Page 1 of 1

[0909] Asad Khal - Commander UAV is too high

Posted: 2010-02-21 03:56
by FelipeFR
I've played Asad Khal on IDF side recently, and when I was a Commander in that round, i've used the UAV, in hope of aid my team to localize all the Hamas infantry that was pretty in the fields, but right when i taked off, I realized that I simply could not see anything cause the fog was blocking EVERYTHING. Then, why not either reduce the fog for this map or lower the UAV flight height (if thats even possible), to make it possible for the UAV to be really useful in this map?

Re: [0909] Asad Khal - Commander UAV is too high

Posted: 2010-02-26 00:44
by hartbilt
Fog is a condition that a real deal UAV would have to contend with in a war environment. Makes being commander a lil boring I guess.

Re: [0909] Asad Khal - Commander UAV is too high

Posted: 2010-02-26 00:53
by Killer2354
hartbilt wrote:Fog is a condition that a real deal UAV would have to contend with in a war environment. Makes being commander a lil boring I guess.
well, this is a game, and because of the BF2 limits, we can't accurately account for fog with systems that UAVs have IRL.

Re: [0909] Asad Khal - Commander UAV is too high

Posted: 2010-02-26 01:14
by hartbilt
Killer2354 wrote:well, this is a game, and because of the BF2 limits, we can't accurately account for fog with systems that UAVs have IRL.
Correct, which leads to a improvements suggestion of updated UAV visible sensor systems, i.e. thermal, and IR.

Re: [0909] Asad Khal - Commander UAV is too high

Posted: 2010-02-26 13:37
by Killer2354
hartbilt wrote:Correct, which leads to a improvements suggestion of updated UAV visible sensor systems, i.e. thermal, and IR.
yea... but the UAV we use in game is a converted tv guided missile from vBF2 that was set at one height and moves around slowly. It's either going to be hard to code your idea, or hardcoded