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Old 11-19-2007, 02:36 AM   #41
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yeas ,they are , the fact that in less than a minute you can engage a enemy plane with high lockable distances .
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Old 11-19-2007, 04:01 AM   #42
PR Coder Team

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0.25 seconds actually.

We're probably going to remove BVR missiles anyways. We'll set IR missiles to ranges of 900-1200m.

But lets get one thing straight, every "tactic" that you spent hours perfecting in BF2, PR or otherwise just got locked up, missiled, and turned into a sack of jolly, flaming dog crap. We are going to get as CLOSE AS POSSIBLE to real flight models and weapon systems. Stuff that doesn't fit will be scaled back, deleted, or filed away forever or until other parts of the mod catch up. The effectiveness of the missile systems will be scaled to fit the size of the fighting environment(s).



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Last edited by [R-DEV]CAS_117; 11-19-2007 at 09:41 PM..
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Old 11-19-2007, 10:22 AM   #43

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lol bombs were me, we also had it so you could lock on to a plane when you couldnt see it. i think that the view distance should be 2000m, so that will be about 1500m in game. remember that the view distance helps other things like tanks and hummve cus they can shoot at a target at a long range with out getting poped in the head really fast.

well about removing something from the a10, i think that we could do a poll, i think that we could get rid of the laser guided missiles cus you can miss by a bit with the bombs and still kill the tank and everything near it, but like tweaky said they should take a huge amount of time to reload or never reload. we are working on making laser guided bombs, but it will not use a soflam, it should be like the f15's laser guided missiles but it would be a bomb.

also with aa so good now, it would force the planes to stay up higher and olny come in if they have taken out the aa in that area, this would also help with the a10 killing all the tanks every game.

i am also working on the black hawk, i have made it drop like a rock it you try to land, but there are some side effects like it rolls fast, but i hope i can fix that.


also thanks for all of the suggestions.
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Old 11-19-2007, 09:29 PM   #44
PR Coder Team

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Checked the turn rates for the MiG-29. They were identical. In fact, they were both actually the same as their RL counter parts (20 seconds +/- 2 seconds proportional to altitude). The F-16 has a much cleaner turning system, the MiG-29 has a better instantaneous turn rate however, which means getting that pipper on target will be easier. But their overall 360 degree turn rates are identical. I chose to increase their turn rates for the next patch later this week. We'll add a Helmet mounted cueing system for both planes similar to the UH-60 BlackHawks head panning systen already in place).



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Old 11-19-2007, 10:23 PM   #45
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I got most of the AA stuff you guys did in the next test build with some adjustments and standardization. Also some of the aircraft changes, but I still adjusted the turning rates, speed and some other small things because I didn't thought it was quite there (even if it's realistic or whatever).

If you guys want Qinling to have a jet layer, you should work on the J10, Fantan and the Eurofighter. They are not PRified yet, and we don't have people available to work on these right now.

I need to know exactly who is working on these tweaks. Is it you caboose? Or somebody else?
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Old 11-19-2007, 10:43 PM   #46

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This should be good, keep the good work fellas!
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Old 11-20-2007, 12:22 AM   #47
PR Coder Team

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Zangoo has been working on the helicopters. Mostly just reading the PR forums and some internet materials to how much realism/ gameplay its possible to get away with. He's also working on a laser guided bomb, which in and of itself is easy to make, but the trouble is the aircraft launching it. I did most of the Jet/ AA Missile work however. But I must admit the reason for any progress has been due to zangoo being able to create a local server to actually do all this in; at least 40% of the time is in testing.

The Typhoon is a mess right now but luckily a lot of the control surfaces are similar to the J-10, which right now is no longer a total disaster. The two huge things are gonna be adding new huds and taxi engines, which look scary on a coding perspective. Obviously we won't keep the missiles in their rather... over active state. Need answering on:

1. Are the J-10 and Typhoon going to have bombs anymore? It would save considerable coding trouble, but they are very unguided right now and would lead to pilots flying ala vanilla. These two won't take long at all.

2. Are BVR missiles going to stay? I find them somewhat out of place personally but theres ways to work around it... I hope. On the same note if we remove BVR's then will we have radars anymore?

3. I want to focus the majority of my time on figuring out how to get certain avionics systems to work. I would like to try and get MFD's (screen) for guided bombs and a threat warning receiver to function. The former will take a long time, but theres more than one way to do it. And I might try to add an icon to all missiles on the minimap as well.

Me: Planes, AA missiles, Missile icons, Bomb (displays).

Zangoo: Chopper tweaking, Guided bombs (projectile/ guidance).



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Old 11-20-2007, 03:18 AM   #48
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What we really need is handling tweaks on them. The missiles, bombs, etc, don't worry about it too much since we have stuff in the works
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Old 11-20-2007, 11:02 AM   #49
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Oh...this is all so interesting and intriguing! I can't wait for the results!
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Old 11-20-2007, 11:35 AM   #50
PR Coder Team

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yeah dont worry the tweaking of the aircraft isn't horribly difficult atm. we can easily change the airframes, and if there are already completed avionics in the tube then we wont need to focus on them. i can finish the j-10 near the end of the week. once the tedious matter of picking apart the f-16 and putting it into the j-10 has been rectified, the eurofighter will follow suit and the balancing can be up to the actual devs of course. should be fun .



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