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Old 12-27-2007, 10:34 AM   #16 (permalink)

 
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Re: PR Dev Journal.

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Originally Posted by DoorGunner53E View Post
Do you fly D1sp0sabl3H3ro?
Private pilot - yes - haven't been up in a little while due to expenses and kid's college funds needing the $$ more than me. I really, really miss it.
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Old 12-28-2007, 10:54 AM   #17 (permalink)
 
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[Audio] Distant Weapon Sounds

New weapon sounds:

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Originally Posted by [R-DEV]Jaymz View Post
Along with a vast array of new weapon, vehicle and ambient sounds we've cooked up for you there is also a new feature to 3rd person weapons sounds that has never been attempted before in the BF2 engine. In the following video you'll see myself and db firing of tons of rounds from various weapons. Each calibre has it's own unique distant sound (5.56, 7.62, 9mm, 50cal).

Have a listen for yourselves, but bare in mind that the audio quality will obviously be far better in game. Also note that here, there are only two people shooting off rounds. Hopefully in a game with 30+ players there'll be a constant "live" ambient track of realtime gunfire
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Old 12-28-2007, 10:57 AM   #18 (permalink)
 
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[Gameplay] Laser Target Designation and CAS

New commo rose with possibilities for air support:

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Originally Posted by [R-DEV]dbzao View Post
In PR v0.7 a new laser target designation system will be in place that will hopefully increase teamwork and cooperation between ground troops and CAS aircraft.

Take a look at this video preview and make sure to read the guide to know how to do it yourself once 0.7 is released.
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Old 12-28-2007, 11:04 AM   #19 (permalink)
 
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[Gameplay] AA and flares

I think this is great news, although maybe not that great for the pilots :

Quote:
Originally Posted by [R-DEV]dbzao View Post
We worked on some updates to the AA and flare systems in PR to make it closer to reality and also bring some new challenges to the players.

First, the AA is VERY deadly now. If you get locked, you are pretty much dead 90% of the time. Like other vehicles and even soldiers in-game and in real life, get the first shot and you will be in a big advantage. The missiles are very good at tracking the aircrafts and will detonate when they get close to them without the need to actually hit them.

Second, there is no more track tone, only lock tone. While the enemy is trying to lock on your aircraft, you wont hear a thing, only when you get truly locked the alarm will go off. This was a change requested by our military advisers as most aircrafts have a "warning upon missile release" system that will only give a warning tone in the pilot HUD when the missile is fired. By the way, no need to post all kinds of other warning systems that these jets have irl as we got to a compromise of reality, balance and engine limitations.

So, by joining these two changes you basically have: don't get locked or you will die, and you don't know when you are getting locked until it's too late.

To counter this issue, the flares system was updated. As a pilot, you can fire any number of flares you want in sequence by pressing and holding the flares key (default X). If you click once, you will fire one flare. If you click and hold for a second you will launch a few flares in sequence. No more delay after firing flares.

BUT we all know that flares are limited in these aircrafts irl. Because of engine limitations there wasn't really a way to do it (they can only be unlimited), so the option was to give their usual loadout, but give a long "reload time" after that loadout is depleted.

The loadout number we got from our mil. advisers is 30 flares, and after these flares are used, you will have a 30s reload time. It's better to be out of danger during that time, so it's a good idea to land to reload your other weapons.

The helicopters have a slightly different system than the jets. Helicopters deploy flares in groups of six, so this means, you have five deployments before you need to wait the 30s reload time. Be careful, and get in and out the fastest as you can. Another helicopter update that wasn't mentioned before will help on this task. Helicopters can drop altitude as fast as they can gain it. No more taking 10s to drop 20m

All these changes mean that CAS aircrafts need to stay away of enemy AA infested areas, and only engage pre-determined targets, in and out the fastest that they can, instead of flying around looking for targets. Also, they need to assume enemy AA could be in the objective area and deploy flares during attack runs to avoid getting locked.

These updates will hopefully bring a new level of teamwork between ground troops and aircraft as well as a more realistic behavior of these war machines
It 's amazing how realistic this game is becoming... I can only encourage this and I can't wait to get my hands on it!
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Old 12-28-2007, 11:06 AM   #20 (permalink)
 
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[Map-wip] Fallujah minimap update

Last but not least an update on the Fallujah map, which won't be in 0.7 though.

Quote:
Originally Posted by [R-DEV]duckhunt View Post
Most of the buildings are down now, so you can get a feel for the layout of the battlefield. Hopefully this will be a citymap that is not just karkand spam, lots of thought has gone into the spacing and how it will play out. The next main phase is the detail of getting it looking like a real messed up place!

wip


google earth reference:
Be sure to check out the original site for more updates.
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Old 12-28-2007, 11:45 AM   #21 (permalink)

 
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Re: PR Dev Journal.

They should charge for .7! Holy Crap!

If they have 3 more releases after this to get to their ultimate vision (1.0), then I just can't imagine what else they will do. This is truly amazing work!
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Old 12-28-2007, 11:53 AM   #22 (permalink)
 
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Re: PR Dev Journal.

Ghost Dog,
I am very happy the "collective-drop" issue was addressed. This will ultimately change the way the helicopters are flown, there have been instances of wanting to quickly "mask and unmask" while trying to hit a target and it could not be done quickly enough due to the low rate of descent, my course of action would be to initiate a yaw kick with a roll either left or right to lose the altitude. There will have to coordination between the aircrews to make all this work, one set of eyes watching the area, the other shooting. Lots of people get tunnel vision, especially the overzealous SL's who want the kills vs. survivability, there should be the discussion of "If we come under fire from this position, where is our position to successfully "mask" again quickly, ravine, hillside, etc." Doubtful if anyone designed a arming distance rate on the missles either, not that I would want to be that close anyways, forcing to fly towards rather than away to close the arming gap. It will be interesting to put some true practices to the test, looks great.
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Old 12-28-2007, 12:07 PM   #23 (permalink)
 
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Re: PR Dev Journal.

d1sp0sabl3H3r0,
A girl was doing touch and go's near my house a month or so ago, landed it nicely until the third attempt and got squirreley on the pedals and did a 45 degree turn down into a ravine. My guess is that she wanted the brakes and got a turn instead. :-) She lived, shook up and nervous, doubt she will fly again.
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Old 12-28-2007, 12:11 PM   #24 (permalink)
 
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Re: PR Dev Journal.

hehe, good old rudder F'ups. im working on my PPL and a few months ago I was coming off the runway when a BIG shiny King Air B200 caught my eye, he was about 10 feet infront of me and i pushed both the rudder pettles hard, apparently the Right one harder because i almost went into the grass . no ditch though thank god. the B200 went around and we taxied by him. in regards to landings, Cakewalk.

Landing in Crosswinds...................Cakewalk with extra rudder movements :P
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Old 12-28-2007, 12:26 PM   #25 (permalink)

 
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Re: PR Dev Journal.

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Originally Posted by DoorGunner53E View Post
d1sp0sabl3H3r0,
A girl was doing touch and go's near my house a month or so ago, landed it nicely until the third attempt and got squirreley on the pedals and did a 45 degree turn down into a ravine. My guess is that she wanted the brakes and got a turn instead. :-) She lived, shook up and nervous, doubt she will fly again.
Had one scare when I was a student - instructor and I were landing to the west. Unfortunately for us, the FAA (the "We're not happy until you're not happy" folks) was testing the instrument approach to the east. I was in a Cessna 152, they were in a King Air. I don't know why we didn't hear them on the frequency - other instructors said they did later - but we didn't. We saw him flying down the runway at us on final. MAJOR PUCKER! We ended up doing the worst bounce I've ever had, to the point of almost catching the runway with our left wing, and to top it off my wife and kids were in the parking lot watching this! Plane was ok - we were ok - even better we never heard from the FAA. My wife hasn't forgiven me yet, though.

I've got another good story about another run-in with the FAA in Teterboro, but I'll save that for another day.

Any landing where you can use the plane again is a good landing. Any landing that you can walk away from is a great landing.

Take offs are optional, landings are mandatory.
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Old 12-28-2007, 02:55 PM   #26 (permalink)
 
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Re: PR Dev Journal.

And people were saying jets were over powered. I have the Devils to attest for me that I've shot down 4 Jets in one Kashan round with shouldermount AA.

However, with the new designated targeting system, Jets will be MORE deadly to tanks. You can expect Shouldermount AA squads
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Old 12-28-2007, 03:53 PM   #27 (permalink)

 
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Re: PR Dev Journal.

The bottom line is that to be successful, there is going to be a lot of teamwork required. Coordination between ground and air is obvious now, but additionally asset protection will be vital, as Skud has alluded to above. Expect to see some infantry devoted to protecting armor assets, and supply trucks to have some type of escort. Additionally, I think devoting an attack chopper to escort a supply chopper would be a good idea. I wish that the engine could support more than 31 players to a side, because to do it right would require about 10 more per side.

A team that applies at least some of these strategies should demolish any team without them. Coordination is the key.
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Old 12-28-2007, 05:02 PM   #28 (permalink)
 
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Re: PR Dev Journal.

Hence my discussion of "Masking and Un-Masking" due to little or no support. We use it even when we "external" cargo, it works but patience is needed along with good SA. A game of cat and mouse with the AA and other assets in real life.
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Old 12-28-2007, 05:09 PM   #29 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by TheSkudDestroyer View Post
And people were saying jets were over powered. I have the Devils to attest for me that I've shot down 4 Jets in one Kashan round with shouldermount AA.

However, with the new designated targeting system, Jets will be MORE deadly to tanks. You can expect Shouldermount AA squads
There is one motorbike on kashan (per team) right now. If there was 3 per team that respawned every 5 minutes there would be mobile AA squads XD
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Old 12-28-2007, 05:10 PM   #30 (permalink)
 
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Re: PR Dev Journal.

1 more off topic- we were landing at Ontario, Ca...some little airfield near there at night on googles blacked out, quick right turn at the approach end right onto taxiway and what was 20 feet in front of us and closing? A cessna!! Lights came on, blinded the poor guy with the winch spotlight, he stopped about 15 feet in front of us and the radio match ensued, he wanted us to pick up and take off, we told him he was nuts and we would win the physics battle, 53E V. Cessna. So we went min power and he barely got turned around without flipping over, he never had a single beacon flashing the whole time, he even took off later without them on. Civies scare me. :-)
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