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#11 |
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Banned
![]() Join Date: Jun 2009
Posts: 83
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So maybe it would add some simulation because now you can fly 300km/h with apache and always shoot straight
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#12 |
![]() Join Date: Sep 2008
Posts: 2,197
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They can do that in real life too.
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#13 |
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Banned
![]() Join Date: Jun 2009
Posts: 83
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Come on dude i saw some vids where apache wasted 120 rounds only trying to hit 2 running iraqis
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#14 |
![]() Join Date: Sep 2008
Posts: 2,197
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Because he's shooting at extreme range and he's walking the rounds in which is the trajectory of the shots not the spread from recoil. You cannot simulate this problem in BF2. There aren't any atmospheric distortions, the maps aren't spinning, there isn't any wind, no humidity, and the visual range is often below where you'd need to even care about these things. At the typica engagement range in PR there is no reason to simulate these problems because they don't really come into play.
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#15 |
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PR Mapper Team
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Thread edited. Correcting grammar and continuing to argue over it is a dick thing to do, lets welcome each others willingness to learn English instead of acting like dicks... Im just glad I dont have to write Japanese or something on these forums... I can only imagine how frustrating itd be to be corected in every post by asshats
Stick on topic, Cheers, Okita |
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#16 |
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Banned
![]() Join Date: Jun 2009
Posts: 83
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is possible to make wind effect in pr ? Like new hydra deviation is really awesome maybe devs can make something like that with apache rounds ?
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#17 |
![]() Join Date: Sep 2008
Posts: 2,197
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The Hydras just use a single line of code: ObjectTemplate.deviation.minDev 4.25 which means it will always have a deviation value of 4.25.
The problem with what you propose is that you'd need deviation to increase from movement but the gunner doesn't technically move (he sits in one spot in the helicopter) thus he'd always have the best accuracy you can get. Vehicle deviation and soldier deviation work different. The characteristics that can be manipulated are different and even if they were the same the circumstances within the game are much different (such as the gunner not moving thus all movement based deviation wouldn't work). |
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#18 | |
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Banned
![]() Join Date: Jun 2009
Posts: 83
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Quote:
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#19 |
![]() Join Date: Aug 2007
Posts: 2,620
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There is no possible way in pr to get auto range working, closest way to do that is just to have no bullet drop at all which it has/had.
Recoil isn't possible either. You need the whole vehicle to from the recoil just as tanks do. But if you apply that to a chopper it might fly a bit weird when the gunner is firing |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#20 |
![]() Join Date: Jun 2007
Posts: 3,941
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Its already difficult enought to shoot on the move due to the lack of turret stabilisation in game.
Watch closely in the video at the accuracy paying attention to: (Only pic I can really point it out more or less, the ones on google are bad quality) 100 speed would be about equivilent to 300 in game I guess, though in game speed may or may not be accurate. ![]() LiveLeak.com - Great Apache / Iraq Compilation |
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"And in the PR world ALL nations signed the treaty, now there " "Today's forecast calls for 30mm HE rain with a slight chance of hellfires" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. oh, they're fire and forget all right...they're fired then they forget where the target is
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| apache, auto, range |
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