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#1 |
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Registered User
![]() Join Date: Mar 2007
Location: Daytona Beach Florida
Posts: 1,558
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Hello PR community. Me CAS_117 and killer Zangoo have been enjoying PR and have loved watching it develop for the last year or so. After playing PR for awhile there were some things that I wanted to change. I didn't know much about modding, but due to my frustration with the AA system, I decided to change them over the last 2 weekends. There was difficulty testing them in a network environment, but the accuracy has increased considerably. The planes have realistic turn rates and air speeds also helping missile accuracy. USMCMaverick and NavyRachio helped test, so they get a special tyvm
Allow me to remind you that we have tested this on a small server but a large scale test is pending, hence this post. All changes here belong to the PR devs and we take no credit for anything listed here. If we come across any problems, we will post additional patches. --------------------------------CONTACT INFO------------------------------------------ Xfire: zangoo, cas117 --------------------------------SERVER INFO------------------------------------------ We will operate a private server on Saturday the 17th @ 9pm. Will run server more if it goes good. (If we need a license to operate it please PM me or Zangoo). If you want to use the mod on this server Xfire me or Zangoo. While on the server just obey a few guidelines and if we want say everyone to try out the AA Missiles don't go and grab a sniper kit please as we ARE trying to draw some performance conclusions. I digress however that this will for the most part be unconstrained. We would love you to stop by and try this out. SERVER TIMES (Join Local: IP 70.73.136.86) 1. SATURDAY 9 PM Mountain Time 2. SUNDAY 12-8 PM. 3. pending -------------------------------AIRCRAFT CHANGES---------------------------------------- To help compensate for pure pursuit nature of the missiles, they now have an extremely high turn rate. They will detonate 100m away from an aircraft to make up for lag issues (hitbox will exceed the position of the heat source. Meaning missile will "hit" but won't know it hit meaning no detonation). They now always lock on in less than a second. They have a 1/4 second arming delay so they will not detonate if their flight time is less than 1/4 of a second. They will generally not miss unless flares are released. 1 hit will disable a plane/chopper leaving about 10-5 seconds to eject. Flares reload every 5-6 seconds (dispense 2 flares per release). Fighter: large turn radius, faster, AAMs (Ranges: 2500-100m) Ground Attack: Slow, high turn rate, small turn radius, good low speed maneuverability All aircraft will catch on fire at 40% health when damaged leaving 10-5 seconds to escape. Landing speeds for fighters can be between 500-700 bombers can be from 400-600 GPS guided bombs are completed. New Video! http://www.youtube.com/watch?v=9NJe1ZhQ3WE Tips: Stall speeds are higher, taxiing is faster. Land at a higher speed than you're comfortable with as brakes are stronger. When engaged by another aircraft, you're pretty much dead (average time is about 30 seconds). Highly unlikely that you will escape. GET THE FIRST SHOT. Radar can see most of the map. Use it to search for enemy aircraft. View distance is higher as well... Good Hunting! Thank you for your time. --------------------------------------------------------------------- Kashan Training Map (The map we'll be using for the next little while). http://www.realitymod.com/forum/kash...ashan+training |
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Last edited by CAS_117; 03-16-2009 at 12:18 AM..
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#2 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 981
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hope you guys like it and if any pr dev does not feel this is allowed, then it will be removed cus i really like to play pr and would not like to be banned:
---------------------------------------------------------- patch v2 http://files.filefront.com/patch+v2z.../fileinfo.html http://www.4shared.com/dir/4701632/8...0/sharing.html ---------------------------------------------------------- here is the server ip 70.73.136.86 teamspeak ip 70.73.136.86 ============================================ the server is off, i am testing new things ============================================ things that will be changed in next patch new patch should be out on the 26 ------------------------------------------------- instructions they will be made easyer. iron sight guns zoom removed now only guns that should have zoom have zoom. aim-120/f16 range markers, to tell you how far away your target is(pending) satnav did the work for this. m82a1 removing from the sniper kit, putting the m40a3 back. m40a3 decreasing the zoom to 10x m4 zoom at 4x m14 zoom at 7x sv-98 zoom at 7x dragunov zoom at 4x draw distance i have increased the draw distance, i hope that this does not effect fps too much. guided bomb i have finished making a gps guided bomb, now all you have to do is put down a marker and someone in a airplane drops the bomb, and boom right where you wanted. laser guided bomb really just like a tv guided missile on the f15, but you just click and done the bomb guideds it self to the target, you can also click more times to track a moving target our just move where you want to hit the bomb. simrad guided bomb this is really not how i wanted to do this but i just wanted to see how this would work out, the simrad now shoots a projectile that can stick to things and it has a lasertarget on it so planes/bombs can track it. -------------------------------------------------- if i have done something wrong, please tell me and i will fix it. |
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Last edited by zangoo; 11-27-2007 at 10:21 AM..
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#3 |
![]() Join Date: Jul 2006
Location: London
Posts: 1,016
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M4 zoom upped?
You mean the M4 aimpoint? Cos aimpoints dont have any zoom. otherwise looking good. |
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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#4 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 981
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well then i should change that, srry must have got it mixed up.
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Last edited by zangoo; 11-17-2007 at 09:15 PM..
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#5 |
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Programming Manager
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The changes to aircraft and AA is interesting guys. We have [R-DEV]xWolfx working on something like that but he's a little out of time. Will see what your changes are and compare with ours and maybe you guys could help out in that area.
My only problem is that I always get errors when downloading from FileFront. If you guys could host it somewhere else I would appreciate it. |
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#6 |
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Registered User
![]() Join Date: Mar 2007
Location: Daytona Beach Florida
Posts: 1,558
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I'll try and figure out the FileFront thing, but I'm not sure where else I could upload it. If you have a suggestion? Also to my dismay, we aren't sure how pings of >150 will affect the missiles. The whole point of this post basically.
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#7 | |
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PR Military Advisor
![]() Join Date: Jul 2004
Posts: 5,934
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Quote:
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#8 |
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Programming Manager
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Some devs use http://www.4shared.com/
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#9 |
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Registered User
![]() Join Date: Mar 2007
Location: Daytona Beach Florida
Posts: 1,558
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Ok tyvm!
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#10 |
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Sounds like I'd have a hard time staying up in the air CAS
But for the better.... makes flying way more strategic and intense. I just hope it wouldn't be too easy for a newbie to come up in the air and shoot us down Few points I like are: Ground Attack: Slow, high turn rate, small turn radius, good low speed maneuverability (and vice versa for Fighters in PR, which always seemed backwards with really tight turning radius for the speed they go -- a pilot would kill himself at those turn rates Stall speeds are higher, taxiing is faster. Land at a higher speed than you're comfortable with as brakes are stronger. (Good taxiing is faster, much needed, and brakes as in -pitch up- control? Or reverse throttle?) CAS is a good pilot, I hope PR takes his ideas into consideration. We've talked about them enough many times already when online |
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| Tags |
| aircraft, cas117, coding, killerzangoo, patch, private, small |
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