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

Posted: 2015-04-14 22:27
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

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

Posted: 2015-04-15 03:14
by fatalsushi83
That camo looks awesome.

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

Posted: 2015-04-15 06:41
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?

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

Posted: 2015-04-15 06:59
by camo
How do you notice performance increase from a trailer?

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

Posted: 2015-04-15 08:58
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?

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

Posted: 2015-04-15 18:31
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.

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

Posted: 2015-04-17 10:36
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

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

Posted: 2015-04-17 11:30
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

Image
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

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

Posted: 2015-04-17 11:35
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

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

Posted: 2015-04-17 13:33
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.

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

Posted: 2015-04-17 21:38
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?

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

Posted: 2015-04-17 21:59
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 :)

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

Posted: 2015-04-17 22:54
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

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

Posted: 2015-04-20 07:39
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.

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

Posted: 2015-04-20 08:22
by Amok@ndy
anders was working on the sounds, so i guess there will be updates

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

Posted: 2015-04-28 13:00
by KillJoy[Fr]
It's maybe only me but i think the website is now in HD ?

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

Posted: 2015-04-28 19:20
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?

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

Posted: 2015-04-28 20:52
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...

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

Posted: 2015-04-29 13:09
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 ?

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

Posted: 2015-04-29 14:08
by KaB
I believe they're frozen, until one cache is down. Not 100% sure tho.