1 driver ,1 gunner, 1 AA, 2 MG.LiamNL wrote:Didn't rhino already say that the ship takes up like half a squad?
Ask the [DEV]s a (?) - Part 2
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Re: Ask the [DEV]s a (?) - Part 2
AfSoccer "I just don't see the natural talent."
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Re: Ask the [DEV]s a (?) - Part 2
I would personally recommend that the Frigate has its own designated squad with the following:
PS. I think Mats is kidding about it belonging to armour squad
- Ships Captain / Driver (Squad Leader)
- 4.5" Main Naval Gunner
- Sea Cat SAM Gunner
- 20mm AAA #1
- 20mm AAA #2
- Lynx Pilot
- Lynx Co-Pilot
- Ground Based SBS Spotter (optional)
PS. I think Mats is kidding about it belonging to armour squad
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Re: Ask the [DEV]s a (?) - Part 2
What would the lynx require a co-pilot for? Does it have a weapon system that the pilot doesn't control?
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Re: Ask the [DEV]s a (?) - Part 2
yea i belive it has the ASM that the co-pilot control
[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.
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.
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Re: Ask the [DEV]s a (?) - Part 2
Oh, I thought it was a normal transport Lynx that would be used to ferry people from the ship to the mainland on strategic positions. But if it would be included in the frigate squad it would probably be the shiniest toy squad in the entire toy box next to all the cas toys we're already getting.
Just as note, Rhino mentioned that the lynx would get locked to the ship whilst moving, how would this work, are these locks manual, does it lock on touchdown, if you jump in does it instantly unlock? Has anybody attempted to sky fall on to the ship and survive due to the ship model having no damage on it's materials?
Just as note, Rhino mentioned that the lynx would get locked to the ship whilst moving, how would this work, are these locks manual, does it lock on touchdown, if you jump in does it instantly unlock? Has anybody attempted to sky fall on to the ship and survive due to the ship model having no damage on it's materials?
Last edited by LiamNL on 2016-04-12 21:09, edited 1 time in total.
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Re: Ask the [DEV]s a (?) - Part 2
This question is mostly adressed to Rhino and is about the performance of map making
As you can see, this picture contain over 2 millions tri.
Indeed, its reasonnable since its the complete heightmap of a level of wich I am still currently working on.
Now the question is, wouldn't it be more efficient for a mapper to set the height of his map to lets say, a thousand, Drop the Terrain to 1 And import a Pre-made Terrain out of 3dsmax with optimized triangle counts. He would then place the big chunks of map at around 600-700 altitude in the sky, so the BF2 terrain is never proceed by the players, Saving alot of data reading.
Let me give an example
Here is a frame of a flat region of this map where as you can see, alot of polygons appear in the scene. Although, since the ground is flat, alot of these polygons could be merged together, removing alot of weight from terrain data size.
What is the opinion of experts on these thoughts?
As you can see, this picture contain over 2 millions tri.
Indeed, its reasonnable since its the complete heightmap of a level of wich I am still currently working on.
Now the question is, wouldn't it be more efficient for a mapper to set the height of his map to lets say, a thousand, Drop the Terrain to 1 And import a Pre-made Terrain out of 3dsmax with optimized triangle counts. He would then place the big chunks of map at around 600-700 altitude in the sky, so the BF2 terrain is never proceed by the players, Saving alot of data reading.
Let me give an example
Here is a frame of a flat region of this map where as you can see, alot of polygons appear in the scene. Although, since the ground is flat, alot of these polygons could be merged together, removing alot of weight from terrain data size.
What is the opinion of experts on these thoughts?
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Re: Ask the [DEV]s a (?) - Part 2
[quote=""'[R-CON"]Zeno;2126135']yea i belive it has the ASM that the co-pilot control [/quote]
Jesus Zeno, that is super secrete stuff you've just told everyone there, even thou it was somewhat obvious from all the teases I had posted
[quote="LiamNL""]Just as note, Rhino mentioned that the lynx would get locked to the ship whilst moving, how would this work, are these locks manual, does it lock on touchdown, if you jump in does it instantly unlock? Has anybody attempted to sky fall on to the ship and survive due to the ship model having no damage on it's materials?[/quote]
The ship is locked on spawn to the deck, but as soon as a pilot jumps in and powers up the engines it becomes unlocked. However it will not fall off the back of the deck instantly, it grips to the deck pretty well, both when powering up and when landing, but you can't leave the lynx unattended on the deck without it slowly falling off the back
As for the last bit, no we haven't tried that yet, but its not going to be easy to swoop down onto the deck in the first place, and even if they did, they would still most likely did and even if they didn't, no real advantage of doing it since all the jets are single seaters, meaning you would loose 10tickets doing it, with all you could do is shoot the 20mm gunners at the most with your pistol, and trying to do it with a chopper would be next to impossible, unless the ship was unmanned, which in that case, you might as well land on it
And @Darwin, BF2 terrain is automatically optimized when complied. Your just loading in the raw heightmap in un-optimized state.
Jesus Zeno, that is super secrete stuff you've just told everyone there, even thou it was somewhat obvious from all the teases I had posted
[quote="LiamNL""]Just as note, Rhino mentioned that the lynx would get locked to the ship whilst moving, how would this work, are these locks manual, does it lock on touchdown, if you jump in does it instantly unlock? Has anybody attempted to sky fall on to the ship and survive due to the ship model having no damage on it's materials?[/quote]
The ship is locked on spawn to the deck, but as soon as a pilot jumps in and powers up the engines it becomes unlocked. However it will not fall off the back of the deck instantly, it grips to the deck pretty well, both when powering up and when landing, but you can't leave the lynx unattended on the deck without it slowly falling off the back
As for the last bit, no we haven't tried that yet, but its not going to be easy to swoop down onto the deck in the first place, and even if they did, they would still most likely did and even if they didn't, no real advantage of doing it since all the jets are single seaters, meaning you would loose 10tickets doing it, with all you could do is shoot the 20mm gunners at the most with your pistol, and trying to do it with a chopper would be next to impossible, unless the ship was unmanned, which in that case, you might as well land on it
And @Darwin, BF2 terrain is automatically optimized when complied. Your just loading in the raw heightmap in un-optimized state.
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Re: Ask the [DEV]s a (?) - Part 2
damnit... Seems like i am just your friendly neightbourhood Mole.. :/[R-DEV]Rhino wrote:Jesus Zeno, that is super secrete stuff you've just told everyone there, even thou it was somewhat obvious from all the teases I had posted
[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.
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.
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Re: Ask the [DEV]s a (?) - Part 2
any one can give us a Bad *** name for the squad ?
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Re: Ask the [DEV]s a (?) - Part 2
Is there a way to disable Mumble Overlay in 1.3
For realism and milsim purposes of course.
For realism and milsim purposes of course.
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Re: Ask the [DEV]s a (?) - Part 2
[quote=""'[R-CON"]Zeno;2126204']damnit... Seems like i am just your friendly neightbourhood Mole.. :/[/quote]
Don't worry, at least you didn't leak the fastropes.
[quote="solidfire93""]any one can give us a Bad *** name for the squad ? [/quote]
Boat.
Don't worry, at least you didn't leak the fastropes.
[quote="solidfire93""]any one can give us a Bad *** name for the squad ? [/quote]
Boat.
[url='http://tournament.realitymod.com'][/url]
Liam: $ mkdir .ssh && chmod 700 .ssh
Vista: $: command not found
Liam: $ mkdir .ssh && chmod 700 .ssh
Vista: $: command not found
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Re: Ask the [DEV]s a (?) - Part 2
oh come on Liam can't you use a little bit of your imagination mate[R-CON]LiamBai wrote: Boat.
but still simple and suitable name...
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Re: Ask the [DEV]s a (?) - Part 2
Navy, ship, boat, frigate, the tub, the unsinkable II, Amazon class, Type 21, the new toy, desire (eveybody will want to try it when it releases), the gimmick, Rhino's toy, the yacht, the target, bullseye, I can go on and on. Or the name of my parents their boat, Mal de Mer, which translates to sea sick.
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Re: Ask the [DEV]s a (?) - Part 2
Gay Sailors
But ye, can go with the name of the ships as Ploddit said.
Antelope (Sunk by Argentine bombs on 24 May 1982)
Active
Ambuscade
Arrow
Alacrity
Ardent (Sunk by Argentine aircraft on 22 May 1982)
Avenger
Amazon (only one that didn't take part in the war thou)
But ye, can go with the name of the ships as Ploddit said.
Antelope (Sunk by Argentine bombs on 24 May 1982)
Active
Ambuscade
Arrow
Alacrity
Ardent (Sunk by Argentine aircraft on 22 May 1982)
Avenger
Amazon (only one that didn't take part in the war thou)
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Re: Ask the [DEV]s a (?) - Part 2
seemen, somebody had to do it.
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Re: Ask the [DEV]s a (?) - Part 2
Boaty McBoatfacesolidfire93 wrote:any one can give us a Bad *** name for the squad ?
[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.
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.
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Re: Ask the [DEV]s a (?) - Part 2
Thx for the support dev's
Last edited by WhatTheHell on 2016-04-14 08:14, edited 2 times in total.
Reason: Resolved
Reason: Resolved
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Re: Ask the [DEV]s a (?) - Part 2
Will we ever see the Merlin again in PR? Also are there more hidden areas on maps such as the party room on Ramiel and what maps are they on?
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Re: Ask the [DEV]s a (?) - Part 2
Merlin is on Soul Rebel as far as I know? And telling secrets defeats the point of making them