project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > Project Reality Mod Archives > PR Feedback Archives > PR v0.87 Feedback Forum
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read

Contact Support Team Frequently Asked Questions Register today!

 
 
LinkBack Thread Tools Display Modes
Old 09-07-2009, 07:49 PM   #11
[R-DEV]fuzzhead
PR Developer
Supporting Member

[R-DEV]fuzzhead's Avatar
Default Re: New vehicle updates and issues

Quote:
not really, there are some problems with this script, i.e. yesterday i died in 5-10 seconds after my driver CTDed, it also happens if driver is away for a long time
Definitely a bug... gunner should not be disabled or killed if the driver disconnects, check should only occur when the gunner enters the vehicle.

Also, all AAV are intended to be a driver and gunner position, just not been done yet.

Type95 is a vbf2 leftover, will probably be replaced by a PLA vehicle that has only AA rockets instead of cannons to reduce its dual useage against infantry, because from most experiences, when AAV has those powerful cannons it is primarily against infantry with its AA function as an afterthought, when it should be the other way around.

Not to say that no AAV in the future will have cannons, but those that are in will be placed as anti-infantry roles in mind for the scenario, as thats what players tend to use it for regardless of intended use by the mapper due to its extreme effectiveness.


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.
[R-DEV]fuzzhead is offline
Old 09-08-2009, 09:02 AM   #12
Kim Jong ill

Kim Jong ill's Avatar
Default Re: New vehicle updates and issues

Quote:
Originally Posted by Wikipedia
The dual 2A38 twin 30 mm cannons and the later 2A38M were designed by the KBP Instrument Design Bureau and manufactured by the Tulamashzavod Joint Stock Company. The cannons are fired alternatively with a combined rate of fire of between 3,900 and 5,000 rounds per minute (1,950 to 2,500 rpm for each gun), and have a muzzle velocity of 960 m/s.[12] Bursts of between 83 and 250 rounds are fired as determined by the target type, with an engagement range between 0.2 and 4.0 km and to an altitude of 4 km. HE-T and HE-I shells are used and fitted with a A-670 time and impact fuze which includes an arming delay and self destruct mechanism.[8]
As you can see from the quote it uses an all HE ammunition feed.
Kim Jong ill is offline
Old 09-13-2009, 07:31 PM   #13
Killer2354
Default Re: New vehicle updates and issues

never use Wikipedia as a reliable quote source.
Killer2354 is offline
Old 09-13-2009, 08:51 PM   #14
Irish Freedom
Banned
Default Re: New vehicle updates and issues

Quote:
Originally Posted by Ninja2dan View Post
I tried out the new update today after patching everything. Loaded up a Kashan training map with several players, a few as MEC. Right off the bat I noticed some drastic changes.

While I do agree that locking the gunner seat in armor without a driver is a good idea, I was a little pissed off that I died in only a few seconds if my driver had to hop out for any reason. Why not just keep the view blacked out and the weapon system immobile? What is the purpose of killing the gunner under those circumstances?

And why is it that other vehicles with weapon systems such as mobile AAA or APC's can still operate their guns with just one crew? I really hate the AAA in this game, even with all of the great additions and improvements over vanilla, the AAA is what makes me sick. We need to do something about the AAA, make it more realistic and have the gunner position separate from the driver. It's because of this that I never fly aircraft in this game, it's BS in my opinion.

I also noticed that the OPFOR Mobile AAA is in my opinion over-powered. I was in a LAV/AAV vs. the Chinese variant (Type 95-ish), and he somehow took me out. I got the first shots, using AP rounds, and somehow his weapon system was able to beat mine? How the hell does a mobile anti-air vehicle out-gun an APC that had first shots? Those first few rounds should have knocked his vehicle out or killed the occupant, and if not the first few rounds then at least the 15 or so additional rounds that hit him before he somehow blew up my rig.


Don't get me wrong, I still love the mod. I have seen a ton of improvements since the mod first came out and have been recommending it since day 1. But with all the talk about making everything realistic, I think something needs to be done about the AAA before we spend more time playing with weapon optics or new maps. The AAA problem isn't necessarily a "game-breaker", but for me it's pretty close. I'm willing to help any way I can.
Yeah, that AAA does seem too overpowered. How did it take out an APC?? Are you sure there wasn't anything else shooting at you? I don't necessarily want them to nerf the AAA, but they should definitely separate the gunner and driver positions. I have to admit, even though it might be the wrong use, it's really fun gunning down infantry with one of those things. After all, that's what the Taliban used their ZSU-23s for.
Irish Freedom is offline
 


Tags
issues, updates, vehicle
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 08:21 PM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2012, Project Reality.