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  1. Old Comment

    [Vehicle] TPz Fuchs

    RPGs gon' love this.
    permalink
    Posted 08-19-2015 at 06:00 AM by Dragunova Dragunova is offline
  2. Old Comment
    AnimalMother.'s Avatar

    [Vehicle] TPz Fuchs

    Awesome!

    Will there be in the future a GMG and 50 cal version for use on Afghan maps (so I suppose Lashkar)
    permalink
    Posted 08-19-2015 at 05:50 AM by AnimalMother. AnimalMother. is offline
  3. Old Comment
    [R-CON]Spook's Avatar

    [Vehicle] TPz Fuchs

    But what does he say?
    permalink
    Posted 08-19-2015 at 05:41 AM by [R-CON]Spook [R-CON]Spook is online now
  4. Old Comment
    permalink
    Posted 08-19-2015 at 05:33 AM by [R-CON]camo [R-CON]camo is online now
  5. Old Comment
    fatalsushi83's Avatar

    Guess the RPG-7 Warheads!

    Sounds awesome. Looking forward to seeing how you simulate the thermobaric and airburst warheads.
    permalink
    Posted 08-18-2015 at 09:13 PM by fatalsushi83 fatalsushi83 is offline
  6. Old Comment
    [R-DEV]Rhino's Avatar

    Guess the RPG-7 Warheads!

    Quote:
    Originally Posted by fatalsushi83 View Comment
    Two questions:

    1. With so many warheads, how will players be able to choose which ones to use?

    2. Did you bake those cookies?
    1. The rounds are going to be divided up between factions since naturally, no faction uses all of these rounds, three are unique to the Polish Forces for example. On top of that even the same type of round will have difference in textures between some factions on top of that too with ME Insurgents using the yellow OG-7VM (11) and green PG-7VR (9) and Militia using the green OG-7VM (11) and the black PG-7VR (9), with Russia etc using the yellow PG-7VR (9) etc. Then they will also be divided up between different kit types and the Alternative kits of Rifleman AT will far more commonly have a different RPG-7 warhead setup than just a different primary weapon, as it mostly is currently with for example the Primary ME Insurgent RPG-7 kit (in our current plans anyways, subject to change) having two PG-7VM (2) rounds, where the alternative will have three of the less powerful PG-7V rounds (1), so players can pick between having less warheads that have more impact per hit, or more warheads that do less damage per hit, but allow it to engage more targets and do slightly more overall damage if it scores hits with all its three rounds, which will be hard to do, at least against a single individual target, with not getting gunned down during reloading each round

    2. Nope, but I did bake the Normals for these RPGs off of high poly models which give them a lot of their added detail, More to come on this later
    permalink
    Posted 08-18-2015 at 02:04 AM by [R-DEV]Rhino [R-DEV]Rhino is offline
  7. Old Comment
    fatalsushi83's Avatar

    Guess the RPG-7 Warheads!

    Two questions:

    1. With so many warheads, how will players be able to choose which ones to use?

    2. Did you bake those cookies?
    permalink
    Posted 08-17-2015 at 11:22 PM by fatalsushi83 fatalsushi83 is offline
  8. Old Comment

    Guess the RPG-7 Warheads!

    11 and 12 for me,looks like a giant explosive pencils
    permalink
    Posted 08-17-2015 at 07:04 AM by RobyVan RobyVan is offline
  9. Old Comment
    Redamare's Avatar

    6 different PR combat zones

    very nice, thank you for sharing
    permalink
    Posted 08-12-2015 at 10:15 PM by Redamare Redamare is offline
  10. Old Comment
    [R-DEV]Rhino's Avatar

    Guess the RPG-7 Warheads!

    Quote:
    Originally Posted by SShadowFox View Comment
    How is the airburst warhead going to work? Really looking forward to it.
    In r/l "when the warhead strikes the ground, it is propelled upwards by a jump mechanism, and detonates at a height of approximately 2 metres. Somewhere in the region of 800 steel balls and fragments of the case are propelled outwards, giving the warhead a lethal radius of 15m."
    You can see it in action in this video here and if you look closely you will see it hits the ground first, kicking up loads of dust then explodes in the air:

    How it works ingame however is anouther matter and something we are still working on, as our intial theroy of how we planned to get this to work with a similar effect of how it works in r/l, didn't work and instead we are exploring other options but hopefully we will get it to explode in the air above where it hits the ground in a similar way to how it works in r/l, otherwise there are a couple of fall-back options but these are if everything else fails
    permalink
    Posted 08-09-2015 at 01:40 PM by [R-DEV]Rhino [R-DEV]Rhino is offline

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