[Weapon] Artillery Updates

MurderDogg
Posts: 36
Joined: 2009-10-16 16:01

Re: [Weapon] Artillery Updates

Post by MurderDogg »

charliegrs wrote:is there anyway to get the incoming artillery sound like in this video?:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/kWBjbzK-KOs&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/kWBjbzK-KOs&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]
that sound right before the explosion. everytime i hear that it sends shivers down my spine. i bet it would to whoevers on the recieving end of the arty in PR too.
I find good sounds more important than graphics for suspension of disbelief. The psychological impact from such sounds should not be underestimated. Most war films have etched the horror of incoming artillary deep into our common psyche I hope they get them to play correctly. I would also suggest decreasing the loading time to 25 minutes. Shake things up a bit.
Also, the other videos from that link are also interesting for creating the full artillary experience.
Rangu
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Re: [Weapon] Artillery Updates

Post by Rangu »

An outstanding firemission. Good effect on target. :)
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
martov
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Re: [Weapon] Artillery Updates

Post by martov »

espectacular. :mrgreen:
Mad-Mike
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Re: [Weapon] Artillery Updates

Post by Mad-Mike »

Very Nice! 8-)
WelshManDan
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Re: [Weapon] Artillery Updates

Post by WelshManDan »

What map is this? Must be new as im pretty sure I havent seen a Bridge over water in any desert maps (that low - Karbala is a tall bridge)
Silly_Savage
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Re: [Weapon] Artillery Updates

Post by Silly_Savage »

dan_thomas453 wrote:What map is this? Must be new as im pretty sure I havent seen a Bridge over water in any desert maps (that low - Karbala is a tall bridge)
Based off the clues given in the video (Tavor, view distance, environment, etc.), I'd say that it's Gaza Beach (4km).
"Jafar, show me a sniper rifle." - Silly_Savage 2013
L4gi
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Re: [Weapon] Artillery Updates

Post by L4gi »

Insurgency would become too easy for BluFor if arty intervals would be 10 minutes.

Other than that, looks really good!
Rudd
Retired PR Developer
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Re: [Weapon] Artillery Updates

Post by Rudd »

L4gi wrote:Insurgency would become too easy for BluFor if arty intervals would be 10 minutes.

Other than that, looks really good!
would be good if they had to hold aflag to get their arty.
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JERICHO777
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Joined: 2008-10-14 20:51

Re: [Weapon] Artillery Updates

Post by JERICHO777 »

ALL HAIL ARTILLERY!!!!!!!!!!
WelshManDan
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Re: [Weapon] Artillery Updates

Post by WelshManDan »

Dr2B Rudd wrote:would be good if they had to hold aflag to get their arty.
That is indeed a good idea. What about Building a Radio Tent (just like the FOB) so that you need to keep that alive in order to keep your Arty up and running. Still with about 15-30 minute intervals just because of overkill.
Nitneuc
Posts: 490
Joined: 2007-09-16 08:39

Re: [Weapon] Artillery Updates

Post by Nitneuc »

Insurgency would become too easy for BluFor if arty intervals would be 10 minutes.
Mortars could be used for insurgency then. Nice job BTW, I'd also like to see arty timer decreased to 20-25 minutes. Especially if the RP are removed : we'll need some heavy guns to counter the massive zerg spawn on the FireBases.
Many thanks to everyone involved in the making of the best videogaming experience ever !
doggreen
Posts: 109
Joined: 2007-12-20 03:25

Re: [Weapon] Artillery Updates

Post by doggreen »

Artillery must be used properly to reduce the time between the charges in my opinion should be a maximum for 30 minutes apart. Less than this one will want to complete the tasks!

I understand that in real battlefield the cadence of shots and interval may be smaller than in the game, but not everything should be equal.

As noted with the firepower and destruction very close to reality as this excellent! good job

The video DBZAO reminds me of the video below ..of where to find that the sound of the shots

YouTube - US Army - Artillery barrage exploding
Last edited by doggreen on 2009-11-17 00:37, edited 1 time in total.
Reason: frase error
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Clypp
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Re: [Weapon] Artillery Updates

Post by Clypp »

Awesome. I only wish there was a way to add propagation delay to the sounds to make them seem a second or two after the impact. That would blow my mind....even more.
Jaymz
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Re: [Weapon] Artillery Updates

Post by Jaymz »

Clypp wrote:Awesome. I only wish there was a way to add propagation delay to the sounds to make them seem a second or two after the impact. That would blow my mind....even more.
That's in the engine already. Basically there's a couple hundred meters or so before the distance delay applies to sounds (this helps prevent a few sound bugs).
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Ninja2dan
Retired PR Developer
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Re: [Weapon] Artillery Updates

Post by Ninja2dan »

The dev team has been putting a lot of work into improving the artillery system in PR. With the help of MA's they are getting the details of the real artillery systems, and then converting that information into data that is balanced for gameplay. Compared to the "current" artillery in PR, the new stuff is going to blow you away...literally.

It's going to be up to the map/mission makers to properly determine what types of assets belong for their specific games based on the new changes and what type of game style they want to do. But with these new changes being made all the time, maps are only going to get better and better.


@Doggreen - That video you linked is actually from Fort Sill, filmed while I was there back in the late 90's (that's how old the video is). The first scene shows a 155mm WP round, the second scene shows a single 155mm ICM round, the third scene a second 155mm WP round, and the final scene shows an MLRS DPICM round.

One of the others videos made at the time shows off a mixture of different artillery, something we put together to show off to parents what their new soldiers were learning.

Artillery :: sill.flv video by Ninja_STO - Photobucket
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Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: [Weapon] Artillery Updates

Post by Teek »

oh, now I know why the MLRS is called 'Steel Rain' :D

Thanks Dan

:thumbsup:
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rampo
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Joined: 2009-02-10 12:48

Re: [Weapon] Artillery Updates

Post by rampo »

Engineer wrote:Realistic rate of fire, with 3 artillery pieces?

Come on, I know you can do better than that... Amount might be enough for insurgency or something, but in all out war I believe there is plenty more of action if available...

hahahaa finnish field artillery FTW
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Amok@ndy
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Re: [Weapon] Artillery Updates

Post by Amok@ndy »

not really you ever seen a PzH2000 of the German Artillery ? or the MARS (german version of the MRLS)
those vehicles rulez !
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Ninja2dan
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Re: [Weapon] Artillery Updates

Post by Ninja2dan »

Engineer wrote:Realistic rate of fire, with 3 artillery pieces?

Come on, I know you can do better than that... Amount might be enough for insurgency or something, but in all out war I believe there is plenty more of action if available...
I'm sorry, but I don't see the point you are trying to make. There are four artillery guns firing with the new artillery mentioned in this topic. And yes, they are set to use a realistic rate of fire. Just about any artillery system of a similar caliber is going to have a pretty similar rate of fire. It has nothing to do about being in war or not, it's a limitation of the artillery gun itself.

As for that video, the impacts at the end are so numerous and rapid because they are ICM munitions, and not HE rounds.
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