Re: Ask the [DEV]s a (?) - Part 2
Posted: 2015-05-26 17:50
No!And will be 1.4 the last version of PR?
234567
No!And will be 1.4 the last version of PR?
Project Reality: Falklands will be one of, if not the thee main feature of v1.4 but PR:WW2 and some community factions has still got some way to go until its finalised.pedrooo14 wrote:Will minimods be back on 1.4?
And will be 1.4 the last version of PR?
I don't think there will be a trailer for 1.3, maybe in 1.4...?fatalsushi83 wrote:Excited for 1.3 trailer. Hope it's even better than the one for 1.0, which was awesome!
To quote a topic I made in the dev forums about the issues with the CA method:Jagira wrote:How come this isn't a thing?
https://www.youtube.com/watch?v=DaQwiLk3Nt8
As part of that assessment I have came up with solutions to these problems, although naturally some of them like having to make new, proper CATOBAR carriers with angled decks etc isn't easy, and even getting the basic code done isn't at all easy to do and we currently don't have any coders looking into it either'[R-DEV wrote:Rhino;2062370']Catapult
The CA (Combined Arms) CATOBAR Catapult code is to put it simply, a weapon fired by a player from a static position on the carrier, which when fired, fires off lots of little invisible rounds, one after the other, going down the length of the "catapult" from the start to end with a slightly delay between firing each one, and then they explode, or rather implode, one after the other down the line, have a negative force which pulls the jet towards the explosion, which quickly picks up speed with coming into contact with each implosion, resulting in it being thrown off the end of the carrier at high speed, high enough for its "wings" to generate its lift even if its engines aren't yet powered up (like in the above video, although you can't see engine throttle in it but the throttle only becomes engaged after launch). It is also worth noting that these implosions do no damage to anything and are only "force objects".
As a quick example to demonstrate this I've replaced the "catapult projectile" with m67 hand grenades so you can clearly see how this works: https://www.youtube.com/watch?v=iXEycamV_4M(You may want to turn your sound down/off for this)This all works fine in theory but the second biggest gameplay issue with the CA CATOBAR code, that really prevents it working well on a public server IMO, is the fact that it had to be operated from a separate station, which either required a player to sit in it for pretty much the entire game, or like in the video, for there to be a massive delay between firing it and the catapult throwing the aircraft to give the pilot time to get back to his aircraft after activating it himself, assuming no one stole his jet in the mean time and this process would slow take-offs considerably and if it required another player in order to launch your teams jets, could potentially cripple your team...
Arresting Cables
The CA (Combined Arms) CATOBAR Arresting code works pretty much the same way as the Catapult Launch code, which is that its a weapon fired by a player from a static position on the carrier, which when fired, fires off lots of little invisible projectiles, down the width of where the arresting cables are. But unlike the Catapult projectiles which blow themselves up after a few seconds, these instead sit there on the deck until a vehicle, travelling above the speed of "5", comes into proximity of them (in the same way how AA missiles or even land mines work) and when that happens, they then explode, or rather implode, slowing the jet down to a stop, although in the CA code really too quickly etc and also because the speed setting is so low they keep on exploding when the jet is trying to get off of the cables, why you see the jet jolting about for a few seconds before its finally released.
Likt the Catapult Code this all works fine in theory but the single biggest gameplay issue with this code, that really prevents it working well on a public server IMO, is again the fact that it has to be operated from a separate station. But worse than the catapult code, which can be operated by the pilot jumping out of his jet and then running back to it after firing it, has to either be fired before taking off (like SD did in his video), or has to be done by another player before the jet can land. Also because its very likley that your going to have multiple jets in the air, having each jet set the catapult before taking off isn't going to work too well, especially when you have two, possibly 4 catapults to only 1 set of arresting wires... As a result this can cripple your team more than getting your jets in the air in the first place since without someone on the ground setting the traps, there is no way to get your jet back on the deck...
Angled Deck
With the invention of the Steam Catapult also came Angled Deck Carriers. This is essentially to stop landing aircraft that miss the arresting cables, from running into the back of other parked or taking off aircraft on the deck, as they often did in WW2 (although they generally put a net up between the parked aircraft so if they did miss the cables they went into that instead, not to mention that WW2 aircraft had far lower landing speed than jet aircraft...) and also allows jets to easily get back up into the air if they miss the arresting cables. This is a pretty critical feature for getting proper CATOBAR ingame, especially if we are going to have many jets operating from a carrier.
The problem with this is that the only carrier we have ingame is the USS Essex, which as well all know, doesn't have an angled deck since its a STOVL Carrier / LHD which prevents a bit of a problem gameplay wise if we try and launch and land CATOBAR aircraft from it, but something we could potentially live with.
<3[R-DEV]Rhino wrote:To quote a topic I made in the dev forums about the issues with the CA method:
hmmm...If there is someone from the community who has some at least basic BF2 code knowledge who wants to attempt to get some decent CATOBAR code working then I'll pass on the basic concept etc but for now, no real point.
No Caches are for Insurgency only. Burning Sands used to have an AAS & INS hybrid but that is gone now.ComedyInK wrote:Is there any map that shows Cache locations for AAS maps? I've not been able to find anything.
There are some caches on Assad Khal etc for requesting kits for Hamas.tankninja1 wrote:No Caches are for Insurgency only. Burning Sands used to have an AAS & INS hybrid but that is gone now.