mod
-Deprave-

Posted: 2008-01-09 16:52
by Tannhauser
2) +1 on this one particularly, I've had the same problem while running the AAVs because both have light green huds that blend directly with the white sky, making it impossible to recognize lockings, flares and even distances/aimings. :shocked:

3) Many feels the same way, but the map is not infinite I think, and going too far would involve bugs or pssible exploits from lil genius players. :-)

4) As for CAS, The yellow marker is for Close Air Support : SOFLAM-Guided Missiles from Planes and Attack Helicopters.
The red marker is for Laser Guided Bombs runs from Planes only.
Order is, the SL requests for CAS or LGBr at a targeted location :

Commander approves and the Yellow or Red marker apears :

One of the pilots or the pilot squad will then assign an attack marker on his target to set distance and range :

The SL will say ''Marking target with laser, now.'' and will set an IR beacon on the target :

To confirm the engagement of the target, the pilot reply to the SL with ''Affimative, a vehicle is on the way'' :

Afterwards, the missile/bomb is launched and hits the target and the Plane/Chopper can RTB for ammo/repairs.
Hope 4) helps you, as CAS/LGBr are deadly tools when used right. ;)

Posted: 2008-01-09 20:15
by ralfidude
i agree with alot whats said here, but mainly the HUD color. I mean just last night was the first night i used the eurofighter and managed to do a few succesfull runs, but i didnt know how freakin high i was due to the HUD colors, i was totally blind.... is that 400 or 800 feet? maybe i should go up higher? Oh **** im 20000 feet and losing control... damn it!

Posted: 2008-01-09 20:22
by General Dragosh
Jonny wrote:If this is increased to 14400 seconds then the entire outer area of the map can be used for battles and flanking, massively increasing the area of the map.

I dont know about placing statics in this area, but on desert maps it would be insanely god to have even large flat areas to attack, and with the removal of the map the infantry would be kept to the centre and vehicles constantly reminded about the main objectives while still being able to flank well outside the map area.

Pilots would benefit a lot from this, too.
Great, that would add a little more realistic airspace

Posted: 2008-01-10 01:14
by CAS_117
As to the original poster:

1) Thank you very much. And yes there are multiple factors involved here with accuracy. allow me to explain how missiles work:

-They all have a 1/2 second arming delay (which can cause as many problems as it solves). Basically missiles have a 1-2 second flight time and for 1/4 of that the missile can't track (grrrrrrr:mad :) . I added this system to basically prevent it from detonating prematurely. However I didn't notice that its about 2-3 times longer than necessary, making a close range engagement more difficult than I intended. Sorry.

-Originally, when I began Missile testing, I figured that the missile just wasn't turning fast enough to reach the target, but they still kept missing. Well not completely; the host of the server could hit with pinpoint accuracy. That made no sense at first, so I then looked at the pings. Basically, the problem was that the hitbox was trailing either in front of or behind the jet depending on ping, means direct hits are impossible. The host had a ping of 0, but if you had a ping of greater than well 0, the enemy planes would not be where the missile was aiming, assuming it was turning. If the plane was flying straight, the hit box would only be traveling forward, which was within the cone of the missiles detonation. To fix all this, I gave them a detonation radius.

-Missiles have a 40m detonation radius now, and a 40m proximity fuze. Unfortunately, this only half fixes the problem. Basically, if the damage radius of the missile is the same as the proximity fuse the missile will "detonate", but the plane will be (your ping-100) away from it. So if the plane is traveling 125 m/s, and your ping will cause the missile to detonate prematurely and no damage will be inflicted. So that is why the damage done by the missiles is so random, because your ping is more or less random.

-Here's a diagram showing a rough idea of hit probabilities. If it were up to me the missiles would be 100% from every angle (I mean we're dealing with launch ranges on the order of hundreds of meters, not thousands, so I think pretty high accuracy is in order), but well... its not. I'll try to get some changes into a patch or something.

-Anyways, the further the distance between the center of the Jet and the black circle around it, the higher the hit probability.

*Note: The flares always head straight down perpendicular to the planes flight path. For an easy kill, attack from above the plane/chopper you're after. Missiles always go after the NEAREST object within a 30 degree cone, be it a flare or a plane. If his flares are behind him, the missile will go right after him.

Image

Congratulations, you now know as much as I do on the disaster that is the Anti Air missile system in BF2. I look forward to getting blown up by you.

2) Yes I agree and this will be take care of. The sky looks like a perpetual nuclear detonation so I'm guessing a new box could be used later as well.

3) Yeah the out of bounds needs a reworking. I've died like twice already and I made the blasted things.

4) No idea, I just use guns on ground vehicles anyways. Killed 4 or 5 AAV's last time on Kashan with my M61. Got nailed once after almost crashing into one.