PR:BF2 v1.4.10.0 Changelog

The changelogs for recently released Project Reality versions
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Mineral
Retired PR Developer
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PR:BF2 v1.4.10.0 Changelog

Post by Mineral »

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Today we add a few new assets to the game. Including a new deployable for our insurgent forces. As well as further fixes and changes. Enjoy the update! Do note we are still working on and refining the much discussed weapon damage model. This release does not feature any changes to the damage model but more will come in the near future.

Want to help us test maps and other content? Sign up as a tester today.
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PR:BF2 v1.4.10.0 Changelog (2017/May/19)
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GENERAL:
  • Fixed BUIS not working when having alternative key for change camera view assigned.
  • Fixed FSA not requiring crates to deploy ATGM.
  • Updated asset deployment code to make it easier to build on slopes.
WEAPONS:
  • Added deployable DShK Tripod as anti-air emplacement to unconventional forces (Militia, Insurgents, Taliban, Hamas, ARF, FSA, NVA).
  • Fixed M60 bipod moving weirdly in 3p.
  • Fixed SA-7 having inverted faces on sight.
  • Fixed miniguns killing T90 too easily.
  • Updated Vietnam M14 to be only single fire.
  • Updated engineer repair kit to no longer repair choppers.
  • Updated engineer repair kit to take longer to repair vehicles.
  • Updated handheld Stinger to have no zoom.
VEHICLES:
  • Added CAS CH146 armed with M134.
  • Fixed BMP-3 cannon reload sound not synced with reload time.
  • Fixed misaligned sights on Chinese Mi-17 door gunners.
  • Updated BMP-3 cannon to shoot at correct velocity.
  • Updated Stormer and Tunguska to fire at one missile per second.
  • Updated Stormer driver to exit in back.
  • Updated UH-60 flight physics to be more stable.
LEVELS:
  • Asad Khal
    • Removed AAS16,
    • Added Skirmish 32.
    • Increased undergrowth view distance to match map's view distance
  • Battle of Ia Drang
    • AAS: Replaced NVA Camp hideout with rally point.
  • Bijar Canyons
    • AAS/CNC32/64: Removed nonrespawn Merkava, removed delay on delayed Merkava.
    • CNC/AAS32: Removed 1 attack helicopter from each team.
  • Black Gold
    • AAS128: Removed early bleed flags.
  • Burning Sands
    • AAS64: Added second T-72s in place of BMP3. Replaced BMP-2M for BMP-2. Added BTR-60. Increased All AAVs respawn time to 20 minutes.
  • Charlie's Point
    • General: Decreased View distance, Relocated ZPU too close to US main, Added base protection, Updated Dome of Death and Out of Bounds, Tweaked Undergrowth.
    • AAS: new flag routes, added Area attack to all layers
    • Added Skirmish 16
    • Added AAS32 with alternative assets.
  • Kashan Desert
    • General: Fixed a few misaligned objects.
    • AAS: changed flag route to include both Bunker flags in same group and pick either N/S Outpost/Village as last flags.
    • AAS32: Replaced MEC BMP-2 with BMP-2M. Lowered all IFV respawn times to 10 minutes.
  • Khamisiyah
    • General: Fixed several terrain exploits.
    • AAS16: Swapped the 3 Strykers for two uparmored Humvees and CROWS Humvee, added a trans truck to US, lowered MEC MTLB .50 spawn time to 10 mins.
  • Kokan
    • INS32: Replaced CH146 for CAS CH146.
  • Operation Archer
    • INS: Replaced one Taliban ammo techie for logi techie
    • INS64: Removed nonrespawning Canadian light vehicles, removed spawn delays for Canadian light vehicles, all light vehicles spawn from start now.
    • INS32: Removed nonrespawning light vehicles and delayed vehicles, gave USMC two support Humvees, four up-armored .50 cal Humvees and one Mk19 Humvee instead.
    • INS16: Removed CF ground vehicles, added x2 CAS CH146, x2 Chinooks and x1 CH146 for an air trans only layer.
  • Operation Marlin
    • AAS32: Added BMP2 and VBCI.
  • Ramiel
    • General: Fixed main base becoming unspawnable.
    • INS: Replaced Insurgent pick up kits with ARF pickup kits.
  • Shijia Valley
    • AAS64: Added Scimitar to accompany Warriors against ZSL-92.
Last edited by Mineral on 2017-05-19 21:28, edited 3 times in total.
Oskar
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Joined: 2009-09-27 11:36

Re: PR:BF2 v1.4.10.0 Changelog

Post by Oskar »

Looking forward to trying out that new Dshk, looking good guys
Geronimo
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Re: PR:BF2 v1.4.10.0 Changelog

Post by Geronimo »

'[R-DEV wrote:Mineral;2164362']
  • Updated Vietnam M14 to be only single fire.
nice
...
rPoXoTauJIo
PR:BF2 Developer
Posts: 1978
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Re: PR:BF2 v1.4.10.0 Changelog

Post by rPoXoTauJIo »

'[R-DEV wrote:Mineral;2164362']
Vehicles
  • Updated UH-60 flight physics to be more stable.
Shit shit shit, i didn't even fixed it fully :D Damn devs releasing too fast.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
VTRaptor
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Re: PR:BF2 v1.4.10.0 Changelog

Post by VTRaptor »

Updated Vietnam M14 to be only single fire.
Updated engineer repair kit to no longer repair choppers.
Updated engineer repair kit to take longer to repair vehicles.


You are making M14 unrealistic, and making repair kit useless, why do we even call it repair kit xD?
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Mats391
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Re: PR:BF2 v1.4.10.0 Changelog

Post by Mats391 »

VTRaptor wrote:Updated Vietnam M14 to be only single fire.
Updated engineer repair kit to no longer repair choppers.
Updated engineer repair kit to take longer to repair vehicles.


You are making M14 unrealistic, and making repair kit useless, why do we even call it repair kit xD?
The M14 change is not unrealistic. Our set up before with full auto was unrealistic. Almost all M14 in vietnam were turned to single fire only. This change has nothing to do with balance.
The repair kit can still repair light vehicles at the same rate as a repair station could. It was always meant to only repair light vehicles.
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Mineral: TIL that Wire-guided missiles actually use wire
bahiakof
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Re: PR:BF2 v1.4.10.0 Changelog

Post by bahiakof »

'[R-DEV wrote:Mineral;2164362']

[*]Updated asset deployment code to make it easier to build on slopes.
Very good!
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shifty454
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Joined: 2015-10-25 15:00

Re: PR:BF2 v1.4.10.0 Changelog

Post by shifty454 »

inb4 people ***** about the m14 again thx for the update
blayas
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Re: PR:BF2 v1.4.10.0 Changelog

Post by blayas »

Great! Thank you Devs
I hope they maintain and bring a realistic lethality at all calibers for future updates, Anxious for the ww2, or taking a more tactical stance (valid for the rest of pr ) or dying with 7.92x57, 7.92x33, .30-06 and 7.62x33 flying everywhere. :twisted:


[*]Updated asset deployment code to make it easier to build on slopes.

Time to hulldown some atgm´s heheh
Last edited by blayas on 2017-05-19 15:14, edited 4 times in total.
JohnF0X
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Re: PR:BF2 v1.4.10.0 Changelog

Post by JohnF0X »

'[R-DEV wrote:Mineral;2164362']

[*]Updated Vietnam M14 to be only single fire.
y tho?

i mean, G3 is still Full Auto, FAL is still full auto(for most factions) why remove from M14?
3 Years of not beeing able to write on Realitymod Forums since Account creation and suddenly im able to. Why not earlier?
FFG
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Re: PR:BF2 v1.4.10.0 Changelog

Post by FFG »

JohnF0X wrote:y tho?

i mean, G3 is still Full Auto, FAL is still full auto(for most factions) why remove from M14?
[R-DEV]Mats391 wrote:The M14 change is not unrealistic. Our set up before with full auto was unrealistic. Almost all M14 in vietnam were turned to single fire only. This change has nothing to do with balance.
.......
Rabbit
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Re: PR:BF2 v1.4.10.0 Changelog

Post by Rabbit »

'[R-DEV wrote:Mineral;2164362']

Want to help us test maps and other content? Sign up as a tester today.
No thanks, I like most others would rather just complain that you dont test stuff and get all upset.
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AfSoccer "I just don't see the natural talent."
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LimitJK
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Re: PR:BF2 v1.4.10.0 Changelog

Post by LimitJK »

'[R-DEV wrote:Mineral;2164362']
[*]Added deployable DShK Tripod as anti-air emplacement to unconventional forces (Militia, Insurgents, Taliban, Hamas, ARF, FSA, NVA).
nice. i really like the idea of repurposing existing content to increase diversity.
stationary auto grenade launcher next pls :-D
'[R-DEV wrote:Mineral;2164362']
[*]Updated engineer repair kit to no longer repair choppers.
takes the fun out a little bit but makes sense. no longer possible to safe choppers with just one logi (due to damage bleed>repair rate)? =>mobile repair station buff for choppers?
'[R-DEV wrote:Mineral;2164362']
[*]Updated engineer repair kit to take longer to repair vehicles.
unnecessary in my opinion, already takes really long. (hold left mouse button simulator)
[R-DEV]Mineral wrote: Do note we are still working on and refining the much discussed weapon damage model.
well there is obviously more than "refining" to be done.

your work is much appreciated
tankninja1
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Re: PR:BF2 v1.4.10.0 Changelog

Post by tankninja1 »

[quote=""'[R-DEV"]Mineral;2164362'][*]Updated Vietnam M14 to be only single fire.[/quote]

So it is now not a M14?

You can't have you cake an eat it too.
[R-DEV]Mats391 wrote:Almost all M14 in vietnam were turned to single fire only. This change has nothing to do with balance.
The same way the USMC still uses the M16 as a primary and the Army uses UCP/ACUPAT as a primary camouflage?

[quote="Rabbit""]No thanks, I like most others would rather just complain that you dont test stuff and get all upset.[/quote]

They mostly test in EU time, middle of the US workday.
Last edited by tankninja1 on 2017-05-19 16:42, edited 1 time in total.
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Allahu Akbar
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Joined: 2017-04-30 15:17

Re: PR:BF2 v1.4.10.0 Changelog

Post by Allahu Akbar »

I use M14 on semi-auto only anyway since it's one-tap-kill.

https://books.google.com/books?id=PZYeD ... ck&f=false

'[R-DEV wrote:Mineral;2164362']
WEAPONS:
  • Added deployable DShK Tripod as anti-air emplacement to unconventional forces (Militia, Insurgents, Taliban, Hamas, ARF, FSA, NVA).

For some reason I don't think they will be used for anti-air. Are they one-per-hideout?
JohnF0X
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Re: PR:BF2 v1.4.10.0 Changelog

Post by JohnF0X »

[R-DEV]Mats391 wrote:The M14 change is not unrealistic. Our set up before with full auto was unrealistic. Almost all M14 in vietnam were turned to single fire only. This change has nothing to do with balance.
that was Late war, what time are the PR Nam Maps suposed to be set in?
3 Years of not beeing able to write on Realitymod Forums since Account creation and suddenly im able to. Why not earlier?
AlonTavor
PR:BF2 Developer
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Re: PR:BF2 v1.4.10.0 Changelog

Post by AlonTavor »

Allahu Akbar wrote:
For some reason I don't think they will be used for anti-air. Are they one-per-hideout?
Should be same settings as normal AA, so one per hideout.
They have zero cover and you're not moving at all. Its easy kills for blufor. Hide them behind roadblocks.
QuickLoad
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Joined: 2014-06-20 20:07

Re: PR:BF2 v1.4.10.0 Changelog

Post by QuickLoad »

i love the new deployable and helicopter, been waiting for that deployable for sooo long finally has come :)
operativac
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Re: PR:BF2 v1.4.10.0 Changelog

Post by operativac »

Awesome! :)
I am especially looking forward to playing Burning Sands.
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Mats391
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Re: PR:BF2 v1.4.10.0 Changelog

Post by Mats391 »

JohnF0X wrote:that was Late war, what time are the PR Nam Maps suposed to be set in?
Apart from Ia Drang all maps are fictional. So can be what ever we want ;)
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Mineral: TIL that Wire-guided missiles actually use wire
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