Ask the [DEV]s a (?) - Part 2

General discussion of the Project Reality: BF2 modification.
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1978
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Re: Ask the [DEV]s a (?) - Part 2

Post by rPoXoTauJIo »

Wish every dev could put some sneaky stuff at their sigs like <REDACTED> :D

requested to modify - let others find the clues :D
Last edited by IINoddyII on 2015-04-15 01:20, edited 2 times in total.
Reason: don't spoil the fun for others :D
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
fatalsushi83
Posts: 551
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Re: Ask the [DEV]s a (?) - Part 2

Post by fatalsushi83 »

That camo looks awesome.
Arab
PR:BF2 Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by Arab »

In the 1.3 April Fools Trailer by Tibbar, I noticed changes like new Makarov (?) pistol sound for Insurgents, new US Army face models, performance increase, overgrowth optimization + new smoke and fire

Is this april fools or just some teasing/mind-game or just trolling?
camo
PR:BF2 Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by camo »

How do you notice performance increase from a trailer?
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Spectrium
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Joined: 2013-02-24 14:05

Re: Ask the [DEV]s a (?) - Part 2

Post by Spectrium »

There is disruption annoyingly much on optic reticles when you close antialiasing and lower resolution for a couple more fps.

So my question: Is there anyway that you can make reticles with less disruption when aa closed and resolution lowered?
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Ask the [DEV]s a (?) - Part 2

Post by ComradeHX »

Spectrium wrote:There is disruption annoyingly much on optic reticles when you close antialiasing and lower resolution for a couple more fps.

So my question: Is there anyway that you can make reticles with less disruption when aa closed and resolution lowered?
Use FXAA/sMAA.
Zeno
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Re: Ask the [DEV]s a (?) - Part 2

Post by Zeno »

Ok, Question time!

@Rhino: How do you plan Naval battles to play out? can you disclose some info about ranges of ASMs, any countermeasures for ships, ship vs ship etc..

by the looks of it, the Type 21 is fucked from all directions, Land based AND airborne launchers.. plus, the SAM is manualy guided?

I have such high hopes for Naval implementation (been wishing for this since the start) and i dont want it to be a total bust :P
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Rhino
Retired PR Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rhino »

Zeno wrote:Ok, Question time!

@Rhino: How do you plan Naval battles to play out? can you disclose some info about ranges of ASMs, any countermeasures for ships, ship vs ship etc..

by the looks of it, the Type 21 is fucked from all directions, Land based AND airborne launchers.. plus, the SAM is manualy guided?

I have such high hopes for Naval implementation (been wishing for this since the start) and i dont want it to be a total bust :P
hehe, was wondering how long it would take for people to start asking these kinda questions :)

First of all there wasn't really any proper "Ship Vs. Ship" Naval Battles during the Falklands war, other than HMS Conqueror (Churchill-class nuclear submarine) sinking of the ARA General Belgrano light cruiser, which prevented the big naval battle which came close to happening (along with bad weather).
More on this in this video from 17:10 to 20:50 and its worth a full watch too if you've got an hr to kill: https://www.youtube.com/watch?feature=p ... n_E#t=1030

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The main way this ship is going to be used is mainly a juicy target for jets to try and destroy, as well as helping to support land forces etc ;)

This however doesn't necessarily mean that there wont be any naval battles between ships ;)



As for Anti-Ship Missile Countermeasures, as per this image: http://media.realitymod.com/news/pr13/a ... e_wip1.jpg
Its main countermeasures are its 3" Corvus Chaff Launchers, which work in a similar way to jet/chopper flares with being able to confuse incoming anti-ship missiles, as per this test video of a very WIP early version, and note that some of the missiles that are doing no damage to the ship on impact are just Tigercat Missiles the testers where messing about with and you know when an Exocet hits the ship hehe, and the first missile that wizzes by is an Exocet being diverted by the Chaff:
On top of that I'm looking into a few other ways of hopefully countering Anti-Ship missiles, BUT these are probably not possible on the BF2 engine...


And yes, the Sea Cat SAM (and the land based version: Tigercat) is a CLOS weapon, much like the Blowpipe but it dose technically have an "Automatic CLOS" (ACLOS), which is basically a radar controlled mode which I'm going to look into implementing as well and will allow players to fire both in "Manual CLOS" (MCLOS), and the normal basic "Heat Seeking", mode other AA missiles use when in ACLOS, but tbh, I think players will prefer MCLOS once they get use to it, especially with these missiles :D
https://www.realitymod.com/forum/f196-p ... npipe.html


And yes, I'm going to do what I can to make some really interesting naval combat which should add an entirely new dimension to PR :D
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Jacksonez__
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Re: Ask the [DEV]s a (?) - Part 2

Post by Jacksonez__ »

Are those "Wasp" anti air guns (Test airfield carrier gun) going to be on any ships? It has got pretty neat cannon .. :D
Rhino
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rhino »

Jacksonez__ wrote:Are those "Wasp" anti air guns (Test airfield carrier gun) going to be on any ships? It has got pretty neat cannon .. :D
I take it you mean the Phalanx? They where on the carrier in previous PR:F releases but the British (nor the Argies) didn't use them during the Falklands War and it was only after the Falklands war did the British put them, and other similar weapons on their ships after they saw how vulnerable the fleet was to air attack.
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LiamNL
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Re: Ask the [DEV]s a (?) - Part 2

Post by LiamNL »

Dammit, unmarked video's. But then again if they are not unmarked they might leak footage of new things to be excited over... Also WOOO for ships. Still wondering how trans is going to deal with a moving platform to land on that might die... (the lynx on the back of the ship). Rhino, can you make a dev blog post about all these awesome ship features?
Rhino
Retired PR Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rhino »

LiamNL wrote:Still wondering how trans is going to deal with a moving platform to land on that might die... (the lynx on the back of the ship)
We did some testing on this and the hard bit is landing on the deck itself, once on its not hard to stay on unless the ship dose a hard turn, or accelerates or slows down quickly but a good pilot can still stay on the deck and I've got a few ideas on how to hopefully make that easier too. When no one is in the chopper its tied down to the deck and wont move unless someone gets in it and starts the engine, which is why the chopper in the vid is moving about.
LiamNL wrote:Rhino, can you make a dev blog post about all these awesome ship features?
That is the plan yes but all in good time :)
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MoulinKiller
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Re: Ask the [DEV]s a (?) - Part 2

Post by MoulinKiller »

rPoXoTauJIo wrote:Wish every dev could put some sneaky stuff at their sigs like <REDACTED> :D

requested to modify - let others find the clues :D
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[R-CON] Potatochan: I tried to eat ice cream, but it was too hard. Now i bend my spoon.
fatalsushi83
Posts: 551
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Re: Ask the [DEV]s a (?) - Part 2

Post by fatalsushi83 »

Will any sounds be changed/updated for 1.3? Is it just me and my crappy computer or do the AKs not sounds as clean as they should? They seem a little "crackly" compared to the other rifles. Also, just out of curiosity, how does Anders do the gun sounds? I heard they're quite difficult to record and recreate accurately in a game.
Amok@ndy
Retired PR Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by Amok@ndy »

anders was working on the sounds, so i guess there will be updates
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KillJoy[Fr]
Posts: 838
Joined: 2010-12-28 20:51

Re: Ask the [DEV]s a (?) - Part 2

Post by KillJoy[Fr] »

It's maybe only me but i think the website is now in HD ?
Au dela du possible ...
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: Ask the [DEV]s a (?) - Part 2

Post by Zeno »

'KillJoy[Fr wrote:;2068888']It's maybe only me but i think the website is now in HD ?
they had to do some budgetcuts before the donation campaign :lol:

and also i see the Ads are back, how did you fix it?
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Ask the [DEV]s a (?) - Part 2

Post by tankninja1 »

rPoXoTauJIo wrote:Wish every dev could put some sneaky stuff at their sigs like <REDACTED> :D

requested to modify - let others find the clues :D
Wonder which one he was talking about before big brother Noddy came in a censored it...
eversmen_br
Posts: 60
Joined: 2014-01-16 17:43

Re: Ask the [DEV]s a (?) - Part 2

Post by eversmen_br »

hello there : D

I would like to know, when there are 2 caches revealed , what happens with the intelligence points ? , they accumulate or what ?
KaB
Retired PR Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by KaB »

I believe they're frozen, until one cache is down. Not 100% sure tho.
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