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Old 04-27-2007, 05:56 PM   #1

bud01's Avatar
Growing Into PR 0.5- First Month.

Hello

As some of you might know I am new here and also pretty new to PR.

Id like to open up and say I perfer serious teams and serious team play with a good sqaud leader and a good feeling of involvement, Its nice when a plain comes together

I enjoy flying and although I would say I am a master level flyer there is always room for improvement. For instance whats helpfull is when you are called into give give heavy ground fire.

Being able to use the map knowing where you are having perfect control of your air vechile and nailing the other team and following those orders well is what I like if I can be honest. Every one likes different things.

I think a lot or the deepest parts of PR are not really seen yet, im talking about acutally having a commander with good sqaud leaders and there being dynamic plains in place and good commincation.

Any way I have experienced a few good games where I had a good team leader and well there is nothing to beat that, what a game and how ir rocks when its on baby



The reason I am posting today is to say a few things.


1- I have a large collection of military manuals, I was looking through them and I wanted to say I know there is a suggestion section here but boy you cant help but get good suggestions out of military manuals, every page is like yeah we could have that, that would rock..

For instance:

Copperhead rockets- You guys heard of those, ground forces call in an air strike you on the ground point a lazer for the last 15secs of the imcoming air support copper head rocket and it nails it.

Infrared night vision.

LOTS MORE.


After posting on yahoo answers I managed to get this link which interests me.

http://www.dynamicflight.com/


Dynamic Flight Maneuvers! - Pages covering Helicopter Flight Maneuvers
http://www.dynamicflight.com/flight_maneuvers

A Steep Approach


Rapid Deceleration or Quick Stop


Sideward Hovering flight


Forward Hovering Flight

Although I feel I know how to own and fly the little bird and even the black hawk im going to do some offline reading to see if I need to practise some real world moves in game.


Sorry for the long rant I just want to add one more thing ,please dont flame me.

Whilst looking on youtube, I saw a game I think it was armored assault but a new version not ww II-modern. And this made me want to come here and ask this question.


How many games are there like PR 0.5 /, comparable.

If some one who knows there stuff could edit/create a list and a mark out of ten them, that would be a real interesting read, I know we all love PR and there is lots of space between 0.5 and 1.0 and we all know there is going to be tons more improvements and interesting additions. What are the best other games vs PR just for information, lets be honest PR owns and once there are some more good big maps and there are more servers with serious game play, nothing will touch it.


1-Project Reality .5 / 9.5 out of 10

2-armored assault (modern one) / xx out of 10
3- others...
4- others...
5- others....


Does any one use track IR with Pr 0.5
http://www.naturalpoint.com/trackir/...kIR-4-PRO.html



Its difficult to look right whilst flying, I know you can press like ctrl but you lost other axis whilst doing that you can controlt the plaine, helocopter.

Will there be any changes to the flight dynamics of the helicopters in the next few releases, I dont have any input either way, if you can make it even more realistic,

SAY WIND TO AFFECT HELICOPTER? for instance if you go past a big building and then you pop out into a cross breze it should affect you, or not, input...


Admin: if you feel my post is a waste of time just delete it just trying to post some ideas and some thing fun for fokes to read.


Best Regard to all pr players.

BUd



First played PR-24th March 2007, Im from BF1942Orginal, DC, DC Final. Play as Helocopter Pilot.
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Last edited by bud01; 04-27-2007 at 06:11 PM..
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Old 04-27-2007, 06:14 PM   #2

::Major_Baker::'s Avatar
i'm so confused.
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Old 04-27-2007, 06:14 PM   #3

l|Bubba|l's Avatar

In PR you must do the completly contrary to this.
First nose down to get down and then nose up to stop.

Would be nice when we could get down faster through changing the rotor blade angle and not just adjust the motor power.

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Old 04-27-2007, 06:18 PM   #4
PR Operations Lead
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[R-DEV]eggman's Avatar
Welcome and thanks for the kind words

I think we're starting to find our way as a team now. v0.5 was probably the first release that *started* to play like I had hoped it would. But there's a lot of things fundamentally wrong with v0.5.

eg:
- weapon fidelity is totally mismatched to engagement ranges
.. so we've upped the map size bar to 17 sq km and 1000m engagement ranges for v0.6; and I want to encourage all PR map devs to build out 17 sq km maps with a minimum of 800m engagement ranges where combined arms are to be used
- A learning point in v0.5 was just how bad implementing half of an intended design can be; we only put in half of the intended spawn mechanics overhaul and I personally was really not too thrilled about how that ended up playing
.. so we're wrapping up the rest of the intended changes with v0.6

I think v0.6 is going to be an outstanding release. There's so much major game play changes that we've implemented based on learning about game play dynamics. Lots of folks will dislike v0.6 cuz we're trying our best to eradicate gameyness.

I recently dug up my Saitek X36 and Logitech Formula Force pedals. My X36 was fubar, so I ended up buying an X52 Pro. I've been using those in testing PR v0.6 for a couple of days now and am really enjoying the increased immersion a HOTAS and Pedals setup brings. I still suck, and it's actually quite a bit harder to master flying with a joystick and pedals... but really cool that you can do stuff like set the throttle to 60% as opposed to the "binary" setting with WASD.

We'll be having a short open beta with v0.6 to make sure we get a good shot at addressing as many bugs as possible (we'll never shoot for a bug free release, as that's an incredibly inefficient use of time) as well as some opportunities for load testing and game play testing.

Thanks again.. more to come

Cheers!
egg

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Old 04-27-2007, 06:24 PM   #5

RatU(BRA)'s Avatar
^ Woohoo, good news!

It's good to see that the devs are working hard on 0.6.

CHEERS!
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Old 04-27-2007, 06:37 PM   #6

El_Vikingo's Avatar
Quote:
Originally Posted by l|Bubba|l

In PR you must do the completly contrary to this.
First nose down to get down and then nose up to stop.

Would be nice when we could get down faster through changing the rotor blade angle and not just adjust the motor power.
What? I do that all the time when I land in PR. It's the best way, aswell as the steep approach.

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
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Old 04-27-2007, 06:48 PM   #7

l|Bubba|l's Avatar
Quote:
Originally Posted by El_Vikingo
What? I do that all the time when I land in PR. It's the best way, aswell as the steep approach.
When I try to land that way it takes forever to get the chopper down.

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Old 04-27-2007, 07:33 PM   #8

Fenix16's Avatar
Quote:
Originally Posted by l|Bubba|l
When I try to land that way it takes forever to get the chopper down.

Its a flare (it refering to step 3+4 in that diagram). Its not in it's self a method of landing, rather reducing airspeeds. If your going upwards of 200mph its just about the only way to slow yourself down in time to land at a near target. However in PR verticle flaring often turns into more of a heavy sideways tilt.

As for the original post, a lot (if not all) of those ideas have been suggested before. And as far as I know, Track IR isnt supported by BF2.
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Last edited by Fenix16; 04-27-2007 at 07:38 PM..
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Old 04-27-2007, 08:21 PM   #9
Retired PR Developer

Fullforce's Avatar
Since when can we use TrackIR in BF2?

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Old 04-27-2007, 08:46 PM   #10

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Quote:
Originally Posted by [R-DEV]eggman
we'll never shoot for a bug free release, as that's an incredibly inefficient use of time
I think you need to tell that to the FH2 devs...
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