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Old 03-07-2010, 08:58 PM   #1
StuTika
Default Some jet feedback

OK.

Played Silent Eagle for the first time on Saturday, was in the CAS squad with one other guy. We flew around, occasionally shooting at stuff, knocking down the enemy Havoc whenever it appeared, but generally being a bit useless.

My opinion is that the jets in PR are much too fast. Yes, the speed may be realistic, but it doesn't suit PR's small maps and low view distances. You barely have time to aim at ground targets or hovering helis before they're gone or you've hit them.

IMO, the speed of the jets needs to be drastically reduced, and their turning circle made much tighter.

Also, if this isn't already the case, jets should be able to fly out of bounds for 30 seconds or a minute before punishment.

The other annoying, unrealistic thing about jets is the extremely delayed throttle response. I was on Flight Simulator 2004 the other day flying a Tornado around, and the engine responds almost immediately to changes in the throttle setting. If you mess up a landing approach, you just slam the throttle open and go around again. In PR this isn't possible because by the time the engine has started to spool up you've hit a tree.

I hope this is a BF2 engine limitation (vanilla was the same), because if the DEVs have chosen it to be this way it's a bit daft.

Other than that, the jets are working nicely.

Stu.
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Old 03-07-2010, 09:41 PM   #2
Hunt3r
Default Re: Some jet feedback

Quote:
Originally Posted by StuTika View Post
OK.

Played Silent Eagle for the first time on Saturday, was in the CAS squad with one other guy. We flew around, occasionally shooting at stuff, knocking down the enemy Havoc whenever it appeared, but generally being a bit useless.

My opinion is that the jets in PR are much too fast. Yes, the speed may be realistic, but it doesn't suit PR's small maps and low view distances. You barely have time to aim at ground targets or hovering helis before they're gone or you've hit them.

IMO, the speed of the jets needs to be drastically reduced, and their turning circle made much tighter.

Also, if this isn't already the case, jets should be able to fly out of bounds for 30 seconds or a minute before punishment.

The other annoying, unrealistic thing about jets is the extremely delayed throttle response. I was on Flight Simulator 2004 the other day flying a Tornado around, and the engine responds almost immediately to changes in the throttle setting. If you mess up a landing approach, you just slam the throttle open and go around again. In PR this isn't possible because by the time the engine has started to spool up you've hit a tree.

I hope this is a BF2 engine limitation (vanilla was the same), because if the DEVs have chosen it to be this way it's a bit daft.

Other than that, the jets are working nicely.

Stu.
The throttle response is most likely something the devs don't know how to change, but using afterburner is a quick fix for when you have to go around.


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Old 03-08-2010, 01:47 PM   #3
ZephyrDark

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Default Re: Some jet feedback

The delayed throttle is a dev option as it allows more realistic taxiing on a runway, and I bet you're using a keyboard @ mouse or something because with my flightstick's throttle control I can go down to about 40% throttle on runway approaches and if I miss my landing I just throttle up and blast my afterburners. The idea is not to throttle down too much or else you'll go straight into the ground.

On the tighter turning arcs, I believe someone on the Combined Arms mini-mod of PR has developed means of doing it and they are in the process of putting it into the next version of CA or something.

Most of this stuff is vBF2 engine limits and such as the devs with DICE never really planned on making their game ultra-realistic and such, DICE was aimed more for their classic Battlefield fragfest of vehicles & infantry. Not to say vBF2 was a good game for its time, but it just looks weak no to PR. Anyways I'm getting off topic now. Hope this info helps.

|TG-31st|Blackpython


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Old 03-08-2010, 02:06 PM   #4
StuTika
Default Re: Some jet feedback

Quote:
Originally Posted by ZephyrDark View Post
The delayed throttle is a dev option as it allows more realistic taxiing on a runway, and I bet you're using a keyboard @ mouse or something because with my flightstick's throttle control I can go down to about 40% throttle on runway approaches and if I miss my landing I just throttle up and blast my afterburners. The idea is not to throttle down too much or else you'll go straight into the ground.

On the tighter turning arcs, I believe someone on the Combined Arms mini-mod of PR has developed means of doing it and they are in the process of putting it into the next version of CA or something.

Most of this stuff is vBF2 engine limits and such as the devs with DICE never really planned on making their game ultra-realistic and such, DICE was aimed more for their classic Battlefield fragfest of vehicles & infantry. Not to say vBF2 was a good game for its time, but it just looks weak no to PR. Anyways I'm getting off topic now. Hope this info helps.
Surely we could keep PR's excellent 'taxi engine' idea but combine it with realistic throttle response? And if we can't then tbh I'd rather have to taxi with my proper engine, which wouldn't actually be a problem if the throttle responded in a timely manner!

And no actually I do have a joystick with throttle, the jets still feel nothing like the ones in Flight Sim and I'm guessing the FS ones are probably more realistic

But thanks for the tip, is 40% about the setting needed for a landing approach?

But what about the A10, which doesn't have afterburners? It's case of the real aircraft actually being more forgiving than the PR one :-/

Notwithstanding, the turn radius needs improving.

Stu.
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Old 03-08-2010, 04:25 PM   #5
Alex6714

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Default Re: Some jet feedback

Quote:
Originally Posted by StuTika View Post
Surely we could keep PR's excellent 'taxi engine' idea but combine it with realistic throttle response? And if we can't then tbh I'd rather have to taxi with my proper engine, which wouldn't actually be a problem if the throttle responded in a timely manner!
I can´t see why not. Throttle response is low to increase take off run iirc, though that could do with being scaled a bit. I don´t know where the "it must use up the whole runway" idea came from.

At least at the moment you get multiple levels of fun, and can pretend you are playing battleships at the same time.

"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"


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oh, they're fire and forget all right...they're fired then they forget where the target is
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Old 03-08-2010, 04:39 PM   #6
ZephyrDark

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Default Re: Some jet feedback

Quote:
Originally Posted by StuTika View Post
But thanks for the tip, is 40% about the setting needed for a landing approach?
Stu.
Around there should work, just mess around on a SP server or local to practice landing and such. It all matters on the jet really, with the Attack craft (A-10 & Su-39(25?) i don't know the varient, but the Frogfoot) you'll want a little bit faster approach and as you get like 50m-100m i believe just throttle all the way down and what I do as I approach mid-runway, I pull up some as I start to get that reverse taxi motion to help slow me down. Now remember, I'm no ace, so this is just some basic advice. A lot of the decisions on when you should pull up and try again on the landing is before you even get close to the runway. You don't want to be just landing (less you're in a fighter as you have A/B's) and then go "wait, I can't land this...." as you'll most likely already be halfway down the runways and speeding towards a wall or tree o gate.

Anyways, good luck! ^_^

|TG-31st|Blackpython


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Old 03-08-2010, 04:42 PM   #7
[R-DEV]Rhino
PR Mapper Team
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Default Re: Some jet feedback

Quote:
Originally Posted by Alex6714 View Post
I don´t know where the "it must use up the whole runway" idea came from.
Probably from the fact that in r/l a normal conventional jet uses a hell of a lot more runway to get off the ground than it dose ingame and we do not want the entire 4km map to just be a runway stretching from one corner of the map to the other.


As always guys, we dont have anyone currently working on jet code so if you guys want to improve it we suggest you do it yourself as we are hard pressed on other things at the moment.


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Old 03-08-2010, 04:53 PM   #8
Alex6714

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Default Re: Some jet feedback

Quote:
Originally Posted by [R-DEV]Rhino View Post
Probably from the fact that in r/l a normal conventional jet uses a hell of a lot more runway to get off the ground than it dose ingame and we do not want the entire 4km map to just be a runway stretching from one corner of the map to the other.

Of course, not arguing with that, played and play a good deal of flight sims and alike in my time. But even a 747 fully loaded has good chances of getting of the ground before the runway finishes, which I why I was refer¡ng to a proportional distance.

Quote:
As always guys, we dont have anyone currently working on jet code so if you guys want to improve it we suggest you do it yourself as we are hard pressed on other things at the moment
I know someone who is very good at it.

"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"


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oh, they're fire and forget all right...they're fired then they forget where the target is
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Old 03-08-2010, 08:17 PM   #9
StuTika
Default Re: Some jet feedback

OK, a cut-down question:

Is near-instant jet throttle response possible in the BF2 engine?

(I know the turn radius is, just look at vanilla)
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Old 03-08-2010, 08:34 PM   #10
corp_calqluslethal

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Default Re: Some jet feedback

u can adjust your throttle to lower if you want to fly slower. You don't have to fly at 100 throttle maybe that will help you out. Just take some getting used to the new rules and everything i think. I hope they come out with a stealth bomber that drops jdams. : )


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