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Showing results for tags 'realistic'.
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Will sight/aiming on tanks be realistic in the future? I hope. I can't speak for the Abrams but I was a gunner for the Leopard 2 MBT so I can tell you how that works at least. I suspect the Abrams to be very similar. Basically. Aiming with a tank is not hard. It is very easy actually. Even on the move. The sights are mounted on a mirror that can move instantly long before the turret has started to move those 15 tonnes. This is all good. Now once you have acquired a target, the first thing you do is press a button to fire a single laser shot. This gives you the distance, in numbers at the bottom as is visible in Squad already. However, please note that this eye-dangerous laser isn't active all the time so the distance will not always be visible and move up and down when you aim at things. There is actually also a reason for this and that is because there are things that warn for lasers, but more importantly you don't want a target being missed because it drives behind a tree close by, right? So, first you take measurement. Then comes the second part. You aim exactly at the middle of the target. Actually between the turret and the chassi if it is a tank. Then you press the button and YOU ALWAYS Hit basically. If it is a stationary target and measurement is correct, even in the move you are 99% going to hit it spot on km away when pointing the cross hair EXACTLY ON TARGET! The computer does all the calculation for so you don't have to aim above or anything like that at all. Now comes the third part. In case a vehicle is moving and you have already done your single range measurement with your laser, what you do is to follow the vehicle with the sights centered mid target at exactly the same speed the vehicle is moving - ALWAYS CENTERED, then you press AND HOLD a certain button which tells the computer to calculate exactly how much in front of the vehicle the gun should shoot in order to hit the vehicle. If you do it right and the vehicle is moving at a constant speed, your cross hairs centered all the time, you will basically always hit as well as long as the vehicle is not moving to fast towards or from you, which would change the distance thus tell the computer to aim too far in front, or too little in front of the vehicle. Distance is absolutely crucial here maybe more so than for a stationary targets because if it is a fast moving vehicle sideways, it will have moved quite a distance before the round hits, compared to a stationary target where the time to a hit is not an issue, only the height above the target that the cannon should elevate to. The round will land when it lands, so to speak. Now it would be really cool if you could implement at least one button for firing a single laser round showing the distance at the bottom, automatically adjusting cannon, i.e. the user don't have to compensate upwards. It would also be cool if you could implement that second "hold-to-follow" button to let the cannon auto adjust where to aim by holding it down. Please note that it is not mandatory to use this function. If the distance is correct, you could aim in front of the vehicle as well manually, but it would be much harder. So, 2 buttons please! Only one mandatory to use. Don't say it will scare of rookies because rookies are already scared off by the much more complicated mortars in such a case. Plus it is actually easy to learn and fun too do it the real way. Also doing it the real way should be rewarding I think. Please note that running and gunning will still be possible of course. For the second button I would suggest a quirk to make it work better with a mouse. This is because when using a mouse you have to constantly move your hand which reduces precision A LOT. In the tank, instead, you turn the controller thereby telling it to keep turning by the amount of speed you want, so to speak. Like a steering wheel in a car, you don't constantly have to move the steering wheel, right? So what I would suggest is this: First you use the mouse to follow the target matching the speed of the target by moving your hand, then you press and hold button 2 to keep the sights MOVING at the speed and direction you had when you started pressing the button, thereby disconnecting the mouse input so to speak. If you would want to readjust you could just release the button and follow again with your mouse then press and hold again to rest your hand while the turret keeps moving. This would be the closest match to the real deal using a mouse I believe. Just a few suggestions. Thanks for a better and better game!
Khost posted a topic in Teams & Clans62nd Springers Name: Khost Steam Profile: https://steamcommunity.com/id/khost007/ Contact Email: Theninedrop@gmail.com Looking for: I am currently recruiting for the 62nd "Springers" Squad. Please note this is a Skill and co-operation team based around realism (with the odd bit of banter!), so experience and some basic tactical knowledge is essential. Promotions up from Private to Lance Corporal, and Corporal available for the right members. Requirements: UK Based (Timezone) Can reliably commit to scheduled time *TBC* (Most likely Mondays, and Thursdays 8-10PM UK time. some weekends but this is all TBC) Decent spec PC, Mouse & Keyboard Prepared to train, Listen & Follow orders Must own a headset Can follow instructions Focused on Fairness and Teamwork Primary Language(s): English Only Age: 21+ Timezone or Region: UCT +00:00 Dublin, Edinburgh, Lisbon, London Nature of Interest: Skill based Only Gaming Background: Arma, Arma 2 Arma III, World in Conflict, Mil-Sims, DayZ Player Unknowns Battleground Benefits: Pension, Holidays, Onsite parking, Bonus + Travel Benefits. How to apply: Please state your Name; Age, Email address, and SteamID, plus a brief description as to why you want to join / what makes you a good fit with out Ethos and send it to: email@example.com. or on Steam ID: Khost007
Hi Team you done a great job . as I watched all game plays it's awesome weapon sound and effects or realistic. I request you to add PKM machine gun in insurgents side. Which is used in all combat, I have watched all real firefight videos where PKM used. also please add bipod mounting features on ground and compounds which will be more realistic stance. More realistic ideas in next post
Rayyaan posted a topic in Feedback & SuggestionsBackground There's been previous suggestions regarding modular vehicle damage and the aspect of disabled vehicles and recovering them. In replies to these threads were good ideas but I wanted to specifically bring one of them to the forefront and combine it with another logical aspect. Practicality & Implementation Modular vehicle damage is a good aspect of gameplay in a 'tactical/realism' arena. It makes for great and varied gameplay options at an individual level and also regarding teamwork. Sadly, one aspect of the destruction process of vehicles is overlooked and it is a personal 'pet hate' regarding computer games: "I've seen that same vehicle wreck 5 times this week in 5 different countries and it was exactly the same each time despite each time it was called by a different class of weapon" What I'm saying is, that vehicles don't explode that much. For example, you might be able to hit an Abrams tank with an RPG-7 7 times and it might disable it or kill the crew but it seems doubtful it would make it explode and be a burnt wreck. Typically, IEDS don't make burnt wrecks either. They tend to disable, penetrate or throw vehicles in a direction. Typically, tank crews bail out of disabled tanks and the tanks don't explode. Solution: The wreck animation and model should only occur in very exceptional circumstances. 'Decals' of penetrations and a smoke plume might be more accurate and the way to identify that a vehicle is disabled. It could further be optimised by ' penetration decals' only appearing at a certain range with detail. This would save the drama and horrible feeling of seeing that same wreck so many times that it's actually regrettable. Possible Issue: Optimisation could be an issue regarding this. I mentioned an optimisation in the solution but what about for when a vehicle of the same type needs to respawn? More shapes need to be drawn on what we hope will be a nicely optimised game. Remove details on disabled vehicle?Delete wreck when it re-spawns?Wreck animation occurs (might be less intense than disabled status vehicle)Other choice or idea
First of all I'd like to say thank you for making this, it's really a dream come true and I am looking forwards to this game so much. With that out of the way i have a suggestion i think would fit well in this game and give the gameplay some more depth and that is. Realistic Magazine Management You have 3 magazines, for a total of 90 rounds. You begin by shooting 20 of the 30 rounds in magazine #1. You then decide to reload. magazine #1 is ejected, and magazine #2 inserted. You now fire through all the rounds in magazine #2 then reload, you insert magazine #3 and now have 30 rounds in your weapon, with only 10 rounds in reserve. This time, you fire off 10 rounds from magazine #3, and decide to reload. In a typical shooter, you would be left with 30 rounds in your weapon (10 in reserve, plus the 20 currently in the gun) but in a game with Realistic Magazine Management, you would simply re-insert magazine #1, which has only 10 round remaining. After firing off those 10 rounds, you would be able to re-insert magazine #3, with 20 rounds remaining. Tactical and speed reloads would also be needed for this to work perfectly. I imagine it would work nicely with just tapping R for tactical reloads and long press for speed reload, also an ammo inventory would also be nice but isn't really needed.
We recently let the devs know that the gun sounds were perfect and spot on. But it seems that recently they have been replaced. I thought that recent sounds were "off" a bit, and the monthly update confirmed that the gun sounds were redone. I am requesting that possibly they and Anders might consider going to the original first person sounds of the m4, ak, and rpm, as I have never heard gun sounds in video games as real as those. I was afraid of them altering the gun sounds from that perfection.
What is Immersive Driving? Immersive driving is probably the polar opposite of all FPS land based vehicle control. I'm not sure how to implement it fully but some examples have been suggested in other threads. The idea is to enhance the experience of driving vehicles and make it much more interesting and also slightly more challenging Immersive Driving Might Include: Manual gear changing only (perhaps unrealistic but used to enhance driving and hence gaming experience)The ability to turn on and off engines Vehicle brakeHandbrake/parking break/mountain brake (to stop or resist the annoying sliding down terrain to a certain degree)Balancing Terrain with Vehicle Speed and ManoeuvrabilityPerhaps a 'GPS direction system' for some maps (not neccessarily all, not sure if possible)Exterior Mirrors or Camera views (JACKAL can be mounted with FLIR, I'm not talking about 3p view)Vehicle Dynamic Damage, Disability, Decal & Destruction System (Vehicles that are disabled/unusable AND not exploded/onfire/'wreck' status)Dynamic Dashboards (speed gauge ect)Lock vehicle/Restrict Vehicle to squad/personnel(with automatic unlock time of 10 or 15 minutes - so team can still use vehicle if vehicle is abandoned or squad disconnects)More terrain features specific to vehicles (traps/ditches, road craters ...model could be 'blast crater', impassable terrain/roadblock, enforced usage of deployable bridges (in a minority of maps or to cross a certain area of the map, limited terrain deformation limited for network physics and bandwidth, player made terrain traps...limited with conditions, more chances of crashing vehicles with careless driving)Vehicle Driver VOIP Channel (friendly team only)Vehicle sensors for parking/proximity'Shot Detection' Sensor for vehicles that have it IRL (system gives audio cue to compass bearing, device exists IRL...not sure if it is used much or deployed. Probably used to feed intel to machine gunnners or disembarked troops)Passenger Injuries from SOME crashesObviously some of these ideas have been suggested and I've tried to link them (where possible). However, I did add some original ideas into the mix and my suggestion is the actual concept of driving needing to be improved upon from PR. I'm not endorsing or saying all of the suggested implementation ideas are good. They're just ideas to hopefully inspire ideas or possibilities.