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Old 2015-04-20, 16:21   #21
[R-DEV]Mineral
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Default Re: [Map] Operation Dragon Orchard (4km) [Released]

Vehicle coding isn't hard. Just takes getting used too.

Yeah for 1.3 we are doing a bit of cleaning off unused assets, models, templates, sounds, textures,.. I think. Should ask Mats about that

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Old 2015-04-20, 16:24   #22
Zeno

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Default Re: [Map] Operation Dragon Orchard (4km) [Released]

Quote:
Originally Posted by [R-DEV]Mineral View Post
Vehicle coding isn't hard. Just takes getting used too.

Yeah for 1.3 we are doing a bit of cleaning off unused assets, models, templates, sounds, textures,.. I think. Should ask Mats about that
by removing them or fixing them?
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Old 2015-04-20, 16:30   #23
Rhino
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Default Re: [Map] Operation Dragon Orchard (4km) [Released]

By removing unused assets and fixing ones we do use naturally.

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i mean, its just a freaking tease, i really want this and when you know it would be an easy fix just to clone the coding from another vehicle...
It isn't quite that simple. Physics coding isn't at all straight forward as for starters, each aircraft is different from design, to where its "flaps/wings" are, where its centre of mass/gravity is, where its engines are located etc. As such if you just apply one jets wing, engine etc code from one jet to another, it can behave totally differently to the jet you cloned it from. And then on top of that we aim to try and somewhat portray each jets r/l capabilities in turn radius, speed etc.

Physics coding is mainly just a lot of trial and error, tweaking all the little bits of code until you have got the settings you want and yes while this isn't that hard to do, it is very time consuming. I'm just trying to fix up a jet now which Jafar has done quite a bit of work on fixing already and making it so the jet can take off well, but not turn on a dime in the air after it takes off is proving pretty tricky

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Old 2015-04-20, 18:23   #24
[R-DEV]Mats391
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Default Re: [Map] Operation Dragon Orchard (4km) [Released]

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Originally Posted by Zeno View Post
by removing them or fixing them?
Mostly removing. Some air assets might stay around tho as they are used on Test Airfield and i was just too lazy to remove those from there
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Old 2015-04-20, 21:05   #25
Zeno

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Default Re: [Map] Operation Dragon Orchard (4km) [Released]

Quote:
Originally Posted by [R-DEV]Rhino View Post
By removing unused assets and fixing ones we do use naturally.



It isn't quite that simple. Physics coding isn't at all straight forward as for starters, each aircraft is different from design, to where its "flaps/wings" are, where its centre of mass/gravity is, where its engines are located etc. As such if you just apply one jets wing, engine etc code from one jet to another, it can behave totally differently to the jet you cloned it from. And then on top of that we aim to try and somewhat portray each jets r/l capabilities in turn radius, speed etc.

Physics coding is mainly just a lot of trial and error, tweaking all the little bits of code until you have got the settings you want and yes while this isn't that hard to do, it is very time consuming. I'm just trying to fix up a jet now which Jafar has done quite a bit of work on fixing already and making it so the jet can take off well, but not turn on a dime in the air after it takes off is proving pretty tricky
B-52 confirmed ?

I totaly understand. Im just sitting here in my corner, hoping that we might see more/better statics one day
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Last edited by [R-CON]Zeno; 2015-04-20 at 22:47..
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Old 2015-04-21, 00:54   #26
X-Alt
Default Re: [Map] Operation Dragon Orchard (4km) [Released]

Quote:
Originally Posted by Zeno View Post
...

So how bad can i expect it yo be? BF2 handling?

Is the Mi8, PT-76 and OH-6 with Miniguns also bugged?
PT-76 is used on Charlies', so it should be fine?
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Old 2015-04-21, 04:38   #27
Jacksonez__
Default Re: [Map] Operation Dragon Orchard (4km) [Released]

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Originally Posted by X-Alt View Post
PT-76 is used on Charlies', so it should be fine?
It's in Tad Sae alt (night). Not in any other current maps afaik. Though doesn't make any sense in that small map. It moves forward and backward nearly same speed, has AP, HE, HE(bugged?) rounds, like 8 each or 10. So not a lot. In real life it can carry ~40 shells


It also does not stand still. Slides slowly forward/backward.
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Old 2015-04-21, 10:42   #28
zloyrash
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Default Re: [Map] Operation Dragon Orchard (4km) [Released]

Would like to see this map for infantry only. Many boats, helitransports and infantry.
LAV and CAS make it unbalanced


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Old 2015-04-21, 11:28   #29
Zeno

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Default Re: [Map] Operation Dragon Orchard (4km) [Released]

What types of deployables does the NVA and US have access to?

@zloyrash: The ALT layer will feature a "king of the hill" layout with only boats and trans helis in the next patch.
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Old 2015-04-21, 12:18   #30
Jacksonez__
Default Re: [Map] Operation Dragon Orchard (4km) [Released]

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Originally Posted by Zeno View Post
What types of deployables does the NVA and US have access to?

@zloyrash: The ALT layer will feature a "king of the hill" layout with only boats and trans helis in the next patch.
NVA: no AA (TOW is SPG)
US: no AA or TOW

both get: foxholes, HMG, mortars
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