project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Suggestions
19 Sep 2024, 00:00:00 (PRT)
Register Developer Blogs Members List Search Quick Links
PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting.

Reply
 
Thread Tools Display Modes
Old 2009-09-18, 14:53   #41
Solid Knight
Default Re: 'Unguided' Hellfire Missiles

Quote:
Originally Posted by Hunt3r View Post
Then despite the most likely annoying bugs with BF2's lock system, we should go with heat seeking. And also TV guided mode, but without the camera on the missile. Use up the weapon slots for the gunner!
Heat seeking and laser guided are technically the same system. They work the same and thus have the same bugs. The only difference between heat seeking and laser guided is the target object they seek.
Solid Knight is offline Reply With Quote
Old 2009-09-18, 15:30   #42
Celestial1
Default Re: 'Unguided' Hellfire Missiles

Well, except for the fact that faulty lases from ground troops aren't needed if it's heat seeking, right?

So it's either extra teamwork for people to lase objects or more firepower by letting it lock automatically. Worth the tradeoff?

I think so. Already need to tell those things where the target is, else they will get blasted away by Anti-Air.
Celestial1 is offline Reply With Quote
Old 2009-09-18, 15:37   #43
Alex6714

Alex6714's Avatar
Default Re: 'Unguided' Hellfire Missiles

Same as the medic stuff. There doesn´t have to be any less teamwork just because you can´t revive/lase.

The beauty of it is various aircraft working together in teams when called in by ground or scouting ahead.

Its still very much if not more about who works together the most, because he who doesn´t dies.
Alex6714 is offline Reply With Quote
Old 2009-09-18, 15:48   #44
Solid Knight
Default Re: 'Unguided' Hellfire Missiles

Quote:
Originally Posted by Celestial1 View Post
Well, except for the fact that faulty lases from ground troops aren't needed if it's heat seeking, right?
It wouldn't change anything.

In PR they just removed the laser target object and put it in a projectile that is fired out of the SOFLAM (GLTD). They kept the thermal (heat) target object on aircraft though. The tracking and seeking systems for heat seeking and laser guided weapons are exactly the same thus they suffer from the same problem. The only difference between those two systems is the object they seek. You can put a thermal object on any other object on the game just as you can put a laser object on any object in the game. You can put both target objects on anything else in the game at the same time.

Rather than thinking of them as two different missile systems as they are presented in game, think of them as "a guided missile" where the coder can specify if the missile seeks heat or the missile seeks a laser.
Solid Knight is offline Reply With Quote
Old 2009-09-19, 05:13   #45
Hunt3r
Default Re: 'Unguided' Hellfire Missiles

So let's get heat seeking with only 1 degree azimuth and elevation for tracking, and a TV guided system for the helo ATGMs.
Hunt3r is offline Reply With Quote
Old 2009-10-14, 22:56   #46
Hunt3r
Default Re: 'Unguided' Hellfire Missiles

Yes, this is a bump, but I'd rather have people know exactly how it would work.



That is how it would work. Far easier then LG, far more accurate, far more realistic, and it compensates for the fact that all cameras in PR lack gyro stabilization.
Hunt3r is offline Reply With Quote
Old 2009-10-14, 23:04   #47
Solid Knight
Default Re: 'Unguided' Hellfire Missiles

Quote:
Originally Posted by Hunt3r View Post
So let's get heat seeking with only 1 degree azimuth and elevation for tracking, and a TV guided system for the helo ATGMs.
The problem with that is the launch platform has to be 1 degree of elevation and azimuth from firing*. It also means if the target moves just a little bit it wouldn't be able to lock on.

This means if you had the hellfire missile on the outer pylon you'd have to point that pylon within 1 degree of the target. With such a narrow range you'd end up with a rocket.
Solid Knight is offline Reply With Quote
Old 2009-10-14, 23:54   #48
Hunt3r
Default Re: 'Unguided' Hellfire Missiles

Quote:
Originally Posted by Solid Knight View Post
The problem with that is the launch platform has to be 1 degree of elevation and azimuth from firing*. It also means if the target moves just a little bit it wouldn't be able to lock on.

This means if you had the hellfire missile on the outer pylon you'd have to point that pylon within 1 degree of the target. With such a narrow range you'd end up with a rocket.
This is where we borrow CA's work so we don't have to bother with this sort of thing.

Oh, by the way, here's a bunch of videos to watch to see exactly how the gunning system works in CA. Then decide for yourself if it's good or not.





Few things to note:

If you fire the cannon on the helos off center when not moving, the helo gets pushed around a bit. Might be hard to notice in the videos.

Also, you can change the target surface while missile is in flight, as demonstrated in the video.

Also, at a certain range, the cannon and Hellfires both self destruct. The cannon rounds doing this is demonstrated in the video, the Hellfires exploding are not.
Hunt3r is offline
Last edited by Hunt3r; 2009-10-15 at 02:47..
Reply With Quote
Reply


Tags
hellfire, missiles, unguided

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 14:09.