jdam and soflam

Suggestions from our community members for PR:BF2. Read the stickies before posting.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

jdam and soflam

Post by zangoo »

ok i think that 2 things should be removed from pr, first the jdam second the soflam. here is why

jdam
ok so the jdam is seen like once per round and when it is used it is a used on the other teams base or sometimes used the way it should but it doesnt kill anything. i just dont think it fits into pr.

soflam
oh yes the uber soflam, i think it should be removed from pr cus right now it is a fire and forget laser, it also is nothing like a laser the projectile goes at 200m/sec then sticks to anything, plus it lasts for 15 sec. so if you lase a tank then the tank can drive around and you can hide and the bomb will still hit. over all i think it just does not fit into pr.


i think that instead of using a soflam to guide a bomb onto something i think that the bombs should be gps guided. so a squad leader asks for a jdam strike, the commander says ok then the pilot gets a jdam strike marker, this marker would have a laser target on it, the rest would be the same as it is now, the pilot drops the bomb from 500 feet and it guides it self to the target. this way would make people be able to request something like the jdam a little more often. this would make people work with each other and it would make the team with air superiority win unless the other team got some aa up.

just my thoughts
SnipingCoward
Posts: 2326
Joined: 2007-12-31 22:40

Post by SnipingCoward »

2 things seem obvious here:
1. you didn't bring up anything new
2. you haven't realized what the jdam's purpose in the game is

to address those issues:
1. use the search function :P - the idea about the jdam beeing dropped from a player controlled plane is not new
2. the jdam's purpose is to break long lasting stalemates - thus beeing a strategic asset which fits into pr just fine

as for soflam: why remove the soflam if you just hate the laser designation system?

"i just dont think it fits into pr" - that really is not much of a reasoning
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zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

ok me and cas made a jdam that was droped from a f16 befor .7 so.
YouTube - project reality gps bomb

YouTube - Project Reality Air Mod 0.61 GPS guided bomb


i wasnt trying to bring anything new up i was saying that the soflam is nothting like it should be, it is not even close to what a laser is, it can stick to things and stay there for 15sec, also if you have ever tried to drop a jdam and someone is holding the button down for the soflam you will see these flying boxes.
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Post by charliegrs »

also keep in mind that the way the SOFLAM works was probably the best the DEVS could do with the BF2 engine, since the engine is notoriously hard to mod.
known in-game as BOOMSNAPP
'
RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Post by RCMoonPie »

^^^
LOL....I agree.
But they have certainly done more right...than wrong IMO!
Tell me again...wheres the download for the mod you made and distributed jonny?
Oh yeah... ;)

Im just jerking your chain man.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Post by Rudd »

Jonny wrote:You have to love this endless DEV worship. Its absolutely hilarious. Its almost like these people think that the DEVs cant do anything wrong.
Do you mean that the devs arent really divine entities?

Thats news to me! :wink:

Don't remove soflam, it encourages teamplay and is used irl.
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zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

hmm better soflam, here is a idea make the soflam use a bullet that goes 2000m/sec the max speed of the engine is something like 1320m/sec, give the projectile no gravity and no drag, no damage, ect. then when the bullet hits something make it use a effect that has no dust, rocks, ect but make it emmit a simple object with a laser target on it, now this simple object would need to have a life time of 60/firerate and also have a sticky comp, it would also have to be invisible. it should work unless you cant make a simple object have a life time or put a laser target on it. i know you can put a sticky comp on a simple object.
Cp
Posts: 2225
Joined: 2006-04-17 18:21

Post by Cp »

we are currently playing build 0.7

see the zero in 0.7? the zero before the dot and the seven?
that zero means that the mod aint finished yet, so everything cant be la-di-da perfect, we know the devs aint perfect, but they have produced the best mod I have ever seen without asking much of the players so please cut them some slack.
they have earned this respect and I would rather stick by their beliefs then those of community members which I havent seen any modding from, even though your ballistics sound promising, johnny.



Ghost1800 wrote:To be completely honest, the whole "Click and hold over target" would actually be easier then what is now implemented. Lining up a moving target, leading it (why do I have to lead a target with a laser?), waiting for a good mark, calling in to the fast movers that you have a target at a specific point on the map (but only in the next 12 or so seconds), and remarking that target every time the damn marker runs out... it would be so much simpler if all I needed was a simple visual on the target and hold down the LMB for a certain amount of time to get a lock.
Here is a thread containing all the secrets of the hardcoded perfect Simrad.
(explanations start at post 27)

I'd rather have a non perfect soflam then non at all.

/Cp
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BloodBane611
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Joined: 2007-11-14 23:31

Post by BloodBane611 »

Dude, if you want to implement it, go for it. I doubt the DEVs spend a lot of time thinking "Oh, how can I screw the players today?". They're working with what they've got, all the abuse isn't helpful.
[R-CON]creepin - "because on the internet 0=1"
[T]MLPatriot
Posts: 223
Joined: 2007-09-17 14:43

Post by [T]MLPatriot »

abuse? constructive criticism is what I'm reading.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

guys i am just saying it is not like pr to have something this far from real, the soflam can fire a projectile and stick to a tank and you dont have to do anything for 15 sec, the plane only needs to drop the bomb with in that time, you could run away not even look at the tank and it would get hit with the bomb cus it is sticking to the tank, as far as i know to lase a target you have to look at it, right?
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

How many times do you use the soflam to mark targets? I personally have yet to see, or even hear of, it being used to mark a target for a chopper. Now, theoretically, that's how it should work, but it rarely does. So I'm going to go on a limb and say that it's not high on the list of changes. If you've got the skills and you want to make it work, that's a fantastic idea.

Also, you all assume that the devs chose the 15 second stick projectile because that's exactly what they wanted. Now, I wasn't involved in the DEV process, but to me that seems unlikely. Probably they started by making a very fast firing SOFLAM, as zangoo described above, and it caused lag or was ineffective or somesuch. Then, given time, they refined it what it is now.
[R-CON]creepin - "because on the internet 0=1"
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Post by Masaq »

Okay guys, from what I can remember here's why the SOFLAM works as it does:
  1. If the target box is continually re-designated, you have a stream of continuous laser boxes running from the SOFLAM to the target. This freaks the bomb out, and it can't lock onto any of them. It falls like a dumb-bomb.
  2. This rules out having a "projectile" "fired" by the SOFLAM that lasts only a fraction of a second, forcing a continuous press of the key to be used.
  3. LGBombs and LGMissiles take a set amount of time to aquire and lock onto a target. If the "laser" protectile vanishes from the target before the lock is aquired, and is fired anyway, it will fall unguided like a dumb bomb.
  4. This means that after it has arrived at the target, the projectile must linger for a certain amount of time in order to allow an aircraft to gain a lock.
  5. This is why the projectile sticks to the vehicle for 15 seconds.
  6. If bombs/missiles are fired onto a target that has been locked and the projectile vanishes, the warhead looses lock and falls unguided to the last known position.
  7. However, if a new lock-source appears at the same or a similar place, the warhead will re-aquire and track the new source.
  8. Together, these mean that a GOOD operator of the SOFLAM will remain with his/her viewpoint locked firmly onto the target until the warhead hits, clicking every 13-14 seconds or so.
  9. In turn, THIS represents the SOFLAM chappie continuously lazing the target.
  10. In short, it's the best the DEVs could do without making the system completely freaking pointless.
Hope that makes it clearer?


Oh and two more points:

11) I have no idea why the invisible magic projectile travels at 200m/s instead of a faster speed. Don't ask me no questions and I'll tell ye no barefaced lies.

12) If you're unhappy and think the engine can handle the system in a better way, fix it and showcase it, and I'm absolutely certain the team will take your suggestions on board.

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
Salah ad Din
Posts: 560
Joined: 2007-01-03 15:15

Post by Salah ad Din »

Dr2B Rudd wrote:Do you mean that the devs arent really divine entities?

Thats news to me! :wink:

Don't remove soflam, it encourages teamplay and is used irl.
Well, maybe not divine, but they come quite close to it on fourth place.

And yeah, the last post by Masaq says it all.
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Cp
Posts: 2225
Joined: 2006-04-17 18:21

Post by Cp »

[R-MOD]Masaq wrote:11) I have no idea why the invisible magic projectile travels at 200m/s instead of a faster speed. Don't ask me no questions and I'll tell ye no barefaced lies.
This should answer your question:
[R-DEV]e-Gor wrote:Sticky targets do not stick if fired at a speed any where near fast enough to be used for a laser designator. They just bounce off. Can't people just believe us when we say we've tried an approach and it doesn't work? :o
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Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Post by Brummy »

It's fine as it is I think. The SOFLAM requires some 'skill' to use it and the pilot must be skilled as well. In short, teamwork for the win!
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Post by Masaq »

Cp20000 wrote:This should answer your question:

God bless a man who can be bothered to search for answers when I can't be bothered :D


*passes Cp a cookie*

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

well i can make a new soflam if i can get a laser target on a simple object, could a dev tell me if it is possible?
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