Project Normandy : News and informations

General discussion of the Project Reality WWII modification.
Stoickk
Posts: 200
Joined: 2010-11-16 23:02

Re: Project Normandy : News and informations

Post by Stoickk »

In response to Shwedor:

According to the Wikipedia article (I'm really not in the mood to research and document more efficiently, however all material there is sourced if you want to put in the due diligence) the USS Texas (the last remaining Dreadnought battleship, and one of the primary battleships supporting Omaha and Utah beaches in Operation Overlord) was indeed armed with 14" guns. These guns had a range of 13 miles (11 nautical miles, 21 kilometers) and had a rate of fire of 1.75 rpm.

I'm tired, so I haven't fully researched the blast radius of these shells, but they are immense. Just a suggestion, but rather than having to man the turrets, would it be possible to link them to the Commander's area attack? I am thinking that perhaps the Commander (who, real world would have a direct line to the offshore support) should get a salvo of battleship fire every 2-5 minutes, but with a limited number of impacts, and if possible a limited amount of ammunition. This would give strong incentive to play in the Commander role and would still require Squad Leaders to request the fire. This would also alleviate the need for a dedicated naval gunnery squad and allow more US players to hit the beach at one time.

In terms of realism, the BB should have no problem hitting the entire map, but I think this is probably overpowered in an implementation where the guns are individually manned and controlled. By implementing the Commander's area attack mechanic the weapons can only be targeted by Squad Leaders and fired by the Commander. Additionally, it should be doable to make the weapons actually fire, muzzle blast and all. I remember the Artillery attack in vBF2 triggering an animation and weapons fire from the physical artillery in the game.

The source for a large chunk of this info, documentation-wise is below. I grew up minutes from where the USS Texas is anchored, and spent a large amount of my childhood wandering its decks and learning about the ship. Some of this stuff may be faulty memory on my part, but to be perfectly honest, I am too tired to go research any more tonight. If someone else wants to take the reins, be my guest. ;)

http://en.wikipedia.org/wiki/USS_Texas_(BB-35

On a side note, any possible chance of naming the supporting ship the USS Texas? :grin:
<<<WARNING: VETERAN UNDER MEDICATION FOR YOUR SAFETY>>>


Just some guy.

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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy : News and informations

Post by Pvt.LHeureux »

UPDATE! Check the main post.

HIGHLIGHT IS USEFULL
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
SnakeTheFox
Posts: 28
Joined: 2008-09-17 19:36

Re: Project Normandy : News and informations

Post by SnakeTheFox »

Alright I get that the majority of the April 1st update is April Fools (Maus etc) but what about todays event being cancelled? Is that true? I finally got around to installing this minimod today, so that's disappointing if true.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy : News and informations

Post by Pvt.LHeureux »

Highlight the post if you seek the truth :razz:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
slappymcnutface
Posts: 25
Joined: 2011-08-07 17:52

Re: Project Normandy : News and informations

Post by slappymcnutface »

If you're trying to add elements of realism (e.g. paratroopers are spawning all over the place), might I suggest restricting mumble-comms to local only? If the paratrooper squad is dropped all over the map, as long as they can all still speak to each other it doesn't really matter. Maybe this is something some of the other DEVs can work on since I know mumble isn't really your thing.

Maybe add in a radioman kit? Only he can communicate to other squads?


Either way I like this progress keep it up!
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy : News and informations

Post by Pvt.LHeureux »

Well, it's up to the servers if they want to do a realism event like that, can't do anything about it otherwise. Also you got me thinking about something, on this layer, USA players wouldn't see other players on the map, so you would see lots of people actually using local mumble to communicate and you would see people regrouping, being carefull and searching for more friends.

All of this coupled with a common mumble channel would be wonderfull, so germans could hear you too :D

I think this would be awesome for an event. It might not really suit the current map, but my next 2km map would be more appropriate.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Project Normandy : News and informations

Post by Wakain »

Hold it guys, that maus is a joke right?
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy : News and informations

Post by Pvt.LHeureux »

Yes :razz:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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