AA range to short now.

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  • imported_bigpappa
    Member
    • Oct 2006
    • 2159

    #31
    Re: AA range to short now.

    Originally posted by .iKonn

    haha,pwned

    Comment

    • F-1

      #32
      Re: AA range to short now.

      Originally posted by ||bfa||variable
      That's confirmed? 300m? Is that missile lifespan or lock range?


      Here is a list of some important features of the AA

      Max speed 225 m/s (two to three time the speed of a jet)
      explosion radius 4m
      detection radius 1.5m (explosion upon proximity?)
      maximum lock angle 120degree
      maximum lock distance 300m
      Time to live 12sec
      Minimum distance 10m

      Those numbers are all confirmed.

      Comment

      • WarGimp

        #33
        Re: AA range to short now.

        Originally posted by [DUCKS]Black_Duck_1
        Here is a list of some important features of the AA

        Max speed 225 m/s (two to three time the speed of a jet)
        explosion radius 4m
        detection radius 1.5m (explosion upon proximity?)
        maximum lock angle 120degree
        maximum lock distance 300m
        Time to live 12sec
        Minimum distance 10m

        Those numbers are all confirmed.
        Nice numbers! Thanks muchly.

        Comment

        • F-1

          #34
          Re: AA range to short now.

          Originally posted by Wargimp
          Nice numbers! Thanks muchly.

          Another note Wargimp: I remember I read somewhere that you said the code for the S2A and the A2A missiles is the same. I could not find that post to give more details about this issue (when people talk about the AA the threads get very lengthy especially when Chris is around! ) but I think I can reply here :)

          The S2A and A2A have different code. they are not the same. if you open the game's files and play with them you will be able to change how each one of them behaves separately. even the different missiles for different jets have different characteristics. I can give more details in numbers if you like.

          I think DICE made the A2A missiles this way to give the pilots more chance to taste "death" :)

          One more thing: for those who say that there is no drag in the game I tell them:you are wrong! there is drag force on the jets while flying, but that force is very small. I can post the numbers if the people want to debate about them :)

          Comment

          • WarGimp

            #35
            Re: AA range to short now.

            Duck, ya rock man.
            This is an instance where I'm quite happy to be wrong. A2A missile tacking can be tweaked without impacting S2A... WHOO fugging HOO!

            Now the question is "how to tweak 'em *rught*?"

            Comment

            • iambanana

              #36
              Re: AA range to short now.

              Originally posted by DaDDeh
              For your knowlage I can fly both the planes and hellis in BF2, god i'd love to see half the so called pilots from BF2 fly a DC chopper, and yes for your info I can. :)
              So can I! But I dont see myself as a hardcore pilot in BF2 though. Flying choppers in DC can be learnt in an hour or two. But LANDING them..woah, thats a whole different story.

              Comment

              • F-1

                #37
                Re: AA range to short now.

                The fundamental problem with the "heat seeking" AA is that it is not really a heat seeking AA! implementing a heat seeking missile can be very difficult and will consume all of your CPU's power! no CPU power will be left for an actual gameplay.

                I am a physicist and working on my PhD so I know what I am talking about when it comes to physics. If you need to make true heat seeking missile then you need to keep a temperature map for the whole space. when you fire a missile it will keep moving along the path of highest temperature. this is a pain in the @#$%^@ for the best programmer and computer.

                they way the AA is implemented in the game (before and after 1.2) is that when a vehicle is marked as "heat emitting", it can be a potential target for the AA. only jets and choppers and flares are "heat emitting" in this game. so far so good. but they way they did it is that if you fire a missile in some direction it will move straight forward until it gets within a specific distance from a heat emitting object. when it does it will just make a sharp turn toward you! before the patch, a jet could make a turn sharper than the AA. so if you made a sharp turn you could avoid the AA. no flares needed. Now the AA can turn faster than the jets. so a sharp turn wont save you. so when you think about it DICE could either make the AA hit its target or not. it is really either hit any jet or do not hit anything. now obviously it is implemented to hit anything within range, which is more realistic.

                Comment

                • Apk

                  #38
                  Re: AA range to short now.

                  I love how no one agrees with this crazy anti-AA guy. Sorry that you can't bomber and chopper whore anymore.

                  Comment

                  • Lugal317

                    #39
                    Re: AA range to short now.

                    Originally posted by jsVariable
                    I made a post similar to this a while back. I got the same response from the "pilot" crowd, then as well...

                    These "pilots" who continuously respond with their usual garbage, obviously either simply don't get it (probably because they haven't tried using the new AA), or they have an agenda - they believe that the people on the ground SHOULD stand no chance against the "almighty airpower".

                    Anyway, since someone needs to balance out all the crap that gets posted by them, here it is again.

                    The Simple Facts Regarding the Airpower vs Stationary AA(Mis-)Matchup:

                    The range of any of the jets' cannons (or the helos' tv guided missiles, for that matter) is GREATER than the lock range of the AA sites' missiles. This ensures that as long as a pilot has memorized the locations off the AA sites, he can ALWAYS destroy them from out of the AA site's range, BEFORE the poor schmuck on the ground can get a lock / do a GD thing.

                    Additionally, he doesn't have to do any fancy manuevers, or use any sort of "skill" that you guys so often boast about. He can quite simply fly straight at a site and just blaze away with his cannon, destroying the site (once again) BEFORE the guy on the ground can get a lock. There is NO debating this. It is fact. If you don't believe me, GO TRY IT YOURSELF.

                    Also, here's a little FYI for all you "geniuses" that continually reply by telling people to "Get some tactics, and don't sit in the site! Wait till they get close": So long as the pilot isn't a complete fool, he will destroy any aa site he knows he is going to pass by, from out of range, REGARDLESS OF WHETHER OR NOT ANYONE IS CURRENTLY MANNING THAT SITE.

                    What don't you people understand about that? It doesn't matter if a person doesn't man an AA site, and doesn't make it show up on the pilot's radar. The stationary sites are just that - STATIONARY - and as soon as a pilot memorizes where they are, he doesn't need anyone to be in it so he can see it on his radar. If he knows he will pass by a particular site, he will destroy it, and there will be NOTHING the guy on the ground can do. And THAT, my friends, is what I, and others like myself, are complaining about - the fact that if a pilot isn't stupid, and makes sure he goes after the sites, there is NOTHING people on the ground can do to stop them. THAT is obviously not balanced.
                    Jeeze, you ask for a cookie.... you get 2 cookies.... And now you want 4 and a glass of milk??

                    Bottom line, you can't make AA a sure kill everytime there is a plane or chopper in the air... They have to have a chance. And hey, if they are good they will take you out before you get them, but guess what. They have to worry about the other airplanes too!!! Let your friendly jets do their jobs, don't make it your mission to kill a plane or chopper until they have REALLY ****ed you off. I'm telling you, I have my gunner destroy ANY AA, everytime we pass one manned or not. I think thats how all the pilots should be flying.

                    If you don't like that, tough. The fact is, its taking us time to do that, which is time that could be spent owning up, so if anything, the improvements made to AA have diverted us from the true "battle" for a short period of time. Go get on a .50 at least then we will have to figure out where you are.

                    I doubt you are doing everything in your power to solve your problem. You got frustrated and you came to vent which is fine, but have you tried spotting planes and helicopters (very helpful for friendly planes). I know it doesn't get you points, but thats just too bad. I spot every plane/chopper that passes me.

                    I don't understand it... I never really get bothered by air power when I'm ground pounding... Except on wake... but I wasn't really on the GROUND yet, jeeze that map can be a biotch. :laugh:

                    Comment

                    • AnnihilateYZ

                      #40
                      Re: AA range to short now.



                      haha just had to do it

                      Comment

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