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Old 08-20-2017, 09:12 AM   #11
doop-de-doo
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Default Re: Helicopter physics

What about rotor collision boxes? No more urban ground level CAS support!


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Old 08-20-2017, 09:51 AM   #12
[R-DEV]rPoXoTauJIo
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Default Re: Helicopter physics

Those already somewhat implemented on some(guess where ) of the helis.

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Old 08-20-2017, 10:05 AM   #13
[R-DEV]AlonTavor
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Default Re: Helicopter physics

pls no groho pubs are already filled with bad pilots no need to make muttrah worse
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Old 08-20-2017, 10:21 AM   #14
DogACTUAL

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Default Re: Helicopter physics

https://www.youtube.com/watch?v=moMNqXWnF_o

Look at the tracers in this one, some of the attack runs are pretty steep:

https://www.youtube.com/watch?v=S0V4hShE1wA

https://gfycat.com/MeatyEverlastingBlackrussianterrier

https://gfycat.com/HarmoniousJealousClumber

Some combat footage directly from helicopters themselves (some attack runs very steep):
https://www.youtube.com/watch?v=Q4y0Aqp_AF4&hd=1

https://www.youtube.com/watch?v=HkuBSUse3FM

As you can see, if you have fixed weapons with unguided munitions, dives are utulized, some of them are quite steep. A gunship generally doesn't have to do dives, although if you search for it there are accounts of gunships even doing vertical dives. Of course a prolonged vertical dive is quite risky though.

As for manouvers (yes, no combat load, but i reckon it could still pull of impressive manouvers anyway, risky of course):
https://www.youtube.com/watch?v=THiuhM80UnM

https://www.youtube.com/watch?v=zzKYogDjagw&t=2s

Read my statement again, i only specifically said that dives are utulized in combat by real attack helicopters.
About loopings and rolls i said that real helicopters can do it and that it is therefore authentic, but of course they won't do loopings or rolls in combat.
In real combat situations those manouvers would not be useful at all, instead they would probably just turn around and dive to get to cover and deploy countermeasures.
Ingame those fancy manouvers can be really useful in some situations, although generally even there it is best to just get away quickly by flying away to cover.

But the point is not if is actually used as a real tactic regulary. If it is physically and technically possible and authentic then it should be possible ingame too.

Especially if you consider the other factors ingame that restrict helicopters in their efectiveness, like the limited VD, steep dive attacks become quite necessary to counter the limitations the engine forces on the helicopters, since regular more authentic tactics don't quite work with the VD ingame.

With gunships especially it is not like we can just loiter 1.5-2.5 km away and engage ground targets since the VD doesn't allow that, so dives become quite important to be more effective and safe, even if real gunships don't utulize that tactic for obvious reasons.

For DEV: Nice to hear that those issues will be fixed and that dives will still work, thanks for your work, really appreciated.
Also, i would actually quite like to have rotor collision ingame, the more authenticity the better imo.
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Last edited by DogACTUAL; 08-20-2017 at 10:50 AM..
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Old 08-20-2017, 11:53 AM   #15
Rabbit

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Default Re: Helicopter physics

Quote:
Originally Posted by [R-CON]UTurista View Post
Source that diving, doing barrel rolls and loops are a real tactic?
Its not, I even posted the handbook for US helicopter pilots before that goes over proper attack formations and routes.

http://www.globalsecurity.org/milita...12/fm1-112.pdf

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Old 08-20-2017, 01:45 PM   #16
DogACTUAL

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Default Re: Helicopter physics

Guess all the links i just posted must be fake then.

Ok, scanned through the whole handbook, plz tell me where exactly it says that dive attacks are not allowed?
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Last edited by DogACTUAL; 08-20-2017 at 02:50 PM..
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Old 08-20-2017, 02:59 PM   #17
Rabbit

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Default Re: Helicopter physics

Are you serious? Handbooks dont say what your not allowed to do, they tell you what to do.........


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Last edited by Rabbit; 08-20-2017 at 03:13 PM..
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Old 08-20-2017, 08:54 PM   #18
DogACTUAL

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Default Re: Helicopter physics

'Avoid overloading the communication systems by using them only when
necessary.'

'Battle drills do not require extensive direction. '

' Air combat does not require special techniques of movement or special formations. '

'Friendly forces should not attempt to evade if maneuver space is inadequate or if evading the
threat will result in a tail chase.'

'Aviation forces should never lose the ability to maneuver and, normally, they should avoid becoming decisively engaged'

Guess there are some exceptions to your rule in there. O_O

Even so, the handbook many times indirectly tells you what not to do, here, i can construct my own sentence to show you how:
The pilot approaches the target in a flat trajectory while making sure not to utulize steep dive attacks.

It could just as well be worded like this while conveying the same meaning:
'The pilot must not utulize dive attacks, instead he has to approach the target in a flat trajectory.'

So lets not get caught up in grammatic technicalities, in the guide you can find many instances of indirectly worded disallowances.

Instead could you please show me the chapter that specifies which kinds of flight trajectories to use during attack runs with unguided rockets and fixed guns? Or isn't there such a chapter in that guide?
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Old 08-21-2017, 07:31 AM   #19
viirusiiseli
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Default Re: Helicopter physics

Quote:
Originally Posted by doop-de-doo View Post
What about rotor collision boxes? No more urban ground level CAS support!
No more heli landings anywhere but in deathzones in urban or forest maps either, buddy.

It's a fooken game, people. Stop being so autistic about it.
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Old 08-25-2017, 06:39 AM   #20
Singh408
Default Re: Helicopter physics

Alright along with these new changes can we get some heavy cas (apache, havoc etc.) back on some of the maps like kashan, Wanda shan, black gold...?
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Last edited by Singh408; 08-25-2017 at 09:19 AM..
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