[Changelog] Project Reality v0.95 Features List

Project Reality announcements and development highlights.
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Sniperdog
Retired PR Developer
Posts: 1177
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Re: Project Reality v0.95 Features List

Post by Sniperdog »

You guys are just going to have to trust that the option we picked is the best we have given the limitations of the engine. If you have any greivances against the current jet situation as per the changelog READ THIS.

Currently here is what you have to work with:

-The bomb has to fall for 3 seconds before it can detonate.

-If you do not have lock when you fire, the bomb will be purely ballistic for its whole flight.

-To have lock you must be within 1000m of the target.

-To have lock the target must be within 90 degrees of the nose of your plane.

This is the same exact concept as with a missile, except for a missile it it usually a much smaller angle like 4 or 5 degrees. This means if you fire the bomb when you are past the target it will not guide. In the past because bombs could aquire lock after being fired, if you were traveling slow enough upon release, the bomb could aquire lock mid flight and slingshot back around towards the target. This will not happen any more.

I can promise you in the future aircraft will get more love but a few other things had to be done first.
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Will Stahl aka "Merlin" in the Squad community
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Project Reality v0.95 Features List

Post by mat552 »

[R-DEV]Sniperdog wrote: I can promise you in the future aircraft will get more love but a few other things had to be done first.
Haha, there was never any rush, at least for me. Please don't take displeasure at new aspects of one specific facet of the represented warfare as an indication of undesirability.

I just love to ***** :D

Survive. Adapt. Plan. Overcome. Destroy. Rebuild. Win.

The seven steps to dealing with a PR patch for a jet pilot ;)
Though if we can't rely on the bomb if it's not locked on when launched, giving it a range of 1000m is a pretty moot point, unless we really are supposed to just wing it like in vanilla.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Project Reality v0.95 Features List

Post by cyberzomby »

mat552 wrote:So..what?


I'm going to be reloading flares after each run now.
Playfull jab: Work for your points damnit you lazy pilot flyboy! Cant expect to wipe out half a team or a few tanks by just circling around dropping bombs like a madman! :twisted:
Andy[EEF]
Posts: 62
Joined: 2010-02-13 19:52

Re: Project Reality v0.95 Features List

Post by Andy[EEF] »

[R-DEV]Sniperdog wrote: I can promise you in the future aircraft will get more love but a few other things had to be done first.
This is PR mate not combined arms. I really want to believe you but I don't.

PR isn't able to really do anything else for aircraft to make them better unless the view distance is drastically raised- only then maybe stuff like the CA targeting pods could be added, but as it is now, it seems to be a poor "fix" for something that wasn't really a problem to begin with IMO.
[R-DEV]Sniperdog wrote: In the past because bombs could aquire lock after being fired, if you were traveling slow enough upon release, the bomb could aquire lock mid flight and slingshot back around towards the target. This will not happen any more.
Like I suggested earlier, have you considered limiting the turn radius of the bombs when locked onto a laser? thereby solving the "slingshot" problem, as they cant turn fast enough to hit, rather than removing the ability to lock on after drop.

Not sure but in the [bombname].tweak files, these lines could be the ones to edit to lower turning rate?

ObjectTemplate.createComponent DefaultFollowComp
ObjectTemplate.follow.maxYaw 0.75
ObjectTemplate.follow.maxPitch 0.75
ObjectTemplate.follow.changePitch 0.2
ObjectTemplate.follow.changeYaw 0.2
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Project Reality v0.95 Features List

Post by mat552 »

cyberzomby wrote:Playfull jab: Work for your points damnit you lazy pilot flyboy! Cant expect to wipe out half a team or a few tanks by just circling around dropping bombs like a madman! :twisted:
Baneful reply: But it used to be so easy, I don't want to have to work like the rest of you peasants.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Project Reality v0.95 Features List

Post by Sniperdog »

'Andy[EEF wrote:;1465016']PR isn't able to really do anything else for aircraft to make them better unless the view distance is drastically raised- only then maybe stuff like the CA targeting pods could be added, but as it is now, it seems to be a poor "fix" for something that wasn't really a problem to begin with IMO.
A targeting pod like in CA (as it is done IRL) just is just too difficult to use and doesn't work well with the scale of PR.

I was thinking of a few things that weren't necessarily in CA but I don't really want to share until I can get it working properly.
'Andy[EEF wrote:;1465016']Like I suggested earlier, have you considered limiting the turn radius of the bombs when locked onto a laser?


Yes, I've thought a lot about this issue but I felt we should take things one step at a time. ATM we now have a uniform set of rules for all jet bombing and I want to see how that turns out first.
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Will Stahl aka "Merlin" in the Squad community
Andy[EEF]
Posts: 62
Joined: 2010-02-13 19:52

Re: Project Reality v0.95 Features List

Post by Andy[EEF] »

[R-DEV]Sniperdog wrote: Yes, I've thought a lot about this issue but I felt we should take things one step at a time. ATM we now have a uniform set of rules for all jet bombing and I want to see how that turns out first.
Alright fair enough. I didn't mean to imply that it would definitely be a terrible gameplay change, it just seemed that way in my head from reading the changelog. I guess we'll see how it turns out ingame, but i'm still not that overly optimistic about it being a change for the better.
Last edited by Andy[EEF] on 2010-10-12 22:35, edited 2 times in total.
AfterDune
Retired PR Developer
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Re: Project Reality v0.95 Features List

Post by AfterDune »

My, we are so at OMG, lol :p .
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Celestial1
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Joined: 2007-08-07 19:14

Re: Project Reality v0.95 Features List

Post by Celestial1 »

'[R-DEV wrote:Sniperdog;1464996']Currently here is what you have to work with:

-The bomb has to fall for 3 seconds before it can detonate.

-If you do not have lock when you fire, the bomb will be purely ballistic for its whole flight.

-To have lock you must be within 1000m of the target.

-To have lock the target must be within 90 degrees of the nose of your plane.
That sounds pretty good, actually. Descend below clouds 1000m from target, lock, drop, turn.

Of course there are tweaks that would make the system better, but this doesn't sound like a horrible change for either the infantry victims or the pilot. Just means like with anything else he has to have an AA check beforehand. :)
Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: [Changelog] Project Reality v0.95 Features List

Post by Oddsodz »

<< Hopes somebody forgot to add to the change log that they increased the amount and spread of flares on all aircraft. One can only hope lol

This post is in full acknowledgement of the "OMG" forum alert level. ;)
Tim270
PR:BF2 Developer
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Re: [Changelog] Project Reality v0.95 Features List

Post by Tim270 »

Has the Zeev been fixed/included in next version?
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ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: [Changelog] Project Reality v0.95 Features List

Post by ZephyrDark »

Tim270 wrote:Has the Zeev been fixed/included in next version?
Is it in the changelog? If not, then no. I trust the DEVs to include all added assets etc. are put into the feature list. I know the full changelog is gigantic and supposedly will break out mouse wheels. (I personally would LOVE to see the full changelog. Maybe the devs can put out a file for us to download :D :D

Not to be a jerk, just blunt :)
|TG-31st|Blackpython


Furst
Posts: 196
Joined: 2009-11-04 02:43

Re: Project Reality 0.95 Features List

Post by Furst »

[R-DEV]AfterDune wrote:You only get that message after trying to drop your current kit a couple of times. If you pick up an enemy kit which you shouldn't use, you get that message - and the kit your just dropped should still be there, so there's nothing to worry about. It's not like there is no other kit around.
sometimes kits disappear instantly without an obvious reason. some parts of some maps (e.g. korengal, the mountain area west of the south western US rallypoint) are well known for that, but sometimes it happens randomly.

it also happens that many people run for enemy kits and then several players press G to grab it. the result is sometimes also that you cant grab any kit back, because they are all gone (and sometimes for some reason there is only an invisible unarmed kit laying around).

im looking forward to 0.95 to test and play it and i really dont worry about things that i cant test yet or have no experience with. im sure you tested it all very well.
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_Fizzco_
Posts: 266
Joined: 2009-06-17 12:51

Re: [Changelog] Project Reality v0.95 Features List

Post by _Fizzco_ »

Few issues but looking good ; )
tim8002
Posts: 102
Joined: 2009-09-01 19:45

Re: [Changelog] Project Reality v0.95 Features List

Post by tim8002 »

This version looks so good I had to update my sig :D
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Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Changelog] Project Reality v0.95 Features List

Post by Hauteclocque »

Tim270 wrote:Has the Zeev been fixed/included in next version?
No, it won't be in the next version. ;) (in the files but not featured anywhere) You have a nice Namer instead. :mrgreen:
ZephyrDark wrote:Is it in the changelog? If not, then no. I trust the DEVs to include all added assets etc. are put into the feature list. I know the full changelog is gigantic and supposedly will break out mouse wheels. (I personally would LOVE to see the full changelog. Maybe the devs can put out a file for us to download :D :D

Not to be a jerk, just blunt :)
Yes, indeed the full changelog is huge, but most of the entries are not interesting, being fixes of fixes of fixes of stuff we have just added, etc.

The changelog you have here is really more interesting. ;)
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dbzao
Retired PR Developer
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Re: [Changelog] Project Reality v0.95 Features List

Post by dbzao »

Full changelog is 2.000 lines long, and only contains the entries with a commit message :p

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
JackAttack91
Posts: 78
Joined: 2008-12-03 22:14

Re: [Changelog] Project Reality v0.95 Features List

Post by JackAttack91 »

These are mostly good changes. On some of them I was like :S but I will give you guys the benefit of the doubt. Nice work dev team
NULLI CEDE
Upplandsvasby
Posts: 21
Joined: 2008-11-04 21:23

Re: [Changelog] Project Reality v0.95 Features List

Post by Upplandsvasby »

I have searched but I can't find any pictures of the new maps anywhere. Is it only me being retarded or have'nt you put them up for display yet? (V 0.94 maps)
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