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PR:ARMA2 General Discussion General discussion of the (as yet unreleased) Project Reality: ARMA2 modification.

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Old 03-13-2010, 03:28 AM   #31
Blakeman
Default Re: Air Assets in Arma 2

I just hope that whoever designs the maps realizes that the USMC does not have A-10s...


I've played many MP missions in Arma2 where there were no manpads available and only avengers or the like to take out air assets. It is a lot harder to locate one guy on a hill with a manpad than it is to listen for the avenger rolling around.

"You don't hurt em if you don't hit em." - Chesty Puller
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Old 03-13-2010, 08:37 AM   #32
Hitman.2.5
Default Re: Air Assets in Arma 2

Quote:
Originally Posted by winchesterdelta1 View Post
All these Jet and Chopper worries about being overpowered are allready been fixed for the biggest part.
Stock ARMA2 has no CCIP marker. Mando missile inlcudes that
but vArma2 does have CCRP (Simulated)

The way Hellfires and Vihkir's lock on to the targets is there to simulate how the laser locks to the contrast of the target you are locking using the laser

Derpist
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Last edited by Hitman.2.5; 03-13-2010 at 08:44 AM..
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Old 03-13-2010, 02:42 PM   #33
winchesterdelta1
Default Re: Air Assets in Arma 2

Quote:
Originally Posted by Hitman.2.5 View Post
but vArma2 does have CCRP (Simulated)

The way Hellfires and Vihkir's lock on to the targets is there to simulate how the laser locks to the contrast of the target you are locking using the laser
Yeah thats true... But its implemented in a bad way. Back in Vanilla ARMA i could dominate the map with A KA-52 flying at 2000 meters at the other side of the map with viewdistance to 8000. Because the only thing you needed to do is SPAM the TAB key on your keyboard to get a lock. And the KA-52 Vhkrs could lock on to any vehicel or aircraft. I think real chopper pilots would appreciate such a system with 1 button that alway's locks on the proper way and never lock on friendly's. Than they can shoot with ey's closed
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Old 03-15-2010, 09:22 AM   #34
Hitman.2.5
Default Re: Air Assets in Arma 2

Yes but AH-64 with a longbow will find all these targets and will designate the targets of most interest and will fire all 8 or 16 hellfire's one after another at the max range of 8 KM...

But I do agree that it would be nice to do it the actual way it is done in real life.

It would be nice to have AGM-65D in PR:ARMA some one lases that tank and "RIFLE" then boom XD

Derpist
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Last edited by Hitman.2.5; 03-15-2010 at 08:34 PM..
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Old 07-31-2010, 11:11 AM   #35
abates56
Default Re: Air Assets in Arma 2

Hey dose anyone know how to make it like PR where only pilots fly air assets cause I know you can do it in ArmA 2 with a script if someone could tell me it would be great btw I am in the process making a insurgency mode for ArmA 2 OA
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Old 07-31-2010, 11:34 AM   #36
galzohar

galzohar's Avatar
Default Re: Air Assets in Arma 2

There are various ways, whichever you use depends on how exactly you want it to work, and even then there are quite a few different ways to get it done. This command is a good place to start: action - Bohemia Interactive Community
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Old 07-31-2010, 11:44 AM   #37
Lucan
Default Re: Air Assets in Arma 2

Generally, air assets are only hugley overpowered against AI because the AI has no capability to think. They can't call in reinforcments of their own, they won't hide when the bombs start to fall, and their own air assets just kind of rome around the map and hope to kill a BLUFOR tank or two. However, when you have two coordinated teams made up entirley of players, both of which are utilizing air assets, things become very different. Sure, you might have an A-10 kill two of your tanks, but 5 minutes later that A-10 is dead because you requested the support of an SU-27 (or 34), which promptly arrived and proceeded to wreck the A-10's shit. It all balances out when you have players, usually.

Also, as long as attack planes/helicopters are limited, everything will be okay. There's also the fact that ArmA 2 contains hand-held SAMs and some very effective mobile systems (I.E The Tunguska.) It ought to work out so that air assets are powerful in the end, but not magical machines of invincibility and doom.
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Old 07-31-2010, 04:35 PM   #38
Meester
Default Re: Air Assets in Arma 2

Weather conditions
Civilians
Night/Day flying
Underground/caves
How far an airfield is and how long it takes to reload missiles
Decoys

Those will all play a part hopefully.
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Old 08-02-2010, 08:09 PM   #39
vreference
Default Re: Air Assets in Arma 2

I wonder if there are plans to alter the rotor-craft flight model. It's a little troubling because as much as I love ground combat, the BF2 PR helicopters have some very wacky flight characteristics to put it mildly.

I've got a few hours logged in the real thing and I would suggest that Arma2 really only needs three additions to the flight model to be realistic enough to have fun.

In order of importance:
1) Anti-Torque simulation

Very few "sims" want to deal with this for some reason; I'm guessing because they assume casual players just don't want to deal with it. Even MSFS X essentially ignores changing anti-torque requirements based on collective. Get a copy of X-Plane if you want to get an idea of what it's really like to fly a helicopter - get ready to apply a lot of left pedal in a hover (depending on blade rotation).

Wouldn't it be cool to add this simulation and give novice players the option of going to the dumbed down sim if need be rather than ignoring this most basic element?

2) Ground effect

Currently there is no ground effect implemented in Arma 2. This is annoying because without it, you are forced to constantly adjust collective while hover taxing and this just is not the case in a real aircraft in ground effect.

3) Translational Lift

Less critical but it's certainly important for anything that resembles a simulation. For the main rotor at least but while you are in there why not add it to the tail rotor as well.


At the same time I'd like to note a few areas where I feel the BF2 PR changes went wrong. A couple issues to avoid at all costs:

1) Cyclic authority linked the collective.
This just is not so. I'm not sure if it was intentional or not but BF2 helicopters all seem to have exaggerated cyclic response at higher power levels and nearly non existent roll and pitch authority at negative blade pitch. If the rotor speed is at 100% (and it should be unless you are about to fall out of the sky) your cyclic authority will, for all intents and purposes, not change depending on collective.

2) Rotor RPM All over the place.
Rotor RPM does not change during normal flight. And by normal flight, I mean the kind where you stay in the air. Even during aerobatics the governor will be doing it's best to keep the rotor rpm constant. hearing the engine load change is great fun though, that stays.


I haven't spent much time with the helicopters in PR, I'm not interested in untraining myself; just long enough to notice some really odd behavior.
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Old 08-02-2010, 08:52 PM   #40
[R-DEV]Drav
PR Artwork Team
Supporting Member
Default Re: Air Assets in Arma 2

Agree with all ref the helis......especially the anti-torque. However, I'm simply not sure if its possible to simulate properly via the use of scripts alone. If it is, then yes I'd love to see it in.
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