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| PR Community Modding : Discussion on PR community mod projects. |
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#31 |
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PR Coder Team
![]() Join Date: Mar 2007
Location: Edmonton AB Canada
Posts: 914
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![]() One is none. Two is one. |
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#32 |
![]() Join Date: Sep 2006
Posts: 40
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Had a good go at it earlier with some of you guys, I'm impressed. I had to turn all the settings down, as it lags like crazy when I look over the hills [P4 running at 4.1 GHz, SLi 7800GTXs and 2GB DDR2 800]. Other than that, it was great fun.
~K |
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#33 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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i think that the lag was cus of my internet not cus of the view distance, or mostly cus of my internet.
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#34 |
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PR Contributor
![]() Join Date: May 2006
Location: madrid, Spain
Posts: 3,646
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IMO ciew distance need to be dropped to 1000 or even less , the map is not enough "big" to handle such long view distance .
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#35 |
![]() Join Date: Feb 2006
Location: Norway
Posts: 43
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Is there some way to switch between my normal PR mod and this "mod"?
Would really like to test this out, but dont want to fiddle to much with different files back and forth. |
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#36 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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it is in the instructions but they are kinda hard to understand so here is what you have to do.
when you are done following the instructions you should have 3 files. bf2 pr edit( this is the original) pr(this is the one with the changes) when you want to play online you just switch the original to pr and the one with changes to pr edit. about the view distance i am going to try out 2000m with 32 player ksahan, i think with the choppers not going to 2000m in the air it should look fine, but better then the 1000m view distance. |
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#37 |
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As per my first test and review of this WIP mod, I have a few comments.
-Taxiing seems a tiny bit too fast, might want to slow it down only a tiny bit. (it is just very responsive for side-to-side movement) -I like that the jets need to use most of the runway to take off. -F16's turning ability is so poor it bugs me. It feels like I am turning an oil tanker. IMO, it should turn like the Mig currently does in the mod, and the Mig then made a tiny bit more maneuverable. The F16 is just so dumb to have to turn so slowly... it feels as if something is holding it down. -A10/SU bombers are nice. The power of the drop bombs are realistic now, but man would that be annoying to be wiped out by one of those online. If the A10 were to have such powerful bombs, I'd honestly take some other armaments away to make it fair. Or possibly only allow 2 of those bombs to be used for the entire life of the bomber... and you could not reload them, ever. Else... just put it all back to normal. -AA missiles fired from aircraft is pretty easy. The range of locking on is really ridiculous I think, too far (2000 meters!). If the map was bigger, I'd support to keep the higher range, but we don't have a big map. -Firing AA from the ground is really easy to take down a plane. Flares seem to be ineffective most of the time, and about 80% of the time I hit air targets in one shot... was so easy. Was nice to see that a plane actually got killed or severely hurt by AA... it was just too easy. If the missiles had a lower hit probability, it would be nicer. -I agree on points about the map view distance. I have a good system, and run everything on full here... and no fps problems. But I can without a doubt say that people will have issues with the map being so visible. Was awfully nice to see things in the distance, but it kind of spoils enemy advances/strategies for flanking. And the fact that you see map boundaries ---- All in all, i think this was still good fun, and the quality of flying aircraft in PR just went way up in my opinion. Just needs some kinks worked out. |
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Last edited by Tweaky; 11-18-2007 at 11:18 PM..
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#38 |
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PR Coder Team
![]() Join Date: Mar 2007
Location: Edmonton AB Canada
Posts: 914
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You're pretty much right in most things and I plan to do something about them.
A) Planning to remove Aim-120, AA-12 BVR missiles. Like the missiles are being shot at ridiculously short ranges to begin with. What I plan to do is reduce the fuel lifetime and increase range for the aim-9 and aa-11 IR missiles which will be closer to reality. As for the BVR radar mode, I might just add bombs or something. B) As for accuracy, the ranges the missiles are being shot at are extremely low, and theres almost no way for them to miss TBH. Modern missiles have massive ranges, 3D thrust vectoring, off bore sight aiming and are becoming harder and harder to spoof. Countermeasures should work at either long range, or in less than ideal firing positions, but NOT if he has a perfect shot. If you have a guy parked at six O clock, EJECT. Planes usually fly right into missile envelopes at medium altitude. I want the whole idea to be not getting shot at in the first place. I'm working on a threat warning receiver for jets, but its a WIP. TBH I made them overpowered on purpose and wanted to scale them back with subsequent patches. C) I'm gonna soup up the F-16 don't worry. The MiG will probably not change much, but when we reduce the view distance to like 2000m then I'll probably increase the turn rate a bit. D) I wasn't really aware of the bombs strength actually. It's ok because we will eventually replace all dumb bombs with JDAMs anyways. I'm working on a multi-function display system to make targeting sort of realistic. But you can see falling bombs so you can get out of the way if you see them. Not really a valid tactic but its that or a Mk-83. If we make SA-2 and patriot batteries commander assets, then eventually we will have AGM-88 ARGMs and KH-31 ARMs implemented. What you get when you use lockon and falcon 4 as reference materials |
![]() One is none. Two is one. |
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Last edited by [R-DEV]CAS_117; 11-19-2007 at 12:22 AM..
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#39 |
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PR Contributor
![]() Join Date: May 2006
Location: madrid, Spain
Posts: 3,646
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maybe you can change some thing to this :
view distance : 1000 m radar view distance: 2000 m (you see the litle boxes for planes 1000 m before you see the plane) radar guided misils lock range :1400 ? IR misils: 900-800 also, stingers and sa's should not be that efetive againts fighters , and yeah i agree that nos AA misils are too powerfull. remeber , this is not RL , dont try to make distance "real" for a map of 4x4 km . |
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#40 | |
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PR Coder Team
![]() Join Date: Mar 2007
Location: Edmonton AB Canada
Posts: 914
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Quote:
But there's no reason we can't get close. | |
![]() One is none. Two is one. |
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