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Old 2014-04-21, 14:48   #21
Rhino
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Default Re: Shooting Pheasants with a Drainpipe

Quote:
Originally Posted by simeon5541 View Post
One question,what is rifle this fella will be using ?
Or he is just regular using limited kit ?
FM FAL, keeping in mind the normal AA Kits are using SMGs

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Old 2014-04-21, 15:11   #22
simeon5541
Default Re: Shooting Pheasants with a Drainpipe

Quote:
Originally Posted by [R-DEV]Rhino View Post
FM FAL, keeping in mind the normal AA Kits are using SMGs
Thanks for clearing that out.
He is not some Arg. SF ?
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Old 2014-04-22, 05:25   #23
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Default Re: Shooting Pheasants with a Drainpipe

Quote:
Originally Posted by simeon5541 View Post
Thanks for clearing that out.
He is not some Arg. SF ?
From my understanding, other than the Argentinian Marines who lead the initial invasion of Port Stanley on the 2nd of April 1982 (As portrayed in The Falkland Skirmish Alternative Layer - The Brits Landed at San Carlos on the 21st of May 1982 to retake the islands) who used the L34A1 (Suppressed) Sterling, other forces generally used the FM FAL as pretty much their only rifle, although some had folding stocks etc.

Its also worth noting that it technically wasn't Argentinian SF who where using the SA-7, although tbh, there was no recorded launches of the weapon, just a tone of them recovered by the Brits after the conflict etc




On top of that, the only reference I can find of Argentinian SF using any kinda MANPAD, is of the Blowpipe which I actually posted in the OP
Quote:
A later report determined that only two kills could be attributed to Blowpipe: A British Harrier GR3 (XZ972) attacked by Argentine Army special forces (Commandos Company), and an Argentine Aermacchi MB-339 (0766 (4-A-114)) during the Battle of Goose Green.
Also worth noting that the few kits in PR:F that have their load-outs inspired by "Special Forces" are not excatly super 1337 kits in any way, at the end of the day the M16A2 isn't going to be that much better than the FM FAL (although its full auto will make it a nice choice over the Brits L1A1 SLR) and these kits will still need to be part of a normal squad for them to be effective, just like any other specialised kit.


TBH PR:Fs biggest "Special Forces" influence is on "The Falkland Skirmish Small Layer" Based on the SAS Raid on Pebble Island: http://en.wikipedia.org/wiki/Raid_on_Pebble_Island
In time we do hope to make a full 1982 SAS Sub faction for this layer but its very low priority.

More on The Falklands game modes and other PR:F stuff here btw: https://www.realitymod.com/forum/f19...falklands.html

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Old 2014-04-22, 10:41   #24
Roque_THE_GAMER

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Default Re: Shooting Pheasants with a Drainpipe

"No "Lock-On" Delay until you can fire the missile at the target."

i have being think allot about this, why not all the AAs work like this? because in reality you not receive warning for a hand AA only if the missile is coming, you receive warning to radar to but some AAs can turn of your radars to avoid be spotted, this should be worked on not only for PR:falklands but for the core game?
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Old 2014-04-22, 11:01   #25
Rhino
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Default Re: Shooting Pheasants with a Drainpipe

Quote:
Originally Posted by Roque_THE_GAMER View Post
"No "Lock-On" Delay until you can fire the missile at the target."

i have being think allot about this, why not all the AAs work like this? because in reality you not receive warning for a hand AA only if the missile is coming, you receive warning to radar to but some AAs can turn of your radars to avoid be spotted, this should be worked on not only for PR:falklands but for the core game?
I think your actually referring to Advantage #2: "No Missile Tracking/Locked Warning given to the aircraft, the only sign that your being engaged is of the possible sighting of the missile being launched and/or, it flying towards you."?

"No "Lock-On" Delay until you can fire the missile at the target." means that you can fire the missile without needing to lock onto the target first, because the missile is not guided by locking onto a target its guided manually onto it.

But as for your point, there isn't actually any "being locked" tone for aircraft in PR like there is in vBF2, only a "Locked" tone which is the same tone given if a missile is in flight towards you, although doesn't necessarily mean that ingame but we can't separate the two.

As for how r/l warning systems works, it really very much depends on the type of missile/weapons system that is tracking you, more on that here: Missile Approach Warning - Wikipedia, the free encyclopedia

But ingame we don't have all these different tracking systems ingame such as radar, IR etc, we only have "Heat" and "Lase" targets. Heat targets is what we have on aircraft and what all SAMs and AtA missiles use, regardless of if they are IR, Radar tracking etc. Lase targets are used for ground targets and what AtG missiles and LGBs lock onto.

We also can't change the tone you get from what weapon is engaging you, although we can change the "Heat Lock" tone from aircraft to aircraft so RU jets have different tones from NATO ones or w/e. TBH the most we can do from what we have with the vBF2 system, is add back the "Being locked" on tone, or removing all tones all together so you have no warning at all for any weapon targeting you.

To be clear, the only reason why the Blowpipe with CLOS doesn't give aircraft a lock is because they are not locking onto the "Heat Target" and are being manually guided to the target.

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Old 2014-04-22, 12:08   #26
Roque_THE_GAMER

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Default Re: Shooting Pheasants with a Drainpipe

Quote:
Originally Posted by [R-DEV]Rhino View Post
I think your actually referring to Advantage #2: "No Missile Tracking/Locked Warning given to the aircraft, the only sign that your being engaged is of the possible sighting of the missile being launched and/or, it flying towards you."?

"No "Lock-On" Delay until you can fire the missile at the target." means that you can fire the missile without needing to lock onto the target first, because the missile is not guided by locking onto a target its guided manually onto it.

But as for your point, there isn't actually any "being locked" tone for aircraft in PR like there is in vBF2, only a "Locked" tone which is the same tone given if a missile is in flight towards you, although doesn't necessarily mean that ingame but we can't separate the two.

As for how r/l warning systems works, it really very much depends on the type of missile/weapons system that is tracking you, more on that here: Missile Approach Warning - Wikipedia, the free encyclopedia

But ingame we don't have all these different tracking systems ingame such as radar, IR etc, we only have "Heat" and "Lase" targets. Heat targets is what we have on aircraft and what all SAMs and AtA missiles use, regardless of if they are IR, Radar tracking etc. Lase targets are used for ground targets and what AtG missiles and LGBs lock onto.

We also can't change the tone you get from what weapon is engaging you, although we can change the "Heat Lock" tone from aircraft to aircraft so RU jets have different tones from NATO ones or w/e. TBH the most we can do from what we have with the vBF2 system, is add back the "Being locked" on tone, or removing all tones all together so you have no warning at all for any weapon targeting you.

To be clear, the only reason why the Blowpipe with CLOS doesn't give aircraft a lock is because they are not locking onto the "Heat Target" and are being manually guided to the target.
im sorry if i not got your response right because i am sleepy and i out of the work now, im not talking about the sound it self, is the lock warning, in game if a handheld AA aim at you and lock you get a warning in the cockpit that's what i think is wrong, you should get a warning after the missile be launched, but considering in game does not matter if you drop all your flares you still get 50% of chance to get hit if that be implemented its gonna increase to 70% most of my kill with AAs are if the air craft drop flares later after i launch, so i believe that's a fair trade.
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Old 2014-04-22, 12:22   #27
Rhino
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Default Re: Shooting Pheasants with a Drainpipe

Quote:
Originally Posted by Roque_THE_GAMER View Post
im sorry if i not got your response right because i am sleepy and i out of the work now, im not talking about the sound it self, is the lock warning, in game if a handheld AA aim at you and lock you get a warning in the cockpit that's what i think is wrong, you should get a warning after the missile be launched, but considering in game does not matter if you drop all your flares you still get 50% of chance to get hit if that be implemented its gonna increase to 70% most of my kill with AAs are if the air craft drop flares later after i launch, so i believe that's a fair trade.
As I said in my last post, although possibly wasn't very clear, its not possible to give a warning after the missile has been fired as BF2 classes "being locked on by the weapon" and "being locked on by a missile in flight" as the same thing and we can't change that otherwise yes we would have it setup like this for most AA systems.

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Old 2014-04-22, 12:46   #28
Roque_THE_GAMER

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Default Re: Shooting Pheasants with a Drainpipe

Quote:
Originally Posted by [R-DEV]Rhino View Post
As I said in my last post, although possibly wasn't very clear, its not possible to give a warning after the missile has been fired as BF2 classes "being locked on by the weapon" and "being locked on by a missile in flight" as the same thing and we can't change that otherwise yes we would have it setup like this for most AA systems.
so BF2 consider to lock by the weapon and not to the missile right?
what about give the lock sound a bit of delay? maybe 2 seconds of delay is the time to get the lock and fire.
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Old 2014-04-22, 12:52   #29
Rhino
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Default Re: Shooting Pheasants with a Drainpipe

Quote:
Originally Posted by Roque_THE_GAMER View Post
so BF2 consider to lock by the weapon and not to the missile right?
what about give the lock sound a bit of delay? maybe 2 seconds of delay is the time to get the lock and fire.
Its both the weapon and missile, and the sound already has a slight delay but 2secs would mean the missile would have probably hit you in most cases or no time to react on most of our maps VDs.

I suggest you make a suggestions post if you want to continue this discussion or better yet experiment with some ideas in community modding to see if they work as this is going pretty far off-topic now...

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Old 2014-04-22, 12:58   #30
Roque_THE_GAMER

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Default Re: Shooting Pheasants with a Drainpipe

Quote:
Originally Posted by [R-DEV]Rhino View Post
Its both the weapon and missile, and the sound already has a slight delay but 2secs would mean the missile would have probably hit you in most cases or no time to react on most of our maps VDs.

I suggest you make a suggestions post if you want to continue this discussion or better yet experiment with some ideas in community modding to see if they work as this is going pretty far off-topic now...
ok sorry for take this to long, i make a suggestion about this.
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Tags
blowpipe, clos, drainpipe, falklands, javelin, manpad, missile, pheasants, prf, sam, shooting

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