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Old 2013-09-13, 23:26   #21
Heavy Death

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Default Re: Fast lasers

Quote:
Originally Posted by Celestial1 View Post
Is it possible to trigger the destruction of the laze object when the operator leaves the GLTDs (as in, right clicks)?
Im interested in this.

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Old 2013-09-14, 08:58   #22
[R-DEV]Mats391
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Default Re: Fast lasers

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Originally Posted by [R-DEV]Rhino View Post
Ye the relock time of an "armed" weapon that's already flying should be made to 0, at least for most Air to Ground weapons but that code might be the lock time for when your trying to lock onto a target, before launch.
The problem is that you cant set the lock time for an armed missile. If you set ObjectTemplate.seek.reLockTime in the missile code to 0, you can shoot w/o lock and the missile will search its on target. So reLockTime needs to be higher than the initial weapon controlled lock time.
So all in all, nothing on the lock system can be changed with out it becoming weird.

Quote:
Is it possible to trigger the destruction of the laze object when the operator leaves the GLTDs (as in, right clicks)?
Not sure if possible (i would say no), but even if it wouldnt be worth anything as you could just stare at a wall with gltd out while the cas strikes.

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2013-09-14, 09:28   #23
Moszeusz6Pl
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Default Re: Fast lasers

Quote:
Originally Posted by [R-DEV]Rhino View Post
Ye the relock time of an "armed" weapon that's already flying should be made to 0, at least for most Air to Ground weapons but that code might be the lock time for when your trying to lock onto a target, before launch.
I'm not sure about setting re-lock to 0. Won't it allow drooping bombs from very high altitude, outside AA range like in older versions?

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Old 2013-09-14, 12:57   #24
[R-DEV]​Rhino
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Default Re: Fast lasers

Quote:
Originally Posted by Mats391 View Post
The problem is that you cant set the lock time for an armed missile. If you set ObjectTemplate.seek.reLockTime in the missile code to 0, you can shoot w/o lock and the missile will search its on target. So reLockTime needs to be higher than the initial weapon controlled lock time.
So all in all, nothing on the lock system can be changed with out it becoming weird.
Ah yes your right there, forgot about that one

Quote:
Originally Posted by [R-DEV]Moszeusz6Pl View Post
I'm not sure about setting re-lock to 0. Won't it allow drooping bombs from very high altitude, outside AA range like in older versions?
Ye, as well as firing missiles out of range too just "towards" the target and them picking it up on their own.

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Old 2013-09-14, 21:39   #25
dbzao
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Default Re: Fast lasers

Good job on the fast travel speed without bouncing.

The high relock time is there for a reason, like you guys discovered.

Lasing choppers is still an issue, but I think it's minor, and I'm interested in trying to decrease the laser time to live.

If the laser disappears while the bomb/missile is in the air, I'm pretty sure it just goes straight to where it got locked in the first place. If it's a moving vehicle, it will miss it, but it will hit stationary targets just fine. Honestly I kinda like that, makes it so laser guided missiles are more useful against moving targets but it's dangerous for the CAS chopper, and laser targeted are more specific for stationary targets.

If the Forward Observer is skillful and in good comms with the CAS, it could still get laser targeted missiles/bombs on moving targets, but it's harder to hit targets on the move. Would be cool to decrease the amount of super accurate chasing bombs.


"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
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Old 2013-09-14, 21:55   #26
[R-DEV]​Rhino
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Default Re: Fast lasers

One thing that should be noted is that if it looses sight of one laser target, providing there is another one in sight, it will lock onto that, in the same way as if a jet pops flares, the missile will then track the flare from tracking the jet, then after it passes the flare, it might go back onto tracking the jet if the jet is still in its "lock cone", and then if it misses the jet, it can still find other targets after it, which is why you commonly see missiles TK a friendly, if your firing at an enemy jet chasing a friendly one, and the missile misses the enemy jet, it can then hit the enemy jet in front of the enemy jet you where trying to kill as the missile has no idea what team its on once launched and goes for any target it can find

So yes, it should be possible to have shortish live times, providing the life of the lase lasts long enough for the jet to get the initial lock on it, and a new lase is on the target before the old one expires.

So to put this into a basic context, we could set the lase up with a time to live of something like 5 seconds, a time for the jet to lock the target of something like 2 or 3 seconds, and have the SOFLAM fire in automatic mode with a rate of fire of around 15 rounds per min (1 round every 4 second), and with a round travel time of less than a second to reach the target (the smaller the better) the jet then should be able to lock onto a lase target in good time, while also there constantly being at least 1 lase on the target at all times for the bomb/missile to keep on tracking the target after the old lase goes

But we would need to test that the missile/bomb is not too confused with the new lase replacing the old lase in flight, mainly at the crucial last second before impact and also it isn't too hard to lock onto a target from the air with new lases appearing too. But in theory, it should work

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Old 2013-09-15, 00:31   #27
Celestial1
Default Re: Fast lasers

Quote:
Originally Posted by Mats391 View Post
even if it wouldnt be worth anything as you could just stare at a wall with gltd out while the cas strikes.
On it's own, yeah. But combining it with a few things might allow for faking the need to keep pointing on target to laze.
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Old 2013-09-15, 09:58   #28
[R-DEV]Mats391
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Default Re: Fast lasers

Quote:
Originally Posted by [R-DEV]Rhino View Post
So to put this into a basic context, we could set the lase up with a time to live of something like 5 seconds, a time for the jet to lock the target of something like 2 or 3 seconds, and have the SOFLAM fire in automatic mode with a rate of fire of around 15 rounds per min (1 round every 4 second), and with a round travel time of less than a second to reach the target (the smaller the better)
Sounds like a good idea, but i would rather decrease the lock time to something like 0.5seconds as otherwise you would have to wait 2 seconds for next lock when the laser gets refreshed. Also the projectile can travel at 1500m/s (max speed for objects) so maximum travel time on normal maps (view distance <1000m) is 0.666s.
At last i would add a laser guided compound to the lase-projectile so the refreshing one will land at same spot as the one before.

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2013-09-15, 11:21   #29
[R-CON]​lucky.BOY
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Default Re: Fast lasers

Quote:
Originally Posted by Mats391 View Post
At last i would add a laser guided compound to the lase-projectile so the refreshing one will land at same spot as the one before.
What if you miss with the first laze? This would stop you from correcting it, wouldnt it?

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Old 2013-09-15, 11:24   #30
[R-DEV]Mats391
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Default Re: Fast lasers

Quote:
Originally Posted by lucky.BOY View Post
What if you miss with the first laze? This would stop you from correcting it, wouldnt it?
small lock cone + lock on time. When tweak correctly it will be easy to correct it.

Mineral: TIL that Wire-guided missiles actually use wire
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