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Old 03-12-2010, 04:55 PM   #21
Hitman.2.5
Default Re: Air Assets in Arma 2

Quote:
Originally Posted by southy View Post
You could just use iron bombs only the pilot then has to learn the skill of placing the bombs correctly.
You do know that the jets in ARMA have a CCRP(Continuosly Computed Release Point)
(dumb bombs only[AV-8B]) system in the jets, the target box you get from pressing tab simulates you locking the target using the aircraft's AN/APG-65 radar which allows FCC's to calculate a release point for the munition, the pilot then flies parameters depicted on the HUD until weapons release.

most jets in ARMA 2 have laser guided bombs anyway which require a laser anyway so there isnt really much problem

Derpist
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Old 03-12-2010, 08:15 PM   #22
Oddsodz

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Default Re: Air Assets in Arma 2

Bla bla bla. lol

But jets like the A-10 and the AV-8 (Not the AV-8b) have self targeting bombs/missiles meaning the player does not need to rely on ground troops for targets. Sure he can dumb drop them. But I would prefer a system like we have now where if the pilots wants to kill stuff. He has to get ground troops to work with him. And not be some vBF2 J-10 wannabe (patch 1,41) who gets all the kills on his own with no help. I Don't wish to see aircraft be a one man show. Now some will say that in real life that jets "can do this and lock on to that" and so on. But for game play I would say "No thank you"


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Old 03-12-2010, 08:35 PM   #23
th3flyboy
Default Re: Air Assets in Arma 2

I would just use Mando Missiles:

Mando Missile ArmA for ArmA2 - Armaholic.com

That will help level the playing field with Air.

Quote:
Originally Posted by Hitman.2.5 View Post
You do know that the jets in ARMA have a CCRP(Continuosly Computed Release Point)
(dumb bombs only[AV-8B]) system in the jets, the target box you get from pressing tab simulates you locking the target using the aircraft's AN/APG-65 radar which allows FCC's to calculate a release point for the munition, the pilot then flies parameters depicted on the HUD until weapons release.

most jets in ARMA 2 have laser guided bombs anyway which require a laser anyway so there isnt really much problem
And most jets IRL have the ability to carry a pod which allows the Jet to do laser designation. Look up the LANTRIN pod for the F-16.

LANTIRN - Smart Weapons

Most attack helicopters have this feature built in IRL.
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Old 03-12-2010, 08:43 PM   #24
SGT.Ice

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Default Re: Air Assets in Arma 2

The way ARmA 2 is already set up is there are no vehicle respawns so you could always try that but have a lot of vehicles so that way when they do go down they're gone for good.
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Old 03-12-2010, 08:48 PM   #25
th3flyboy
Default Re: Air Assets in Arma 2

Quote:
Originally Posted by SGT.Ice View Post
The way ARmA 2 is already set up is there are no vehicle respawns so you could always try that but have a lot of vehicles so that way when they do go down they're gone for good.
Actually Ice, it's dependent on the mission. By default it won't respawn, however mission makers can script the mission to respawn vehicles at certain intervals, or on command.
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Old 03-12-2010, 09:46 PM   #26
Hitman.2.5
Default Re: Air Assets in Arma 2

Quote:
Originally Posted by Oddsodz View Post
Bla bla bla. lol

But jets like the A-10 and the AV-8 (Not the AV-8b) have self targeting bombs/missiles meaning the player does not need to rely on ground troops for targets. Sure he can dumb drop them. But I would prefer a system like we have now where if the pilots wants to kill stuff. He has to get ground troops to work with him. And not be some vBF2 J-10 wannabe (patch 1,41) who gets all the kills on his own with no help. I Don't wish to see aircraft be a one man show. Now some will say that in real life that jets "can do this and lock on to that" and so on. But for game play I would say "No thank you"
Well that's very simple odds all you have to do is set all the jets up to have Laser guided munitions (GBU-12...) including the AGM-65G which is the only maverick that will lock on to laser energy.

What about the Harrier GR7 that uses the 540lb bombs they are targeted by the laser designator from the said harrier

Derpist
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Old 03-12-2010, 09:49 PM   #27
Hitman.2.5
Default Re: Air Assets in Arma 2

Quote:
Originally Posted by th3flyboy View Post
And most jets IRL have the ability to carry a pod which allows the Jet to do laser designation. Look up the LANTRIN pod for the F-16.

LANTIRN - Smart Weapons

Most attack helicopters have this feature built in IRL.
In relation to the AN/APG-65 or similar units is used on most Attack jets

the lantrin pod is slaved to the radar anyway and makes it a sensor of interest...

I am aware of these different targeting systems there a few others to such as the Sniper pod and the lightning pod also and in response to you Helicopter targeting system that's pretty obvious TBH as one of them is the LONGBOW and for the cobra is the FLIR iirc

sorry for the DP

Derpist
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Last edited by Hitman.2.5; 03-12-2010 at 10:00 PM.. Reason: double post
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Old 03-12-2010, 10:42 PM   #28
LeftSkidLow
Default Re: Air Assets in Arma 2

I wouldn't bother worrying about the ArmA2 air assets, it will work out fine. You can pretty much change anything your imagination can come up with in ArmA2.
Also, you will be flying in Afghanistan against Taliban militia, who don't have a lot of vehicles and you cannot lock on to infantry... only vehicles or fixed gun positions (which can be changed). If you've flown CAS in ArmA you know how hard/impossible it can be to find individual soldiers and even squads from fixed wing attack aircraft. You are moving too fast and usually too high to be scouting for infantry. You can really do some damage to infantry though if you are communicating with a solider on the ground who has a laser designator.

It's a lot like this video, look how hard it would be to pick out infantry:
http://www.youtube.com/watch?v=lAwlSEFyiII

The flying is very different from PR, it's going to take a lot of getting used to and probably cause frustration, but in most aspects its more realistic. Especially the helicopters, BF2 really nerfed the flight model to the point that not even PR could save it. You guys are going to like it if you enjoy simulation and take a little time to master things its will really pay off.
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Last edited by LeftSkidLow; 03-12-2010 at 10:49 PM..
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Old 03-12-2010, 10:56 PM   #29
Schutze
Default Re: Air Assets in Arma 2

All it takes is a laser though on those infantry, and they're done for. Unlike PR, people tend to use lasers left and right whenever they have them and a plane is up.

Also, I've found that flying in ArmA 2 is infinitely more easy than in PR/BF2. Hell, you can get away with flying with just the keyboard half the time. It won't be hard at all for the dedicated flyboy's, if they ever decide to try it out, to adapt to ArmA.
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Old 03-12-2010, 11:32 PM   #30
winchesterdelta1
Default Re: Air Assets in Arma 2

All these Jet and Chopper worries about being overpowered are allready been fixed for the biggest part.

When using the Mando Missile Mod you have to be pretty skilled to aim and take out targets. Even with the choppers. Mando try'd to make it more diffecult for choppers and fighter jets to SPAM AGM's and even AA missiles. Stock ARMA2 has no CCIP marker. Mando missile inlcudes that, you will have longer reload timers, terrain masking capability's, RWR, and electronic counter measures. It even makes the Naval ships be able to shoot missiles realisticly.

Maybe PR for ARMA can look into that and somehow inlcude it in its Mod as a standard feature. Even if Mando Missile is not as realistic as in RL. It will keep you more bussy in the cockpit with targetting than vanilla ARMA. Especially with ihadss for the AH-64 Apache where you can use different AGM Hellfire modes. Check the Mando Mod on the BI forums, maybe it inspires you and you see things that youc an do better. Or try working together with MANDO. He is a verry helpfull person and even helped me a cople times with my Noob mission editing questions .

Check out the channel that a guy made to show Mando Missiles to the public:
http://www.youtube.com/user/valdellar


Greetings Winchester Delta1
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Last edited by winchesterdelta1; 03-12-2010 at 11:35 PM.. Reason: Needed to add some extra info that i forgot to place
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