Ask the PR:F Team a Question

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

Post by DogACTUAL »

Ok, sry for asking so many questions but i am really hyped about the ship.

Just one final question, what roles are the exocet and torpedo launchers on the ship going to play?
I can understand if you can't answer that in case it is still undecided or classified.
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

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agus92
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Re: Ask the PR:F Team a Question

Post by agus92 »

ARA General Belgrano confirmed.
FlyingR
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Re: Ask the PR:F Team a Question

Post by FlyingR »

agus92 wrote:ARA General Belgrano confirmed.
Margaret Thatcher character giving the order to sink the Gral. Belgrano DLC confirmed.
DogACTUAL
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Re: Ask the PR:F Team a Question

Post by DogACTUAL »

Nuclear sub confirmed.
DogACTUAL
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Re: Ask the PR:F Team a Question

Post by DogACTUAL »

I heard that you used to be able to drop LGBs high above out of view distance of the lase, but when they came in view distance of the target and the lase was in their forward FOV, they would start tracking it and hit the target.

Could the same be done for the exocet missile, so it could be fired in the general direction BVR and when in range it would start actively tracking the target?
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

Ye that is something we are actually looking into but it does have its issues.
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blayas
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Re: Ask the PR:F Team a Question

Post by blayas »

It will be interesting to see type 99 serve as CGI in joint operations with cas, and ewr for self defense, will it be possible to use preventive chafs in the distrust of vectors of the exocet nearby? or just so remedy?

And has there been any test with AAA multi-purpose fuse ammunition for the vk mk8 cannon? still think that by the low performance of the seacat the frigate must have all its AAA power.
A secondary layer of ammunition with only HEMP can be used, with a much higher muzzle velocity simulating AA ammunition.
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

Hopefully, yes, not done any real testing yet but going to be looking into it, and finally, I take it you mean the HE ER round? If so, that didn't come into service until 2004 so won't be in PR:F.
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blayas
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Re: Ask the PR:F Team a Question

Post by blayas »

Nice :razz:
I was referring to The same He multipurpose , about the muzzle velocity this would be to compensate for the lack of a fire control, the extended range is out of the period, but a secondary layer of munition with greater muzzle velocity would end up resembling with the Er, thinking better really may not be the best approach, having two ammunitions that use the same charge propellant at very different speeds does not sound interesting.
Perhaps the selection of the ammunition in a second layer could be used just to simulate the electronic selection for the fuse mode that was performed when the cannon changed between surface-surface and surface-air targets

Well ... in the research I discovered a RE ammunition that is a cannon-fired chaff dispenser, this sounds very interesting considering the possibilities, I just do not know its date of implementation as well as implementation in falks, any information about it? Same for the illumination round.
Last edited by blayas on 2017-10-03 18:30, edited 3 times in total.
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

Ye, not going to have two rounds with different velocities especially since that would be unrealistic without the HE-ER round at the very least.

As for Air Burst round vs aircraft, since this is programmed into the round a split second before firing, having a different ammo type would mean you would have to wait before you could fire it, or if having no delay between switching round types which I would rather not have since that wouldn't be realistic either (since the round type needs to be fed into the weapon's own magazine before being able to be loaded and fired. This is also not to forget the problems with ammo/mag linking with two different weapons which in reality, are the same shell type.

As such my plan right now is to just have the standard HE round has an aircraft proximity sensor on it at all times, and if it comes close to an aircraft, it will detonate, but if not, it will detonate on impact, allowing the same round to be used in both an air defence mode, and an artillery mode, as per r/l, the only difference is where the fire control radar isn't programming the fuse before launch but in-game the fuse decides what to do in flight depending on what is around it. But we have only done some very basic testing of this concept so far and needs more testing to see if it is workable in a public server.

As for the RE and Illumination rounds, yes I plan on looking into both ;)
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blayas
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Re: Ask the PR:F Team a Question

Post by blayas »

Very very promising, thanks Rhino. I am really seeing the fragat as a complete weapons platform to work supporting the team, Even the lynx crew can be used for reconnaissance and firing direction under certain circumstances.
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Re: Ask the PR:F Team a Question

Post by Rhino »

indeed, + more ;)
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Ivancic1941
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Re: Ask the PR:F Team a Question

Post by Ivancic1941 »

I somehow feel that Frigate will be easy target with all that bombers in air....

So now you are hoping to get M2 and SuperExtenderat for next release? And frigate? Will that be final of Falkland from you,ofcourse?

Why not moving Atlantic Conveyer by computer? So it sails through sea north of falkalnd map,slowly of course so helicopters dont have any issue (moving ships problem). Example; https://youtu.be/L3k6z0QB808
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

Ivancic1941 wrote:I somehow feel that Frigate will be easy target with all that bombers in air....
It is a pretty easy target, yes, but it won't go down without a fight and providing the CAP (jets) dose their job they won't be fighting them off alone either ;)
Ivancic1941 wrote:So now you are hoping to get M2 and SuperExtenderat for next release? And frigate? Will that be final of Falkland from you,ofcourse?
More besides that and can't say if it will all be ready for the next main PR:F update (let alone next release) but even after all that is in that also doesn't necessarily mean the end of PR:F's development either.
Ivancic1941 wrote:Why not moving Atlantic Conveyer by computer? So it sails through sea north of falkalnd map,slowly of course so helicopters dont have any issue (moving ships problem). Example; https://youtu.be/L3k6z0QB808
Well, I'm assuming that train there works by basically being guided by the train tracks and having a constant engine pushing it.

The biggest issue with having the AC move is really the size of the thing combined with where it sails. If I have it sailing in a straight line, then even at slow speeds, it will eventually sail off the map and will then explode by hitting the surrounding water death mat.
I could have it sail around in circles in the NE corner of the map but that would look a little silly, but possibly better than it sitting dead in the water :p
Any more complex paths will require some clever coding which is out of my coding skillz, or like the train example above, having a physical track/path it is locked to and have it follow, but again, will need to be some kind of loop otherwise it will sail off the map within the round time frame.

It is something, however, I have thought about, just never had any time to look into it :)

I have also considered making it player controllable but this would most likely lead to it either being sailed to a part of a map where it either can't be found easily and is no use to the team, or totally the opposite etc, with most likely someone grounding the ship on the shoreline for a bit of fun :p
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blayas
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Re: Ask the PR:F Team a Question

Post by blayas »

What if this is done by a limited waypoint system, defined by the commander just as it was done with the titans in the bf2142? :)
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

Think we would need the 2142 engine to do that, or some very heavy python coding :p
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Jagira
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Re: Ask the PR:F Team a Question

Post by Jagira »

[R-DEV]Rhino wrote:Think we would need the 2142 engine to do that, or some very heavy python coding :p
But you do have the 2142 engine. :razz:
Ivancic1941
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Re: Ask the PR:F Team a Question

Post by Ivancic1941 »

Thanks for clarification Rhino! Always nice to hear you!

One offtopic question: Im making map, but for FH2. So, stupid bf2 engine water. Yes, water can be placed only horizontal which totaly destroys ability to make little stream on hilly terrain - only big rivers ~ well.. water is complete ****. So did you ever tryed making Stream Effect, which can be placed? Something like that would probably be best thing mapper could get.. Also if posible,will it be possible to react as water (sound when you walking over, etc.) :D
Rhino
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Re: Ask the PR:F Team a Question

Post by Rhino »

Jagira wrote:But you do have the 2142 engine. :razz:
Not quite a simple and copy and paste job, so much stuff would break from moving to the 2142 engine and we would also lose features at the same time.
Ivancic1941 wrote:Thanks for clarification Rhino! Always nice to hear you!

One offtopic question: Im making map, but for FH2. So, stupid bf2 engine water. Yes, water can be placed only horizontal which totaly destroys ability to make little stream on hilly terrain - only big rivers ~ well.. water is complete ****. So did you ever tryed making Stream Effect, which can be placed? Something like that would probably be best thing mapper could get.. Also if posible,will it be possible to react as water (sound when you walking over, etc.) :D
Cheers.

Best way to do a stream going down a hill in BF2 is to do it in lots of increments between waterfalls with waterplanes on different levels between each waterfall. Almost 10 years ago now I did make a really crappy stream/rapids effect for my little river in Qinling which used this method of descending down a slope though lots of increments but the effects themselves where pretty poor (where my first attempts at them :p ) so wouldn't recommend using them, although you can probably dig them out of the PR files still (or older PR versions) and use them as a foundation but your not going to get anything like you can get these days with newer engines. Can see the effects and the river increments a bit in this video here:
BTW any future questions on mapping best to make a topic in the community modding forums.
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