Project Reality: BF2 v1.7 Released!

Project Reality announcements and development highlights.
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Mineral
Retired PR Developer
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Project Reality: BF2 v1.7 Released!

Post by Mineral »

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The Project Reality Team is proud to announce the official release our 40th major release of Project Reality: BF2, v1.7! As we are closing off 2021 and entering our 17th year of continued development and support, we want to thank all of you for your continued support and enthusiasm following us along.

Project Reality:BF2 v1.7
v1.7 finally introduces authentic ballistics for vehicle projectiles. It includes authentic drop on ballistic projectiles fired from vehicles as well as proper ways to account for the drop. Furthermore, we see our first major expansion to the WW2 theatre. We are adding Fields of Kassel, our first WW2 4x4km map which will include airplanes and anti-air vehicles as well. The PLA also gets a brand new IFV with the ZBL-08.
For some more in-depth details on the features coming with v1.7, please see the release highlight and full changelog.

Without further delay, enjoy the new year and the release of v1.7! Check out the Devcast on this release below while downloading:
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Download & Installation

If you are new to Project Reality or are on a very old version, visit the downloads page to download the standalone v1.7 installer. Project Reality is completely free and no additional software is required to play.

If you have already installed a more recent Project Reality: BF2 version, simply press "PLAY" in the launcher and the automatic updater will handle the rest! If you once took part in map events containing Fields of Kessel, please remove these maps from your installation to avoid issues.

Official Manual & Landing Page for New Players

Are you new to Project Reality or haven't played in a while? We got you covered! Check out the official PR Manual and a post dedicated to new players in the links below.
Project Reality Mod Support

If you encounter any problems while installing and/or playing Project Reality: BF2, please check out the Project Reality Mod Support forum. If your problem has not already been posted by someone else, please do not hesitate to start a new thread asking for help.


Project Reality v1.7 Server Files

If you currently host a Project Reality game server, you would have received the server files for Project Reality v1.7 via the Server Admin CP already. If you are interested in hosting a new Project Reality server, please follow the link below to apply for a server license.

Support Project Reality!

The Project Reality Team develops this modification completely free of charge for its community to download and play. If you would like to show your support, please consider donating to our team. These funds go directly towards website expenses, including bandwidth, hosting, domain registration, and maintenance. We never use donation funds to directly pay team members.
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For more information, please feel free to join us on our public forums to discuss this and other news. Also, be sure to connect to Project Reality through social media to stay informed and receive up to the minute updates, the occasional leaked bit of information, and more! See you on the battlefield!

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- The Project Reality Team
Last edited by Mineral on 2022-01-02 12:45, edited 4 times in total.
VTRaptor
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Re: Project Reality: BF2 v1.7 Released!

Post by VTRaptor »

first

contact me if you want to post your advertisement here
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Golden_Pilot
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Re: Project Reality: BF2 v1.7 Released!

Post by Golden_Pilot »

Thanks devs for making this happen :D
mectus11
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Re: Project Reality: BF2 v1.7 Released!

Post by mectus11 »

VTRaptor wrote:first

contact me if you want to post your advertisement here
how much?
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VTRaptor
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Re: Project Reality: BF2 v1.7 Released!

Post by VTRaptor »

mectus11 wrote:how much?


100$ a month my friend, very cheap
robert357
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Re: Project Reality: BF2 v1.7 Released!

Post by robert357 »

Woah nice!
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SoloWing
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Re: Project Reality: BF2 v1.7 Released!

Post by SoloWing »

https://www.youtube.com/watch?v=gzfLvzn2_Sc

In my opinion, the modern FCS system is still not sufficiently portrayed. Can we expect this level of FCS in the near future?
Rhino
Retired PR Developer
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Re: Project Reality: BF2 v1.7 Released!

Post by Rhino »

SoloWing wrote:https://www.youtube.com/watch?v=gzfLvzn2_Sc

In my opinion, the modern FCS system is still not sufficiently portrayed. Can we expect this level of FCS in the near future?
That system had the turret locking onto a laser marker that was attached directly to the enemy tank like they had in vBF2 or how heat targets are attached to aircraft for missiles to lock onto them. This has many issues of but the biggest issue is that since the BF2 engine is only limited to two types of target object you can attach to vehicles/projectiles (Heat and Laser targets), it would mean air to ground weapons like LGBs would automatically lock onto enemy tanks and other vehicles without the need for someone to lase the target from the ground.

Also at the end of the video in the OP it is shown how our FCS is planned to be improved in the future.
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camo
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Re: Project Reality: BF2 v1.7 Released!

Post by camo »

SoloWing wrote:https://www.youtube.com/watch?v=gzfLvzn2_Sc

In my opinion, the modern FCS system is still not sufficiently portrayed. Can we expect this level of FCS in the near future?
I'm sure this comment won't at all annoy those that know how much effort went into getting FCS into the game.


But yes more work is planned on FCS for vehicles.
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SoloWing
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Re: Project Reality: BF2 v1.7 Released!

Post by SoloWing »

Rhino wrote:That system had the turret locking onto a laser marker that was attached directly to the enemy tank like they had in vBF2 or how heat targets are attached to aircraft for missiles to lock onto them. This has many issues of but the biggest issue is that since the BF2 engine is only limited to two types of target object you can attach to vehicles/projectiles (Heat and Laser targets), it would mean air to ground weapons like LGBs would automatically lock onto enemy tanks and other vehicles without the need for someone to lase the target from the ground.

Also at the end of the video in the OP it is shown how our FCS is planned to be improved in the future.
Understood. So, designing an effective gun control system while the tanks or APCs move in the BF2 engine is more difficult than I thought and it should be realized in a different way than what is presented in the video I linked. :q
Last edited by SoloWing on 2022-01-04 15:59, edited 1 time in total.
Frontliner
PR:BF2 Contributor
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Re: Project Reality: BF2 v1.7 Released!

Post by Frontliner »

If it was easy, it would've been implemented long ago. Threads for FCS, Fast Ropes, Dragging Wounded players, removing the seat limit and a bunch of others have existed basically since the forum was opened up, and a couple of these tough nuts Mats and Alon were able to crack in the past few years.

We're versed enough in military hardware to know we're not there quite yet, but we also know that overcommitting to getting an aspect of an otherwise ready feature(in this case the stabiliser aspect of modern FCS) done would've meant pushing the release date back an as of yet unknown amount of time. We're not asking for your patience to lead you on endlessly only to not deliver, or because we're maliciously keeping things hidden from you, but because we'd like to make sure it works far more often than it does not.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
anantdeathhawk
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Re: Project Reality: BF2 v1.7 Released!

Post by anantdeathhawk »

Devs will figure out how to change the types of targets as well. Someday. They get shit done. Marvelous. I agree with Frontliner.
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AfterDune
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Re: Project Reality: BF2 v1.7 Released!

Post by AfterDune »

Congratulations on another epic release, team! I was playing the new version for a while last night, Fields of Kassel, what a gem :D . Really enjoyed the heavy sounds of tanks, the Garand firing sound, planes flying over, dog fights, AA-trucks, good teamwork. I had a blast!

Does anyone know if there are "Historical" servers, that play WW2, Vietnam and Falklands often? Or events? I could really use a frequent dose of historical combat, gets me going more than modern combat :p .
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ProjectKebab
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Joined: 2019-05-14 12:12

Re: Project Reality: BF2 v1.7 Released!

Post by ProjectKebab »

The shells being affected by gravity is a much-needed add, it raises the skill level and makes it harder to hit coppers.

The ww2 planes is just a wet dream.

Thanks PR team.
robert357
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Re: Project Reality: BF2 v1.7 Released!

Post by robert357 »

AfterDune wrote: Does anyone know if there are "Historical" servers, that play WW2, Vietnam and Falklands often? Or events? I could really use a frequent dose of historical combat, gets me going more than modern combat :p .
Unfortunately there are no dedicated servers for WW2 and Vietnam maps (which I would like to see too). However I've seen events from time to time.
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SemlerPDX
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Re: Project Reality: BF2 v1.7 Released!

Post by SemlerPDX »

Frontliner wrote:If it was easy, it would've been implemented long ago. Threads for FCS, Fast Ropes, Dragging Wounded players, removing the seat limit and a bunch of others have existed basically since the forum was opened up, and a couple of these tough nuts Mats and Alon were able to crack in the past few years.

We're versed enough in military hardware to know we're not there quite yet, but we also know that overcommitting to getting an aspect of an otherwise ready feature(in this case the stabiliser aspect of modern FCS) done would've meant pushing the release date back an as of yet unknown amount of time. We're not asking for your patience to lead you on endlessly only to not deliver, or because we're maliciously keeping things hidden from you, but because we'd like to make sure it works far more often than it does not.
Thank you! Said more than should need to be said. Keep doing what you're doing, ignore the haters and impatient gimme's. Cheers to the Dev team for your recent work on these updates!
EnermaX
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Re: Project Reality: BF2 v1.7 Released!

Post by EnermaX »

This is actually mindblowing. Now Squad's only "advantages" are graphics and audio.

Great job.
PatrickLA_CA
Posts: 2243
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Re: Project Reality: BF2 v1.7 Released!

Post by PatrickLA_CA »

Frontliner wrote:If it was easy, it would've been implemented long ago. Threads for FCS, Fast Ropes, Dragging Wounded players, removing the seat limit and a bunch of others have existed basically since the forum was opened up, and a couple of these tough nuts Mats and Alon were able to crack in the past few years.

We're versed enough in military hardware to know we're not there quite yet, but we also know that overcommitting to getting an aspect of an otherwise ready feature(in this case the stabiliser aspect of modern FCS) done would've meant pushing the release date back an as of yet unknown amount of time. We're not asking for your patience to lead you on endlessly only to not deliver, or because we're maliciously keeping things hidden from you, but because we'd like to make sure it works far more often than it does not.
I don't even think we need all the high tech most vehicles have nowadays. IRL they are not designed for a fair fight anyway, they're designed to win but in PR, if everything gets automated: 1. where's the fun in that? 2. vehicle engagements will be basically press button to lock then hold left click

Unlike the ballistics and rangefinder that do add some complexity and will require some player skill to master and take advantage of, target tracking might be on the other end of this spectrum
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