Ask the PR:F Team a Question

General discussion of the Project Reality Falklands modification.
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Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

Jabil_One wrote:Isn't mass important for collision damage, i mean when,2 vehicles collide the heavier one wins?
That's what i know but i dont know everything.

One mate is testing something with muttrah and placed the conveyor on it just for fun.
When rib boats ramming it the siren starting (idk how much you must ram it to trigger it, haven't this info) and the only siren thing i can find is that triggered one in the armor.addeffect when the ship is on 10% health.

Ok it's an static and cant move but its an destroyable playercontrolobject that can be rammed by another object or i'm completly wrong?

It's the only explaination i have for this side effect on muttrah.
In BF2 Mass has nothing to do with damage, at least afaik, tbh mass has little to do with anything in BF2 :p

Most likely a material bug, will mark it.
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Jabil_One
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Re: Ask the PR:F Team a Question

Post by Jabil_One »

In BF2 Mass has nothing to do with damage, at least afaik,
I mean it is the value you need to compare damage when 2 vehicle ramming each other or you drive your vehicle into a wall or obstacle. The material bug happened sofar i know with some debris objects that caused apc's or tanks to blow up by softly touching it. But i dont put my hand in fire for this.

In the old BF2 vanilla was bug (i dont remember exactly) where you was able to ram a tank with an humvee and the tank lost because of a wrong mass value and not of anmaterial issue like shooting down the blackhawk with your M16 by hitting the front landingwheel.

Maybe someone else give more info about the mass thingy and why its used.

Code: Select all

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Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

The bug also happened when the RHIB rammed the Frigate and that has a mass of 325000 compared to the RHIBs 1500 so pretty sure it isn't to do with mass :p
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Jabil_One
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Re: Ask the PR:F Team a Question

Post by Jabil_One »

Which frigate??? Maybe you have a frigate in YOUR PR but me not bro.

I will look into this and check the materials and also all the effect thingies. You have much of them, maybe to much effects.
LiamNL
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Re: Ask the PR:F Team a Question

Post by LiamNL »

So hows that little tub of yours coming along Rhino?
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

Well it's kinda not at the moment, not got much time for PR at the sec and anytime I do have I'm spending on other projects such as the Super Etendard etc since that is further behind the "tub" and ideally want it and other things to come together with it ;)

Soon I hope to have more time and be able to finish it thou, tbh there isn't that much left doing on it, although been like that for some time now, just need to give it the last push in :D
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FlyingR
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Re: Ask the PR:F Team a Question

Post by FlyingR »

'[R-DEV wrote:Rhino;2172934']Well it's kinda not at the moment, not got much time for PR at the sec and anytime I do have I'm spending on other projects such as the Super Etendard etc since that is further behind the "tub" and ideally want it and other things to come together with it ;)

Soon I hope to have more time and be able to finish it thou, tbh there isn't that much left doing on it, although been like that for some time now, just need to give it the last push in :D
So what's left to be done in order for the mod to be ready for the next major update?

How can you make the cargo/Chinook ship more obvious for the Argies to shoot at, because I've been trying it and it's a lot of fun, especially when flying between 10-20 m above sea level ;)
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

FlyingR wrote:So what's left to be done in order for the mod to be ready for the next major update?
Well I'm working on a few projects as well as PR:F and the Frigate but there isn't exactly an exact list and even if there was, its better the public are not aware of it as if anything is left of it, it only leads to disappointment.
FlyingR wrote:How can you make the cargo/Chinook ship more obvious for the Argies to shoot at, because I've been trying it and it's a lot of fun, especially when flying between 10-20 m above sea level ;)
In later versions it will play a bigger role, making it a more valuable target to destroy, but as for making it more obvious, other than giving the Argies a big "attack this" marker on the minimap (which I think would be a bit too much tbh), I can't think of any :p
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FlyingR
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Re: Ask the PR:F Team a Question

Post by FlyingR »

[R-DEV]Rhino wrote:In later versions it will play a bigger role, making it a more valuable target to destroy, but as for making it more obvious, other than giving the Argies a big "attack this" marker on the minimap (which I think would be a bit too much tbh), I can't think of any :p
Makes sense!

What do you think of making the British main (San Carlos) cappable, so that the Argies can cap it and therefore the Brits would begin to bleed. The Cargo ship could provide landing crafts (LCVPs or w.e) + Chinook for the Brits to land on the whole island to take back San Carlos.

This would change the whole game drastically, making it more dynamic and more prone to attacks, as well making the Cargo ship a more valuable target! It will also give new missions to CAS (strafe landing crafts, or bomb San Carlos before attacking it) and it would be relatively historical accurate. Plus beach landings are epic, especially at night! :D

Despite the resources needed to make this, could this be considered?
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

FlyingR wrote:What do you think of making the British main (San Carlos) cappable, so that the Argies can cap it and therefore the Brits would begin to bleed. The Cargo ship could provide landing crafts (LCVPs or w.e) + Chinook for the Brits to land on the whole island to take back San Carlos.
While I am actually going to be looking into making both San Carlos and Port Stanley capable for the next release for a multitude of reasons, not only would they be quite fun to fight over, but will also hopefully stop the whole admins saying "you can't bomb/attack these flags since they are non-caps" **** where they are meant to be bombed/attacked as they were in r/l and have plenty of defences to fend off attack too ;)

But as for your idea of having the Brits need to retake San Carlos with landing craft etc, that isn't really going to happen since firstly would be really hard to do, and by the time they might have done it, they would have lost so many tickets by the time they have retaken it, even if they had somewhat of slow bleed, that they wouldn't have enough to win the game and it would be game over for the Brits by that time anyways.

My plan is instead to go with a more realistic (and tbh, better for gameplay) approach where if either of these flags are capped then the side with no flags left on the islands would have a super fast bleed which would end the game pretty quickly after they were taken, simulating no more political power to be able to pursue the battle any further. Not to mention that the side would also have a slow bleed against them before their final flag is capped too so you can still win without having to take them, just doing so would be a "slam dunk" :p
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FlyingR
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Re: Ask the PR:F Team a Question

Post by FlyingR »

[R-DEV]Rhino wrote:While I am actually going to be looking into making both San Carlos and Port Stanley capable for the next release for a multitude of reasons, not only would they be quite fun to fight over, but will also hopefully stop the whole admins saying "you can't bomb/attack these flags since they are non-caps" **** where they are meant to be bombed/attacked as they were in r/l and have plenty of defences to fend off attack too ;)

But as for your idea of having the Brits need to retake San Carlos with landing craft etc, that isn't really going to happen since firstly would be really hard to do, and by the time they might have done it, they would have lost so many tickets by the time they have retaken it, even if they had somewhat of slow bleed, that they wouldn't have enough to win the game and it would be game over for the Brits by that time anyways.

My plan is instead to go with a more realistic (and tbh, better for gameplay) approach where if either of these flags are capped then the side with no flags left on the islands would have a super fast bleed which would end the game pretty quickly after they were taken, simulating no more political power to be able to pursue the battle any further. Not to mention that the side would also have a slow bleed against them before their final flag is capped too so you can still win without having to take them, just doing so would be a "slam dunk" :p
Excellent! I like that idea even more! :D Glad you're still fully committed to this man, cheers!
DogACTUAL
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Re: Ask the PR:F Team a Question

Post by DogACTUAL »

Still so hyped about the frigate. No other game will come close to that.

Can you go into specifics on how the Mark 8 gun will work exactly?
Some kind of makeshift FCS? Will it be more like direct fire similar to tanks or will it have a pronounced ballistic arc?
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

Some early basic testing:
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FlyingR
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Re: Ask the PR:F Team a Question

Post by FlyingR »

Exocet intensifies
DogACTUAL
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Re: Ask the PR:F Team a Question

Post by DogACTUAL »

O_O *O* That looks awesome!

Any declassified information on what the maximum range is and how the aiming will work?
Last edited by DogACTUAL on 2017-09-27 13:25, edited 3 times in total.
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

This is all subject to change but range will most likely be 3km (map VD), just to limit it from being able to hit anything from anywhere and will also stop any possible issues of effects from the shells not being triggered from being fired outside of the VD etc.

Aiming will be somewhat similar to the Mortar system although somewhat more basic, with most likely a basic ranging system on the HUD and you having to aim in the direction of a target though attack markers, which will get your shots in around the right area, but you will need to have them walked in by a spotter to have any real accuracy since you will not be able to see much beyond just explosions in the distance at the most, assuming no terrain is in the way of your view of the target.

And finally, the main way I'm aiming to balance this feature from being super OP and constantly used to hammer targets into submission, is mainly to really limit the amount of ammo the main gun has, which was also the main limitation the naval bombardment had during the war with as I wrote here in the Naval Gunfire Support Chapter: Amazon Class Remembrance - Project Reality Forums
100 rounds was the norm, because of the impending shortage of 4.5" Mk. 8 ammunition, though Avenger fired a staggering 293 rounds on the night of 1 June and returned to the CBG at dawn to replenish fuel and ammunition. The latter was done either alongside an ammunition ship ('FORT' class RFA) with jackstays rigged both forward and aft; or by helicopter under-slung loads. The replenishment could take hours and was exhausting work for the whole ship's company, who had to lumber the heavy ammunition, shell by shell, though the ship to the magazine entrance. Frequently the replenishment would be broken off as the force went to action stations in anticipation of an air strike. The weather was variable. Storms generated awesome seas, whilst on other occasions there was flat calm and thick fog. Either way, the operations continued unabated.
Although ingame, like the range of the weapon, the amount of ammo the Frigate will carry in its magazine will be far less than in r/l, will be something like 20 HE rounds at a guess, we need to do some fine testing to really determine what is the best amount to allow players to have enough rounds to both be able to be walked onto a target by a spotter, as well as leave enough to be able to cause enough of an impact, and then also enough that the reloading period gives enough of a break for the ground troops to recover before the bombardment can possibly start up again, also giving plenty of time for the Argentine bombers to try and keep the Frigate occupied with fighting for its life rather than supporting the troops on the ground, and this is not forgetting to mention the Argentinians will get a bunch more bombers to offset the power of the Frigate so they can both mount effective attacks on the Frigate, and also bomb ground targets into submission in much the way the Frigates main gun will be able to.
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DogACTUAL
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Re: Ask the PR:F Team a Question

Post by DogACTUAL »

Nice writeup rhino, thanks, so hype right now. :D
DogACTUAL
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Re: Ask the PR:F Team a Question

Post by DogACTUAL »

Did some testing on the map, what's up with the terrain water outside the map? Is it dependend on the minimap size? Say if the minimap was bigger and showing the carrier and mainland, would there be normal water around the carrier and the mainland?
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

Ye it is somewhat dependant on the minimap size, and ye having the minimap area cover the 16km area of the map would solve that issue but along with it comes the issue of an error popping up on map load that you have to alt-tab to skip past which was unacceptable for a public playable map.

The water on the map isn't normal "sea"/terrain water you most commonly see, there is, in fact, no sea/terrain water on the map, but instead one giant waterplane (ie, mesh water). This was done mainly because if the map used normal sea/terrain water, then with certain FOV settings players would crash due to too many triangles being rendered with the massive 3km VD, and with a mesh waterplane I could make far more optimized water, both in terms of tris, but also in terms of lightmaps, since I could then manually cut out bits of the water that had no terrain or anything on top of them to cast a shadow and pack them more effectively to also include Argentina.
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One side effect of this is the water outside of the minimap didn't work properly and you would fall through with normal water collision meshes so I had to add extra dummy cols with the "death material" applied to them so if you touch them you start to bleed and/or die, and this was, unfortunately, the best solution we could come up with but which does have a few small issues with it but overall, was the best solution all-round and was playable at the end of the day.

This also does mean that the Frigate will not be able to sail outside of the minimap area, but tbh this is more positive than a negative since it will stop players sailing off into some unknown area just to avoid the Argentinians finding them and narrows the search area for them. I'm planning a few changes to the map to give the Frigate more breathing room than it currently would have but still keep the search area for it relatively small, as it was in r/l.
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DogACTUAL
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Re: Ask the PR:F Team a Question

Post by DogACTUAL »

Interesting, thanks!
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