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Tank fire control systems

Posted: 2008-06-12 03:52
by fludblud
playing arma the other day and came across this very neat mod which more or less accurately simulates fire control systems on M1s and T72s

M1
http://www.youtube.com/watch?v=HkuG7yMTgH8[/youtube]

T72
http://www.youtube.com/watch?v=s0Fs4SXj ... re=related[/youtube]

would this be possible with the bf2 engine?

Re: Tank fire control systems

Posted: 2008-06-12 11:01
by Drav
that is very very cool......

no idea if it could be done for bf2 tho, or if you'd want to....

Awesome reticles too, escpecially the t72 one.....so much more clockwork than the M1 :)

Posted: 2008-06-12 11:11
by Rhino
very cool, the M1A2 reminds me a lot of the CR2 gunner simulator we went on over at Bovington, only bit that didn't seem quite right was the tracking bit of the sight but that was probably a small difference between the M1A2 and CR2 gunner system. Still had the same laze concet etc :D

But as you have probably guessed, no that is in no was possible to do it with the BF2 egnine, otherwise we would have done it ;)

Big shame i know.

PS. what mod is that? :)

Re: Tank fire control systems

Posted: 2008-06-12 11:14
by sniperNZSAS
omg this is so sick, shit pr DEFFINATLY must get this done, it just wouldnt be right not to. btw, whats this mod called, i wanna download :D

Re: Tank fire control systems

Posted: 2008-06-12 11:19
by $kelet0r
fludblud wrote:playing arma the other day and came across this very neat mod which more or less accurately simulates fire control systems on M1s and T72s
Ah Nonwonderdog's beautiful FCS mod - it singlehandedly almost broke my boycott of Arma. Almost.

Re: Tank fire control systems

Posted: 2008-06-12 11:37
by Salah ad Din
um, could you post a vid with the regular sights. I have no idea what is special about these vids since I don't have a comparison.

Re: Tank fire control systems

Posted: 2008-06-12 12:06
by Mora
I know it can be done in bf2 because ive seen a video showing it.
The only problem is... it was a hack :(

But maybe we can do something like that. Create a code to activate a the hack when in a specific vehicle. Would that work? Or is that too much?

Re: Tank fire control systems

Posted: 2008-06-12 12:22
by Ninja2dan
If I remember correctly, the reticle in the original ArmA and OFP Abrams were stationary, meaning the vehicles did not have stabalized turrets. In that clip you can see that the reticle moves once the "laze" is simulated, which is showing the weapon is stabalized and the Ballistic Fire Control System is working in a pretty realistic manner.

This is similar to how other armor simulators such as Steel Beasts works. On the real Abrams there is a small mast and sensor set on the turret that is able to determine vehicle movement speed and direction as well as any turret movement, and calculate those figures with the range to target. By using those calculations, the BFCS can determine if the target is moving, and if so it can apply the proper lead to the gun.

The earlier versions of OFP before this scripting capability was known meant that in order to hit a moving target you had to apply manual lead (like in BF2/PR). Once Steel Beasts came out and people started seeing how useful the FCS was, a few scripts and addons came out for OFP to simulate it. I'm sure some of those scripts were then updated and modified for ArmA which is what we saw in that video clip.

While ArmA/OFP were great games for overall simulation of combined-arms combat with a high level of realism, the vehicles were still lacking many functions. For those who wanted the highest level of aircraft realism, Falcon 4.0 (Allied Forces) was the best choice. For those wanting the highest level of armored combat, Steel Beasts was the best choice. OFP and ArmA were (and in many cases still are) the best choice for realism in infantry-based combat, but functions like reloading while moving were still not available. It is too bad BF2 and PR do not have the open modification capabilities that OFP/ArmA had, or else PR would be the hottest shit on the internet. Hell, with that kind of open scripting and modding support, PR would be teabagging WoW right now.

Re: Tank fire control systems

Posted: 2008-06-12 12:55
by Rhino
Mora wrote:I know it can be done in bf2 because ive seen a video showing it.
The only problem is... it was a hack :(

But maybe we can do something like that. Create a code to activate a the hack when in a specific vehicle. Would that work? Or is that too much?
you mean there is a hack out there that dose realistic lazing and tracking? i doubt it...

Re: Tank fire control systems

Posted: 2008-06-12 13:03
by $kelet0r
[R-DEV]Rhino wrote:you mean there is a hack out there that dose realistic lazing and tracking? i doubt it...
more likely it was simply an auto-aim hack that he saw

Re: Tank fire control systems

Posted: 2008-06-12 13:03
by Colt556
[R-DEV]Rhino wrote:you mean there is a hack out there that dose realistic lazing and tracking? i doubt it...
I wouldn't be surprised really, I mean all that it is is aimbotting really. It's prolly not totally accurate but the crosshair probably follows the target but accounts for lead so you can hit them.

Re: Tank fire control systems

Posted: 2008-06-12 13:12
by Rhino
I said realistic, ie, it wouldn't track anything it can which a aim bot dose you have to hit the "laze" button on it then it would track it.

Re: Tank fire control systems

Posted: 2008-06-12 13:33
by Mora
[R-DEV]Rhino wrote:you mean there is a hack out there that dose realistic lazing and tracking? i doubt it...

The hack i saw calculated the distance and the travel time therefor putted the croshair in front of the moving target so it would hit when shot.

I cant find it anymore between the other 1000,00000 hack videos on youtube.. :roll:

And press a button to laze is probably not a problem. Atleast not for the hack.

Re: Tank fire control systems

Posted: 2008-06-12 13:50
by Rhino
Mora wrote:The hack i saw calculated the distance and the travel time therefor putted the croshair in front of the moving target so it would hit when shot.

I cant find it anymore on the 1000,00000 hack videos on youtube.. :roll:

And to press a button to laze is probably not a problem. Atleast not for the hack.
ye, but it was most likly a 3rd party hack which most of them are to my knowledge and bunk buster have or soon will most likely block it so even if we could use it in a realistic manner which i doubt we simply cant.

Re: Tank fire control systems

Posted: 2008-06-12 14:14
by Mora
Why not? If it only works on the specific vehicle and need to press a button to activate it (meaning start to lazeing) it would take a few seconds to get a "lock" as soon as you move your crosshair to much of the target it would lose "lock" and you need to start all over again.

And of course you would need to aim on the target to be able to laze. Not that when you press the "laze" button you would spring from target to target without even knowing they where there.

PB would see it as a 3rd party hack? Maybe let them allow it, as its part of the modification.
Only not included with the engine.

Re: Tank fire control systems

Posted: 2008-06-12 14:21
by Cp
The allmighty egg once said;
[R-DEV]eggman wrote:YES. Great idea! We should buy one of those hacks where they sell your credit card and then ship the hack with our mod and then tell the hacks company "waddya gonna do .. sue me?" and see if we could really get the hack community pissed off about PR's license violating use of the hack code.

Re: Tank fire control systems

Posted: 2008-06-12 14:45
by fludblud
and why are we calling it a hack? as far as i know, integrating an in-house developed aiming assistance for tanks into PR isnt really that much different from extending the range of missiles to beyond visual range, the big difference between this and hacking would be it wouldnt count as cheating.

the problem would be preventing the tank FCS from being explointed into other roles such as infantry although if you think about it, if you could get this to work on tanks, you could apply this to cannons on aircraft and AA systems like the tunguska.

unfortunately this is about as far as i can contribute to any possible development of this as i have zero clue as to even comprehend what to do for this. if its any help heres the original thread for the mod

iB::Topic::Tank Fire Control Systems

Re: Tank fire control systems

Posted: 2008-06-12 16:19
by Mora
I am not talking about buying the hack and use it for the mod..
More like make the "hack" our selfs. That way the devs can do anything with it they want.

I know it takes allot of time to code such things and it may not even be possible to get it to work with only on that specific vehicle. But on the other hand think of the possibilities tracking a moving target with a tank, a AAv or any other vehicle that can track targets.

Maybe just maybe you can even set the "hack" to hold the crosshair on one spot that would help very good in a 2 seater bomber or attack chopper.

... Or am i dreaming right now?

Re: Tank fire control systems

Posted: 2008-06-12 18:16
by ERASERLASER
PR should mod ArmA :wink:

Re: Tank fire control systems

Posted: 2008-06-13 14:02
by Mora
No not really. PR should stay with BF2 for now.