BF:Dogfighters: A troybob mini-mod idea.

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  • Chris_Redfield
    Member
    • Oct 2006
    • 5986

    #16
    Re: BFogfighters: A troybob mini-mod idea.

    Look out for Skeletor, he and another dude had a dogfighting mod project going on for which I had to design a few things, which I couldnt find the right time and initiative. I do have a lot to offer though and if the project is still a go then Im in. You (we) should all get together and push this forward. Apart from certain difficult and technical stuff like AWACS and air refueling, dogfight mod can be done, and it can be fun.

    Blades did a nice job with presenting 2 very good ideas. I can concur with the first since I tested it extensively- smaller lock circle and longer lock on time is fun as fvck!

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    • Blades

      #17
      Re: BFogfighters: A troybob mini-mod idea.

      Originally posted by Chris_Redfield
      Look out for Skeletor, he and another dude had a dogfighting mod project going on for which I had to design a few things, which I couldnt find the right time and initiative. I do have a lot to offer though and if the project is still a go then Im in. You (we) should all get together and push this forward. Apart from certain difficult and technical stuff like AWACS and air refueling, dogfight mod can be done, and it can be fun.

      Blades did a nice job with presenting 2 very good ideas. I can concur with the first since I tested it extensively- smaller lock circle and longer lock on time is fun as fvck!
      Wow I havent seen you post in a WHILE. Welcome back. Hopefully these jet threads can get past 2 pages now.

      You should definetely do this mod. I mean, its not like you can make it worse than BF2 dogfighting is now!

      Ex of BF2 Dogfighting: http://youtube.com/watch?v=Ucjc0lHC020

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      • N2K

        #18
        Re: BFogfighters: A troybob mini-mod idea.

        or

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        • Chris_Redfield
          Member
          • Oct 2006
          • 5986

          #19
          Re: BFogfighters: A troybob mini-mod idea.

          Originally posted by Blades
          Wow I havent seen you post in a WHILE. Welcome back. Hopefully these jet threads can get past 2 pages now.

          You should definetely do this mod. I mean, its not like you can make it worse than BF2 dogfighting is now!

          Ex of BF2 Dogfighting: http://youtube.com/watch?v=Ucjc0lHC020
          Yah, Im working right now and I gave my PC to my younger bro who went to university to study programming (free BF2 hacks!!!!!!!) so he wouldnt waste more money on a PC. This gave me a reason to get my own and Im building up a nice mean gaming machine. So Ill probably be online every once in a while but still around.

          As for my experience with modding. Ive managed to completely fvck it up and in the same time create quite a nice balance between the jets. Mainly just beefing up some jets strenghts and in the same time making their lacks affect them more. Plus I made a quite nice missile system which relied more on skill and timing and to compensate for strange phenomenons made them as lethal as I could (tracking wise). Theres a thread where I put this all up in details aswell.

          EDIT: And man, that video is sad. Poor champ LOL

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          • troybob
            Member
            • Sep 2007
            • 2823

            #20
            Re: BFogfighters: A troybob mini-mod idea.

            Originally posted by Blades
            My idea for A2A is to make the lock on circle ridiculously small, but relative to the jet you are flying. You have to get the enemy jet within that circle to get a properly launched missle. Against an evading plane it would be very hard to obtain a lock.

            So F35 will get the biggest circle, while J10 will get the smallest. This way you keep the charecteristics of each jet.

            Second part: (this is redfields idea) make the missle a clip of 1. So you launch ONE missle, and it reloads, than you launch another one.

            With these two ideas together you would have skilled jet combat, and you would need multiple engagements to destroy a jet, unless the enemy sucks.

            The missles would always hit, but only if launched within that really small circle.

            Oh and make lock on time long, but again relative to the jet you are flying.
            Regarding the second part - here's my idea.

            there would be different missile classes for different jets.

            Missile type 1 - Heat seekers. Just like BF's (with the alterations shown in the original post). One shot per clip - reload of 2 seconds. Lock based on within viewing distance.

            Missile type 2 - Radar Guided. Longer range and better accuracy - however you must keep the enemy jet in the radar cone.

            Missile type 3 - Quick guidance. An extermely fast and agile missile. Heat seeking. Although very accurate - it's easily confused by flares.

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            • Chodda
              Member
              • Sep 2006
              • 996

              #21
              Re: BFogfighters: A troybob mini-mod idea.

              haha i have troy blocked
              xfire: chodda
              steam: w0ofz

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              • troybob
                Member
                • Sep 2007
                • 2823

                #22
                Re: BFogfighters: A troybob mini-mod idea.

                Originally posted by Chodda
                haha i have troy blocked
                in that case.....

                you're cute

                I want to make babies with you.

                Comment

                • Chris_Redfield
                  Member
                  • Oct 2006
                  • 5986

                  #23
                  Re: BFogfighters: A troybob mini-mod idea.

                  Originally posted by troybob
                  Regarding the second part - here's my idea.

                  there would be different missile classes for different jets.

                  Missile type 1 - Heat seekers. Just like BF's (with the alterations shown in the original post). One shot per clip - reload of 2 seconds. Lock based on within viewing distance.

                  Missile type 2 - Radar Guided. Longer range and better accuracy - however you must keep the enemy jet in the radar cone.

                  Missile type 3 - Quick guidance. An extermely fast and agile missile. Heat seeking. Although very accurate - it's easily confused by flares.
                  One big problem : Good luck with finding coders to do the work. I dont even know if you can make it so the missile is affected by your HUD screen...

                  How a missile works in BF2 - In order of engagement upon aqcuiring the target

                  1. HUD locks on to the target, missile and HUD lock angles are the same, this basically activates the missile so if you shoot it upon lock, the missile is triggered so it searches for a target when its launched

                  *HUD also has a tracking delay function, in seconds. It takes 1 second to aqcuire a lock on a target (1.5 for F35B). General increase in just 1 second changes the sight completely. This is set to 375 metres.

                  2. Lock delay - when the missile is shot, it has a delay, when it will engage itsself. The missile is shot from HUD lock, but a certain time is passed until the missile starts maneuvering. This means, that if the target leaves the missiles lock angle before the lock delay has passed, the missile does not follow the target. Patch 1.0 this value is set to 0.3 seconds, patch 1.3 this value is set to 0.01 seconds

                  3. Lock angle - when a missile is shot it has (or hasnt) the target in its lock angle / lock cone / field of view, this is measured in degrees. The wider the cone, the more the missile sees. Patch 1.0 had it set to 90 degrees, this value is 45 degrees in patch 1.3. The problems occur when missile gets close to the jets. Different jets have different heatsource locations and hitbox meshes with different shape. So a barndoor like F35B opens itsself with a heatsource visible from all angles and a big chunk of hitbox in the rear giving missiles basically a whole wall to not to miss, while J10 have heatsource in the body so the missile lose it from their field of view, also, hitbox is usually at a sharp angle so theres a theory that missiles "bounce" off and wont register a hit.

                  4. Maneuverability - right now missiles have maneuverability enough for them to turn on a needle.



                  So, no. One can not create radar guided missiles. But heatseekers with different maneuverability and tracking functions are an option. Missiles with different life-time, maneuverability, range and damage, you name it. Alsong as they generally function like heatseekers.

                  Originally posted by Chodda
                  haha i have troy blocked
                  Would you mind?

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                  • Chris_Redfield
                    Member
                    • Oct 2006
                    • 5986

                    #24
                    Re: BFogfighters: A troybob mini-mod idea.

                    Bob, just giving you a headsup, Im finishing a ~10 page concept project on a BF2 dogfighting mod, utilizing everything I can think of that would work.

                    Keywords, radar in UAV-vehicle shape, F15 dogfighter with long range copilot missiles (600m) and short range pilots missiles (300m), balance force consisting of long range radar support jets, long range fighters and dogfighters, pleasant and fun maneuverability, different cannons, lock-on weapons made harder to use but still effective in hitting targets.

                    EDIT: As for radar guided missiles. If theres a chance to edit the ATS bomber missiles into point-and-hold ATA missiles, youve got yourself a radar guided missile.

                    Im going to disappear for a while, but while Im at it, I have enough time to work on the concept and experiment a little. The beauty of it is, most of it is just a few dozens of manhour work and the worst thing to do, is making maps.

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                    • troybob
                      Member
                      • Sep 2007
                      • 2823

                      #25
                      Re: BFogfighters: A troybob mini-mod idea.

                      Any chance for AWACS support? is that what "vehicle shaped uav" means?

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                      • Chris_Redfield
                        Member
                        • Oct 2006
                        • 5986

                        #26
                        Re: BFogfighters: A troybob mini-mod idea.

                        Originally posted by troybob
                        Any chance for AWACS support? is that what "vehicle shaped uav" means?
                        Draw parallels with Armored Fury, they have these ROFLcopters with active UAV around them, covering a limited area.

                        In the mod, make 2 classes of fighters, the singleseated will be superior in maneuverability, but the doubleseated will offer handy tools for the copilot, such as the ATA IR tracker, using the copilots ATG missile camera (800 metre coverage distance sounds fair), with copilot engaged UAV or long distance sure-kill slow flying missiles that can either be ditched using flares or outspeeded if youve got enough burners.

                        The main idea is, if youre flying solo, you should choose the Hornet, if youre flying tandem, and have a good teamwork with the copilot, you should choose the Eagle and youll dominate the Hornet.

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                        • buteonidae
                          Member
                          • Nov 2006
                          • 968

                          #27
                          Re: BFogfighters: A troybob mini-mod idea.

                          --- Flares released one-by-one instead of all like it is now.
                          --- Make it so you can look outside window, left-right-back-up etc - and take the changable camera views that allowes you to see jets from outside of it.


                          Would love such a mod.

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                          • rangedrecon

                            #28
                            Re: BFogfighters: A troybob mini-mod idea.

                            sounds coolio

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                            • Kapukluk

                              #29
                              Re: BFogfighters: A troybob mini-mod idea.

                              Yeah, a higher ceiling would be sweet.

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                              • Desertfox

                                #30
                                Re: BFogfighters: A troybob mini-mod idea.

                                If you guys can get this done that would be awesome!


                                Insteand of the cone, is it possible to have it kind of like in the movie topgun? Where the cone moves up and down side to side etc. So its hard to get a lock but once you do your ****ed?

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