Drought _ first preview - Project Reality ForumsRedamare wrote: It would be an interesting French VS ARF map Doesn't the UN ever go into Africa for excursions and peace keeping shit?
Ask the [DEV]s a (?) - Part 2
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Re: Ask the [DEV]s a (?) - Part 2
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Re: Ask the [DEV]s a (?) - Part 2
camo_jnr_jnr wrote:Except neither force were ever in Sangin. Wrong continent for ARF all together but yeah i can see how it would be cool if you could bend the rules a little.
Well If Sangin wasnt SANGIN It looks much like some sort of African savanna What I was getting at is If it was called something like .... "Savanna" Or "Operation Lions Tooth" It would be an interesting French VS ARF map Doesn't the UN ever go into Africa for excursions and peace keeping shit?
DROUGHT SHOULD WORK JUST FINE
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Re: Ask the [DEV]s a (?) - Part 2
DOUBLE POST PLZ DELETE THIS
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Re: Ask the [DEV]s a (?) - Part 2
Granted but their are still left handed shooters. Anyways is there any actual reason that we can't have left handed shooters? Do military's (USMC, US Army, German Army, IDF, GB) force their soldiers to shoot from the right side?AnA10Warthog wrote:Most soldiers are trained to shoot with their right hand, because of the side of the breach of the rifle.
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Re: Ask the [DEV]s a (?) - Part 2
What did you expect, since the fact, that only about 10 % of human population is left handed? Even if it would be some percent more... special treatment like that isn't worthwhile
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Re: Ask the [DEV]s a (?) - Part 2
tankninja1 wrote:Granted but their are still left handed shooters. Anyways is there any actual reason that we can't have left handed shooters? Do military's (USMC, US Army, German Army, IDF, GB) force their soldiers to shoot from the right side?
Brits do force right handed shooting, otherwise the cocking handle will probably break your nose/cheek bone.
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Arte et Marte
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Re: Ask the [DEV]s a (?) - Part 2
Left handed shooters fire their rifle from the left shoulder in the german armed forces. While the ejection port of the G36 is on the right side, as far as I remember left handed shooters do not get hit in the face by spent shell casings. Safety and the charging handle are ambidextrous.tankninja1 wrote:Granted but their are still left handed shooters. Anyways is there any actual reason that we can't have left handed shooters? Do military's (USMC, US Army, German Army, IDF, GB) force their soldiers to shoot from the right side?
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Re: Ask the [DEV]s a (?) - Part 2
How many manhours do an AAS map take? For example, how much time did you guys spend on Ghost Train (Best map in PR) and Khamisiyah
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Re: Ask the [DEV]s a (?) - Part 2
@devs:
Will new maps when they are finished be integrated through the updater in small releases or will maps only be integrated through bigger releases of versions?
Will new maps when they are finished be integrated through the updater in small releases or will maps only be integrated through bigger releases of versions?
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Re: Ask the [DEV]s a (?) - Part 2
lol cheers glad you like itKerryburgerking wrote:How many manhours do an AAS map take? For example, how much time did you guys spend on Ghost Train (Best map in PR) and Khamisiyah
OGT took me I think about 6 months back in the day but I could probably make a similar map today in about a week (not including custom statics) tbh but that's due to having far more experience in mapping, knowing how maps work, knowing the shortcuts and all that since I made that map 100% by hand. These days a map like that I would do the bulk of the work though generating it and/or using r/l data, which would also give me a better end result. Not to mention also now having a much faster PC than I did back then so things like saving the map would take only a fraction of the time it did for me back then
For someone brand new to mapping it can take 6 months to a year to make a new, large map, with a somewhat decent PC.
That depends on the map and other factors but we do plan on releasing new content mostly though the updater from now on which dose include new mapsHunterMed wrote:@devs:
Will new maps when they are finished be integrated through the updater in small releases or will maps only be integrated through bigger releases of versions?
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Re: Ask the [DEV]s a (?) - Part 2
We're aiming for small releases. If a map is 100% ready and we're 100% happy about it, we'll release it when we can.
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Re: Ask the [DEV]s a (?) - Part 2
Awakening of the DEVs ^^
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Re: Ask the [DEV]s a (?) - Part 2
is it intended that you can now have 3 mortars? Nothing like that mentioned in the changelog and the manual still states that 2 is maximum.
Mineral: TIL that Wire-guided missiles actually use wire
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Re: Ask the [DEV]s a (?) - Part 2
Instead of mortars Id rather use base artillery barrages, which will be available every XX minutes, and it has to be approved by commander and called by a spotter or officer.
Id leave deployable mortars to unconventional forces, and they should work the similar way I described artillery strikes.
That would prevent situations where two guys grab an ammo truck deploy a mortar somewhere, and shoot where they want and usually killing more friendlies than enemies.
Also would boost up teamwork and Commanders importance.
And what about MLRS? Id like to see that puppy in game.
Oh wait is this suggestion?
Id leave deployable mortars to unconventional forces, and they should work the similar way I described artillery strikes.
That would prevent situations where two guys grab an ammo truck deploy a mortar somewhere, and shoot where they want and usually killing more friendlies than enemies.
Also would boost up teamwork and Commanders importance.
And what about MLRS? Id like to see that puppy in game.
Oh wait is this suggestion?
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Re: Ask the [DEV]s a (?) - Part 2
Do you even know the range of a MLRS? It can hit you hundreds of Kashan Deserts away.MaSSive wrote:And what about MLRS? Id like to see that puppy in game.
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Re: Ask the [DEV]s a (?) - Part 2
32 - 70 km for MLRS others have different ranges probably. It could be static in base and only available if CO is at duty, strikes are only approved by him. But lets not do it here, this is after all suggestion. Probably not going to happen, but oh well...
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Re: Ask the [DEV]s a (?) - Part 2
Are you aware of the Commander Area Attack ingame? You've pretty much described it, other than it goes along side the deployable mortars...MaSSive wrote:Instead of mortars Id rather use base artillery barrages, which will be available every XX minutes, and it has to be approved by commander and called by a spotter or officer.
And not only that, it would also could then kill everything in one of the corners of Kashan...SShadowFox wrote:Do you even know the range of a MLRS? It can hit you hundreds of Kashan Deserts away.
One launcher firing twelve rockets can completely blanket one square kilometer with submunitions. For this reason, the MLRS is sometimes referred to as the "Grid Square Removal System"[3] (metric maps are usually divided up into 1 km grids)
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Re: Ask the [DEV]s a (?) - Part 2
Yes Im fuly aware of commander area attack. The difference is that those arty cannons are not operated by anyone, which is not realistic much.
As for mortars I stand behind what I said in previous post. In organized games its fine as it is, cause there's more discipline, but casual public gaming is a whole different story.
So mortars for unconventional forces, functioning only on spotting, and CO approval, any time, not just after XX minutes, and static arty in base for conventional forces, which will work only after XX minutes but manned by a dedicated squad.
Or a combo of those above. Bottom line dont allow mortars to fire without spotting and CO approval.
Result = Increasing teamplay, and making CO in another way important.
Other thing I wanted to ask, so I could help the guys asking a questions but without any proper answer. Well if they asked here they might get their answers.
https://www.realitymod.com/forum/f10-pr ... music.html
As for mortars I stand behind what I said in previous post. In organized games its fine as it is, cause there's more discipline, but casual public gaming is a whole different story.
So mortars for unconventional forces, functioning only on spotting, and CO approval, any time, not just after XX minutes, and static arty in base for conventional forces, which will work only after XX minutes but manned by a dedicated squad.
Or a combo of those above. Bottom line dont allow mortars to fire without spotting and CO approval.
Result = Increasing teamplay, and making CO in another way important.
Other thing I wanted to ask, so I could help the guys asking a questions but without any proper answer. Well if they asked here they might get their answers.
https://www.realitymod.com/forum/f10-pr ... music.html
Im also curious...who got the idea to put Zastava van ( which is made in ex Yugoslav republic of Serbia - SE Europe ) into maps such as insurgency maps - Al Basrah and similar?Warfighter285 wrote:Does anyone know anything about the song/music that can be played in the Zastava van? Such as the artist and/or title?
Last edited by MaSSive on 2013-09-07 17:32, edited 1 time in total.
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Re: Ask the [DEV]s a (?) - Part 2
But you can't even see those cannons firing, it's pretty much like saying that off-map support on most RTS games aren't realistic because you can't see where it's coming from.MaSSive wrote:Yes Im fuly aware of commander area attack. The difference is that those arty cannons are not operated by anyone, which is not realistic much.
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Re: Ask the [DEV]s a (?) - Part 2
RTS games have nothing to do with PR, and they are not realistic.
You can see them firing, but that's not the point. For what I suggested, they need to be reworked, and some coding needs to be done so this could work - make them manned, and available after notification of some sort to CO, and then dedicated Arty squad could man them and fire on request/spot/CO approval.
You can see them firing, but that's not the point. For what I suggested, they need to be reworked, and some coding needs to be done so this could work - make them manned, and available after notification of some sort to CO, and then dedicated Arty squad could man them and fire on request/spot/CO approval.