From 5e4b9c3cf2aa19ef6e191fa9fd02a740c1b724f7 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 12:57:52 +0200 Subject: [PATCH 01/46] Add files via upload --- fr - Copie/README.md | 24 ++ fr - Copie/commander.md | 65 +++++ fr - Copie/game_modes.md | 80 ++++++ fr - Copie/help_manual.md | 274 ++++++++++++++++++ fr - Copie/kits.md | 154 ++++++++++ fr - Copie/operating_vehicles.md | 138 +++++++++ fr - Copie/set-up.md | 241 ++++++++++++++++ fr - Copie/styles/website.css | 41 +++ fr - Copie/summary.md | 19 ++ fr - Copie/the_basics.md | 421 ++++++++++++++++++++++++++++ fr - Copie/the_civilian.md | 60 ++++ fr - Copie/the_squad_leader.md | 208 ++++++++++++++ fr - Copie/weapons_and_equipment.md | 122 ++++++++ 13 files changed, 1847 insertions(+) create mode 100644 fr - Copie/README.md create mode 100644 fr - Copie/commander.md create mode 100644 fr - Copie/game_modes.md create mode 100644 fr - Copie/help_manual.md create mode 100644 fr - Copie/kits.md create mode 100644 fr - Copie/operating_vehicles.md create mode 100644 fr - Copie/set-up.md create mode 100644 fr - Copie/styles/website.css create mode 100644 fr - Copie/summary.md create mode 100644 fr - Copie/the_basics.md create mode 100644 fr - Copie/the_civilian.md create mode 100644 fr - Copie/the_squad_leader.md create mode 100644 fr - Copie/weapons_and_equipment.md diff --git a/fr - Copie/README.md b/fr - Copie/README.md new file mode 100644 index 0000000..8d49cb2 --- /dev/null +++ b/fr - Copie/README.md @@ -0,0 +1,24 @@ +> Project Reality: BF2 has been in development by countless developers over a period of more than 15 years. Extensive modifications and improvements were made during this time. +> After thousands of changes, it gets harder and harder to recognize that PR is a Battlefield 2 modification. +> +> We hope this manual provides you with a good start into the challenging world of PR:BF2. +> If you have any feedback or unanswered questions concerning this document feel free to contact us on the forums. +> +> _The PR-Team_ + +## Introduction + +This introduction will give a brief overview into what you can expect when you begin playing the Project Reality modification for Battlefield 2. This modification has a level of complexity and teamwork that you won’t find in most modern first person shooter games, while it still finds the balance between simulation and gameplay. Due to the steep learning curve, we highly recommended that all new players read through this manual thoroughly prior to joining an online game. + +The primary core ethos of Project Reality is teamwork. Coordination within your squad, between squads and throughout your team is paramount. The role of squad leader and the commander is essential to success in PR and the direction of the game is dictated by those in leadership positions and carried out by the players. PR:BF2 contains a multitude of gameplay mechanics which differentiate roles within a squad and the team. It also gives squad leaders and team commanders the ability to deploy emplacement assets such as foxholes, machine gun nests and mortar pits to fortify the defence of spawn locations known as FOBs. In addition, the role of players within a squad has been greatly diversified, and is reflected in an expanded selection of standard and limited specialty kits for various infantry load outs alongside unique kits for operating mechanized and aviation vehicles. + +Another core fundamental aspect of PR is how players communicate. Communication in PR is an essential element of gameplay and we recommend that all players are microphone ready when they begin playing online. To ensure enhanced communication, an integrated version of PR Mumble voice communication software gives players abilities not available with built in BF2 voice-over-IP, such as the ability to talk to other players within the local vicinity, regardless of which squad they are in, as well as transmit to squad members over the squad radio no matter where they are on the battlefield. No additional installation is required, which means every player on the battlefield will have the same communications setup and can communicate effortlessly. + +This mod was made by players, for players so don't be afraid to ask for help in-game or on the forums at [realitymod.com](https://www.realitymod.com/forum/forumdisplay.php?f=27). Again, welcome to PR and a totally new gaming experience! + +## Changelog +The changelog for this manual is as follows: + +### 2022-01-22 +- Added contributing page +- Updated content for new theme \ No newline at end of file diff --git a/fr - Copie/commander.md b/fr - Copie/commander.md new file mode 100644 index 0000000..eb3cfc7 --- /dev/null +++ b/fr - Copie/commander.md @@ -0,0 +1,65 @@ +# The Commander + +## _Leading the Troops_ {#leading-the-troops} + +The primary task of the commander is to **coordinate** the team and to give guidance and direction to those operating under his command. His role is to monitor situations and engagements and the overall scope to the battlefield to effectively determine a strategy. He can also grant or deny requests sent by Squad Leaders. These include contact reports and area attacks. + +**Transmit directly to a specific Squad Leader** the commander can use the **Direct Squad Radio Net** using the keyboard numpad digits 1 - 9 by holding down the squad number on the numpad. + +The Commander can **confirm or deny request of area attack**. If a Squad Leader calls in a request for artillery, the commander can right click the icon and accept or deny it. After which the order will be confirmed to the team. The area-attack is available every 30 minutes. For insurgents and their similar mortar strike it is usually 20 minutes between possible strikes. To see when artillery/mortars are available again you can look at the top left in the commander window and see the bar with “**AREA ATTACK**” in it. + +To keep the team cohesive it is the commander’s sole focus to **deliver orders** to each squad. He can alternatively assist team members by keeping them well informed of situations outside their area of operations \(AO\) confirming intelligence on the map using a variety of markers by right clicking the map: + +* **Commands** + * **Destroy**: Remove friendly FOBs. + * **Remove Marker:** Remove unwanted friendly markers from the map. + * **UAV:** Deploy reconnaissance drone at the position. + * **Waypoint:** Place a waypoint marker. You can place up to 7 of them. Each one is identified with a letter. These do not disappear. + * **Request Mortars:** Request the mortar crew to bring mortar fire to this position. + * **Target laze:** This spawns a lazer object on the position it was placed. This can be used by CAS to attack certain locations. + +{% figure "../assets/commands.png" %} +Possible commands, squad orders and icons commander can use. +{% endfigure %} + +* **Squad Orders** + * Same markers are available to Squad Leaders. When you select a squad in the left menu you can order them. If they accept \(**PAGE UP**\) it will replace thats squad’s marker. **** + +{% figure "../assets/build.png", "../assets/observe.png", "../assets/defendmarker.png", "../assets/demolish.png", "../assets/move.png" %} +The build, observe, defend, demolish and move markers, respectively. +{% endfigure %} + +* **Infantry \| Vehicles \| Emplacements \| Misc.** + * Various markers that can be placed to mark enemy infantry, assets and deployed assets. + +Markers cannot be placed all the time. At the top left there is a bar showing “**MARKER**” how you long it takes until the next marker can be placed. + +If the Squad Leaders believe the Commander is not efficient in his duties, then they have the option to start a **mutiny**. If it succeeds, a new player can take this position. + +The **Commander Rally Point** can be used by the entire team. To establish this RP the Commander needs at least 6 players near him \(one of them must be a squad leader\) to place the RP. This RP is not available in the skirmish mode and at least 12 players must be on the commander's team. The RP will stay active as long as the commander is within 100m radius of the rally point. All other rules described in the Squad Leader chapter about rally points also apply for the commander rally point. + +## _UAV_ {#uav} + +The Commander of conventional forces and the militia are able to control an **Unmanned Aerial Vehicle \(UAV\)** from his team's command post or armored command vehicle \(ACV\). The UAV in PR:BF2 does not reveal enemy positions automatically but gives the commander the means to observe the battlefield visually from a bird’s eye point of view. The commander can control the UAV's camera while it cruises at a constant altitude. + +The UAV is launched by placing the UAV marker on the command map. This can be done by pressing the UAV icon on the top left of the commander screen or by right clicking on the map and placing the UAV icon. Then to operate it you have to enter the ACV vehicle at the main-base of your team. + +{% figure "../assets/acvv.png" %} +Armored Command Vehicle. +{% endfigure %} + +**The UAV won’t be up forever.** The UAV loses 0.2% fuel/sec while travelling, 0.1% fuel/sec while operating and refuels at 0.2%fuel/sec at base. You can monitor the fuel by watching the “FUEL” bar on the top left of the commander screen. + +The UAV can be sent back to base at any point to **refuel**. Returning to base does not consume any fuel. You can do this by right clicking the UAV icon on the top left side of the commander screen. + +The time it takes to deploy the UAV depends on the travel distance. It travels at 50 m/s. + +The UAV takes 45 seconds to start/land. + +**The UAV camera** has three levels of magnification with thermal vision capabilities. The Militia’s UAV only offers two zoom levels with no thermal vision. + +The UAV can be relocated instantly by assigning it a new position on the map. The UAV only operates on 2km and 4km maps due to it being too powerful for small maps. + +{% figure "../assets/uav.png" %} +The commander’s UAV Camera. +{% endfigure %} \ No newline at end of file diff --git a/fr - Copie/game_modes.md b/fr - Copie/game_modes.md new file mode 100644 index 0000000..aa3d0a5 --- /dev/null +++ b/fr - Copie/game_modes.md @@ -0,0 +1,80 @@ +# Game Modes + +Project Reality:BF2 features 6 different game modes with different objectives. The common goal of all game modes is to reduce the enemy team's reinforcement points \(also referred to as tickets\) to zero. In most game modes this is achieved by wounding and killing enemies, destroying their vehicles and by capturing their control points. Colored map markers indicate your current objectives in each game mode. + +PR:BF2 features over 60 maps with over 400 different layers. You can find all maps and their specific map information on [http://www.realitymod.com/mapgallery/](http://www.realitymod.com/mapgallery/). + +Most game modes feature 4 layer variations to it with different assets and support available. The layers include: + +* **Infantry \(16\):** This layer usually consists of just transport and light armed vehicles, with a focus on infantry fighting. +* **Alternative \(32\):** This is the alternative layer which features a big or small difference from standard. +* **Standard \(64\):** This layer usually involves the entire map and all assets, as applicable to the map. This is the standard layer that can be played at all times. +* **Large \(128\):** This layer is designed for longer 2 hour rounds and usually contains all of the assets from the standard layer with small variations and higher ticket counts. + +## _Advance and Secure \(AAS\)_ {#advance-and-secure} + +The AAS game mode is the closest to the original BF2 Conquest mode. The objective is to capture all of the control points \(CPs\) while maintaining more tickets than the enemy. CPs can only be captured in a linear order to simulate a shifting front line and focus engagements. CPs that are in play to be captured are indicated by an orange attack marker while those that need to be defended against enemy attacks are highlighted with a purple defend marker. If your team reaches its last blue defensible flag and that is captured by the opposing force, you will start to bleed tickets until you recapture your flag by force. In a similar fashion the opposing forces last CP is indicated by a red attack marker and will cause them to bleed tickets if your team captures it in the same manner. + +At least a minimum of 2 players need to be within the CP capture radius in order to seize the flag. It can take more than a minute to secure a CP depending on the ratio of attackers to defenders within the flag radius. Although you cannot capture CPs out of order, you can begin to neutralize or capture the next CP forward before the current CP has finished capturing/neutralizing, even if you lose another position during the capture period. If a CP controlled by one team is neutralized and captured by the enemy, the team will lose 30 tickets. One of the key-features of AAS is that each time the same layer is loaded, it could be a different flag-layout thanks to our randomized flag-layouts. + +If the attacking team doesn't have a 2 to 1 ratio to the defending team on the flag they will start losing the capturing progress. + +The map-markers for AAS are: + +* ![](../assets/defend.png) Defend Marker +* ![](../assets/defend%20bleed.png) Defend Marker \(with ticket bleed\) +* ![](../assets/attack_bleed.png) Attack Marker +* ![](../assets/attack.png)Attack Marker \(with ticket bleed\) + +Vehicle Warfare, Skirmish & COOP use similar map markers for attack and defend. + +## _Vehicle Warfare \(VW\)_ {#vehicle-warfare} + +Many heavy vehicles battle for control of the map in this game mode. Players are limited to spawning with crewman kits. Only officer and pilot kits can be requested. Tickets are only influenced by how many CPs a team controls. Vehicles that are already destroyed respawn after 5 minutes. It takes at least 6 players \(inside vehicles\) to take control of a CP. Capturing works much faster than in AAS. + +## _Skirmish_ {#skirmish} + +This game mode operates on smaller scale map versions of the Advance and Secure game mode, intended for around 12-16 players. It is perfect for clan matches and small infantry engagements. Skirmish has the same rules as AAS but with smaller combat zones, usually no vehicles or deployable assets as well as fewer tickets. If a team loses a CP to the enemy they will be penalized by 10 tickets. + +## _Command & Control \(CNC\)_ {#command-and-control} + +This game mode features large freeform battles. There are no capturable CPs, but instead each team must place a single forward operating base \(FOB\) [\(see Deployable Structures\)](the_squad_leader.md#deployable-structures) +somewhere on the map. The objective is to defend the team's FOB while trying to find and destroy the enemy FOB. When a team loses their FOB they will suffer a huge ticket penalty and continue to lose tickets until they build a new one. The FOB must be placed at least 200m from the map's borders. Building your team’s FOB closer to the map's center increases the ticket loss that the enemy will suffer while their FOB is down. Both teams can build more defenses in a bigger radius near their FOB than in other game modes. + +## _Co-Operative \(COOP\)_ {#co-operative} + +In this mode it is possible for one or more human players to march into battle alongside and against AI-controlled bots. This mode is ideal for practicing with equipment and vehicles before using them in full-scale battles with human players. To accommodate the use of bots some rules and items have been modified in this mode. Most of our maps have dedicated COOP layers. + +## _Insurgency \(INS\)_ {#insurgency} + +This mode is very unique in comparison to others within PR. The objective of the coalition force is to find and destroy five insurgent weapons caches hidden throughout the map before running out of tickets. The coalition forces lose tickets for every player death or asset destroyed, while the insurgency team only loses tickets when a weapons cache is destroyed. + +{% figure "../assets/weaponcache.png" %} +A weapon cache. +{% endfigure %} + +The Coalition troops are required to gather intelligence by killing insurgent fighters or capturing insurgent civilians [\(see The Civilian\)](the_civilian.md). +To capture a civilian, a Coalition player must be within a meter of the civilian and must either use a restrainer, which consists of a pair of ziptie plastic handcuffs, accessible by selecting the number 1 on your keyboard, or alternatively **using a shotgun**. This simulates immobilizing the civilian with a rubber buckshot. The coalition wins if they manage to destroy a certain amount weapons caches before they run out of time or tickets, otherwise the insurgent team wins the game. Insurgent Engineers can also repair damaged caches. The amount of caches is shown on map load and with scrolling messages on the server. + +To reveal the approximate location of insurgent weapons caches while playing Insurgency, intelligence has to be gathered by the coalition forces. The Coalition team needs 50 intelligence points \(IP\) to have the cache reveal itself after 5 minutes. The following list shows the amount of intelligence points gained or lost due to different actions. + +* Insurgent killed: +1 IP \(within 300m\) +* Civilian or insurgent arrested: +10 IP +* Civilian killed \(violating rules of engagement\): -5 IP +* Destroying vehicles with civilian close \(within 50m for the last 60 seconds\) : -50 IP +* Destroying unused civilian vehicles : -5 IP + +Jets, tanks and helicopters can't gain IP through these methods. The approximate location of the first cache is shown about 5 minutes into the round. Additional locations will be revealed 5 minutes after enough IP is gained by the coalition. There can be up to 2 active caches at the same time. The new location is revealed when reaching 50 intelligence points. If there are less than 32 players on the server the IP needed to reveal a cache is halved. A team can only have a maximum of 50 and a minimum of -50 IP. + +The map markers for insurgency are: + +* ![](../assets/cache.png) **Known Coalition Weapons Cache:** This icon will be visible on the map of the coalition forces which indicates the cache’s approximate location when sufficient intelligence has been acquired. The marker can be offset up to 75m. +* ![](../assets/unknown%20weapon%20cache.png) **Known Insurgent Weapons Cache:** This icon will be visible on the map of the insurgent forces which indicates that the cache has been located by the coalition forces. +* ![](../assets/unknown%20cache.png) **Unknown Insurgent Weapons Cache:** This icon will represent the position of the cache where it will spawn on the battlefield. They are only visible to the insurgent forces so that they can co-ordinate their defenses while the coalition forces are gathering intelligence. The cache will not be physically spawned yet until it is revealed to the coalition forces. + +The caches can be destroyed by small or large packs of C4. Other weaponry will only do no or light damage to a cache. + +Once it is destroyed the coalition team gains 30 tickets and a message will inform the team about how many caches remain to be destroyed. Caches can be repaired by wrench or shovels. + +The caches will only show on the map 30 seconds before round start to avoid exploiting this information beforehand. + diff --git a/fr - Copie/help_manual.md b/fr - Copie/help_manual.md new file mode 100644 index 0000000..273d152 --- /dev/null +++ b/fr - Copie/help_manual.md @@ -0,0 +1,274 @@ +# Contributing guide +The Project Reality manual is a great document for both new players and old timers coming back. +To make it easier for them we try to make it updated with the latest changes and accessible in as many languages as possible and for this we need your help! + +If you spot any issue, wish to expand the manual more or want to translate to a different language you're welcome to submit an issue and/or create a pull request with the intended changes. + +Our manual uses [Markdown syntax](#syntax), a very easy to learn system, where it basically free text with a few options for formmating. +Additionally, we serve the manual using HonKit, a fork of GitBook. + +## Translating +In order for you to work on your version of the manual, you will need to create your own copy, a Git Fork. +Simply go to our GitHub page and click Fork button in the top right corner. + +This will now create a copy fork of our Manual on your GitHub profile for you to work on. You can also then invite other users to help you by inviting them to the fork repo. + +Once you have your fork installed on your computer, we suggest you copy the 'en' folder and change the name to the 2 letter language code that you are translating into. Then you open this new folder and in each subfolder you will find README.md files. These are the chapters and therefore the files that will need translating. + +{% note %} +The changelog in README.md, is dedicated to each languange, don't translate it. +Instead, simply add an entry and describe what was added/removed/changed/translated. +{% endnote %} + +You will also find the SUMMARY.md which is the page table. This one will also require translation of the titles. Note that there are many links (ex. {#subchapter-name}) in the files. These are used to link to chapters within the document. It's recommended not to change these names so all the links continue to work. Also don't translate and actual folder names. Also don't change any image names. + +Please in the meantime let us know you are working on a translation so we can take a look and potentially help out. + +## Syntax +### Headings +To create a heading, add one to six # symbols before your heading text. The number of # you use will determine the size of the heading. + +```markdown +# This is an

tag +## This is an

tag +###### This is an

tag +``` + +The sidebar, on the right, is automatically filled with the header 2 and 3 present in the page. + +### Paragraphs and Line Breaks {#paragraphs} + +A paragraph is simply one or more consecutive lines of text, separated by one or more blank lines. (A blank line is any line that looks like a blank line — a line containing nothing but spaces or tabs is considered blank.) Normal paragraphs should not be indented with spaces or tabs. + +``` +Here's a line for us to start with. + +This line is separated from the one above by two newlines, so it will be a *separate paragraph*. +``` + +### Emphasis {#emphasis} + +```markdown +*This text will be italic* +_This will also be italic_ + +**This text will be bold** +__This will also be bold__ + +~~This text will be crossed out.~~ + +_You **can** combine them_ +``` + +### Lists {#lists} + +Markdown supports ordered (numbered) and unordered (bulleted) lists. + +##### Unordered + +Unordered lists use asterisks, pluses, and hyphens — interchangably — as list markers: + +```markdown +* Item 1 +* Item 2 + * Item 2a + * Item 2b +``` + +##### Ordered + +Ordered lists use numbers followed by periods: + +```markdown +1. Item 1 +2. Item 2 +3. Item 3 + * Item 3a + * Item 3b +``` + +### Links {#links} + +Markdown supports two style of links: inline and reference. + +A simple link can be created by surrounding the text with square brackets and the link URL with parentheses: + +```markdown +This is [an example](http://example.com/ "Title") inline link with a title. + +[This link](http://example.net/) has no title attribute. +``` + +Links can point to relative paths, anchors or absolute urls. + + +### References + +There is another way to create links which does not interrupt the text flow. The URL and title are defined using a reference name and this reference name is then used in square brackets instead of the link URL: + +```markdown +This is [an example][id] reference-style link. +``` + +Then, anywhere in the document, you define your link label like this, on a line by itself: + +```markdown +[id]: http://example.com/ "Optional Title Here" +``` + +### Images {#images} + +Images can be created in a similar way than links: just use an exclamation mark before the square brackets. The link text will become the alternative text of the image and the link URL specifies the image source: + +```markdown +An image: ![gras](img/image.jpg) +``` + +### Figures + +Figures are, essecially, centered images with a caption. + +``` +{% figure "../path/to/image.jpg" %} +Image's caption +{% endfigure %} +``` + +You can also define multiple images for the same figure. +``` +{% figure "img_1.jpg", "img_2.jpg", "img_3.jpg" %} +Image's caption +{% endfigure %} +``` + + +### Blockquotes {#blockquotes} + +A blockquote is started using the `>` marker followed by an optional space; all following lines that are also started with the blockquote marker belong to the blockquote. You can use any block-level elements inside a blockquote: + +```markdown +As Kanye West said: + +> We're living the future so +> the present is our past. +``` + +### Notes + +Notes are the small highlights that give quick information +Warning: Markdown is not parsed inside this tag. + +``` +{% note %} +This would be a note. +{% endnote %} +``` + + +### Youtube + +If you wish to embed a youtube video, you just need to grab its ID and place it between `()` tags. + +``` +{{ "Custom Youtube's title" | youtube("xxxxxxxxx") }} +``` + + +### Tables {#tables} + +You can create tables by assembling a list of words and dividing them with hyphens `-` (for the first row), and then separating each column with a pipe `|`: + +```markdown +| First Header | Second Header | +| ------------- | ------------- | +| Content Cell | Content Cell | +| Content Cell | Content Cell | +``` + +The pipes on either end of the table are optional. Cells can vary in width and do not need to be perfectly aligned within columns. There must be at least three hyphens in each column of the header row. + +### Code {#code} + +Markdown supports two different code block styles. One uses lines indented with either four spaces or one tab whereas the other uses lines with tilde characters as delimiters – therefore the content does not need to be indented: + +```markdown +This is a sample code block. + + Continued here. + +``` + +##### Fenced code blocks + +You can create fenced code blocks by placing triple backticks ` ``` ` before and after the code block. We recommend placing a blank line before and after code blocks to make the raw formatting easier to read. + + ``` + function test() { + console.log("notice the blank line before this function?"); + } + ``` + +##### Syntax highlighting + +You can add an optional language identifier to enable syntax highlighting in your fenced code block. + +For example, to syntax highlight Ruby code: + + ```ruby + require 'redcarpet' + markdown = Redcarpet.new("Hello World!") + puts markdown.to_html + ``` + +##### Inline code + +Text phrases can be marked up as code by surrounding them with backticks: + + Use `honkit` to convert the `text` in markdown + syntax to HTML. + +### Footnotes + +HonKit supports a simple syntax for such footnotes. Footnotes are relative to each pages. + +```markdown +Text prior to footnote reference.[^2] + +[^2]: Comment to include in footnote. +``` + +### HTML + +HonKit supports use of raw HTML in your text, Markdown syntax in HTML is not processed: + +``` +
+Markdown here will not be **parsed** +
+``` + +### Horizontal Rule + +Horizontal Rules can be inserted using three or more asterisks, dashes or underscores, optionally separated by spaces or tabs, on an otherwise blank line: + +```markdown +Three or more... + +--- + +Hyphens + +*** + +Asterisks + +``` + +### Ignoring Markdown formatting + +You can tell HonKit to ignore (or escape) Markdown formatting by using `\` before the Markdown character. + +``` +Let's rename \*our-new-project\* to \*our-old-project\*. +``` + diff --git a/fr - Copie/kits.md b/fr - Copie/kits.md new file mode 100644 index 0000000..a5d24c2 --- /dev/null +++ b/fr - Copie/kits.md @@ -0,0 +1,154 @@ +# Kits + +Kits in Project Reality define your class, equipment and your role in the team. PR features a wide selection of kits that you can take. Generally speaking, there are 2 kinds of kits in Project Reality: + +* **Standard Kits**, which are the standard infantry squad roles and can be selected directly from the spawn screen +* **Specialist Kits**, which are more specialised roles and can only be obtained through a special [request procedure](kits.md#kit-request) + +## _Where to start_ {#where-to-start} + +As a new player, you should always join an infantry squad and take the **Rifleman** kit. The Rifleman represents the basic infantry grunt and can be used without restrictions by as many people as desired in a squad/team. All other kits are associated to more specialised roles and have rigid restrictions regarding the number of them that can be simultaneously used in a squad/team. + +Due to these restrictions, and in order to avoid negatively affecting your team performance by misusing a limited kit, it is **strongly recommended that you start playing with the Rifleman kit**. As you get more experienced and learn the basics of infantry gameplay, if you feel up to the task, you can ask your Squad Leader to assign you a different role. In any case, **you should ALWAYS ask your Squad Leader before changing kits**. + +## _Standard Kits_ {#standard_kits} + +The **Standard Kits** are the 7 kits shown in the spawn screen and they represent the roles that typically make an infantry squad. In the following table you can see an overview of the 7 standard kits as well as information regarding how many kits of this type can be in a single squad and how many people need to be in the squad in order to be able to spawn with them. + +| Kit | Limitation per squad | Minimum Squad Size | +| --- | --- | --- | +| **Officer** | 1 | 2 | +| **Medic** | 2 | 2 | +| **Automatic Rifleman** | 1 | 3 | +| **Breacher** | 1 | 3 | +| **Grenadier** | 1 | 6 | +| **Light Anti-Tank** | 1 | 4 | +| **Rifleman** | Unlimited | 1 | + +Having these limitations in mind, it can be said that the typical 8-man squad usually has the a composition of 1 of each of those kits but with 2 medics. + +Note that each kit in the selection menu of the spawn screen has two buttons: **"Standard"** and **"Alternative"**. This is because there are two variants of each kit. Depending on the faction, this **typically affects the choice of optics** \(scope, reflex or none\), although in some cases, the Standard and Alternative variations simply come equipped with different weapons. + +Note as well that, for playability purposes, in addition to the squad limitations above, the **Grenadier** and the **Light Anti-Tank** kits are also limited to a maximum number of them per team, depending on the number of players: + +| Kit | 1-7 Players | 8-15 Players | 16-23 Players | 24-31 Players | 32- 50+ Players | +| --- | --- | --- | --- | --- | --- | +| **Light Anti-Tank** | 1 | 2 | 4 | 5 | 8 | +| **Grenadier** | 1 | 2 | 4 | 5 | 8 | + +Here follow a more detailed explanation of each kit: + +* ![](../assets/rifleman.png)**Rifleman**. Unlimited kit, representing the standard infantry grunt. Typically, it is equipped with an assault rifle, fragmentation and smoke grenades. Lacking a specialized role, the rifleman is ideal for more aggressive positions and maneuvers. It is also the only class with an ammo bag, which allows him to resupply teammates. +* ![](../assets/officer.png)**Officer**. Limited to 1 per squad and only available to the Squad Leader. In addition of the standard fighting equipment, this kit comes with a side weapon, an officer radio and binoculars. He can have direct voice communication with the other officers in the team, place markers on the map, build emplacements and fortifications, and request support missions \(artillery, mortar fire, armor or air support, etc\). You can find more detailed information about this crucial role in the [**Squad Leader**](../the_squad_leader.md#the_squad_leader) section of this manual. +* ![](../assets/medic.png)**Medic**. Limited to 2 per squad. He is responisble of providing medical assitance in the battlefield, and therefore, it is one of the roles that affect squad performance the most. Battle-awareness and a survival instinct are essential for this role. In addition to an assault rifle, it comes equipped with several smoke grenades, a first-aid kit, epipens and field dressings. It is the only kit capable of dragging wounded teammates. +* ![](../assets/ar.png)**Automatic Rifleman \(AR\)**. Limited to 1 per squad. Equipped with a light machine gun, the Automatic Rifleman \(or AR\), is a less mobile and less versatile \(it has no frag grenades\) rifleman who provides, on the other hand, superior firepower. His speciality is an accurate and deadly suppressive fire, which is also very effective to restrict the movement of enemies. +* ![](../assets/breacher.png)**Breacher**. Limited to 1 per squad. He is a demolition specialist who also acts as pointman in the breaching of buildings. His equipment includes an assault rifle, a grappling hook to climb over obstacles, a shotgun and a few loads of C4 explosive for tactic demolitions. +* ![](../assets/at.png)**Light Anti-Tank \(LAT\)**. Limited to 1 per squad and to **8 per team**. The LAT is a rifleman equipped with an assault rifle and a handheld light anti-tank weapon system. His main role is to act as an ultra-light anti-tank element, with capacity to deter and neutralize light vehicles and vehicles with light armor. **It is however NOT effective against Heavy Armored Vehicles or Tanks.** +* ![](../assets/grenadier.png)**Grenadier**. Limited to 1 per squad and to **8 per team**. Usually equipped with an underbarrel grenade launcher attached to its assault rifle. His main job is to hostigate low visibility areas where enemy presence is suspected as well as to harass light vehicles. It is specially useful for long distance engagements and to fight enemies digged up inside of buildings. + +## _Specialist Kits_ {#specialist_kits} + +In addition to the above described Standard Kits, in PR there exists a wide selection of **Specialist Kits** capable of highly specialized tasks. Some of these kits include the Heavy Anti-Tank, the Combat Engineer, the Marksman, the Sniper or the Anti-Air Rifleman, among others. + +It is not possible to directly spawn with one of these highly restricted, specialised kits. In order to get them, a player needs to request them from allied supply crates or vehicles following a procedure described [below](kits.md#kit-request). Furthermore, depending on the number of players in the team, each one of **these kits are limited to a specific number of them per team**. In the following table, these restrictions are summarized: + +| Kit | 1-7 Players | 8-15 Players | 16-23 Players | 24-31 Players | 32- 50+ Players | +| --- | --- | --- | --- | --- | --- | +| **Machine Gunner** | 1 | 2 | 3 | 3 | 4 | +| **Marksman** | 1 | 2 | 3 | 3 | 4 | +| **Anti-Personnel Rifleman** | 1 | 2 | 3 | 3 | 4 | +| **Spotter** | 0 | 1 | 1 | 2 | 2 | +| **Combat Engineer** | 0 | 1 | 1 | 2 | 2 | +| **Anti-Air Rifleman** | 0 | 1 | 1 | 2 | 2 | +| **Sniper** | 0 | 1 | 1 | 2 | 2 | +| **Heavy Anti-Tank** | 0 | 1 | 1 | 1 | 1 | + +Due to the highly restricted nature of these kits, it is **strongly recommended** that new and unexperienced players **DO NOT** use them. If they do, they risk wasting and losing these crucial team assets, leaving the team in a notable disadvantage. **Remember to ALWAYS ask your Squad Leader before taking any of these kits**. + +Here follows a more detailed description of each specialized kit: + +* ![](../assets/mlg.png)**Machine Gunner \(MG\)**. Although a heavier and more cumbersome version of the Automatic Rifleman \(AR\), thanks to his greater firepower, the Machine Gunner is a lethal soldier cappable of pinning down entire squads and is unparalelled in long-distance engagements. +* ![](../assets/marskman.png)**Marksman**. The Marksman excels providng his squad with low rate but high accuracy fire. He is a proficient shooter while engaging objectives or enemies beyond the rifleman range. +* ![](../assets/ap.png)**Anti-Personnel Rifleman \(AP\)**. The AP Rifleman comes with powerful anti-personnel mines equipped with remote detonators. He is most useful preparing ambushes or using his explosives to defend tactical objectives. +* ![](../assets/sniper.png)**Sniper**. The sniper shines while in reconnaissance missions and providing the team with intel regarding enemy movements and positions. Equipped with a high precision sniper rifle, he is also capable of engaging enemies from very long distances. Due to its limitation of 2 per team, in PR, taking the sniper kit for arcadish solo missions is highly frowned upon. +* ![](../assets/spotter.png)**Spotter**. Issued with a grappling hook and binoculars, the Spotter is able to position himself in vantage points in order to gather key intel from the battlefield. He is also capable of using his laser designator to set targets for air strikes. His role typically involves supporting Armor and Close Air Support elements, as well as snipers. +* ![](../assets/combat_engineer.png)**Combat Engineer**. Specialist in explosives and demolitions. Equipped with Anti-Vehicle Landmines, he is the designated person to establish mine fields or to defuse them. Be mindful that mines are activated by both allies and enemy troops! He also comes with several explosives for demolitions and can repair light vehicles. +* ![](../assets/aa.png)**Anti-Air Rifleman \(AA\)**. He comes equipped with a handheld Anti-Air weapon system, making him the person to deter and take down enemy air elements. His restriction to 2 per team makes him a highly critical asset. Do not waste this kit! +* ![](../assets/hay.png)**Heavy Anti-Tank \(HAT\)**. The HAT is a highly effective threat against armor and can destroy vehicles with extreme prejudice even at long ranges. The high limitation of this kit \(**1 per team**\) makes this an absolutely critical kit. Losing or wasting it can change the course of a battle. For this reason, players without the required experience are **emphatically asked** to stay away from it. + +## _Other Kits_ {#other-kits} + +In addition to the kits already described, there are some special kits that have special rules. These are the Crewman, the Pilot, the Civilian and all the Insurgent kits. The Civilian and Insurgent kits pertain to the **Insurgency Game Mode** and are thus described in the corresponding section of the manual {\#Insurgency}. + +Regarding the **Pilot** \(Air Vehicles\) and the **Crewman** \(Armored Vehicles\), both are needed in order to operate the corresponding vehicles. As they are a type of Specialist Kit, it is not possible to directly spawn with them and must be requested as usual {\#kit\_request}. They have, however, no restriction about the number of them that can simultaneously be in a team and thus can also be considered unlimited kits. + +* ![](../assets/pilot.png)**Pilot**. The pilot is the only kit capable of operating helicopters and fixed-wing aircrafts. It comes equipped with a side arm, a parachute and a signal smoke grenade. Do not attempt to operate aircraft without proper experience. +* ![](../assets/crewman.png)**Crewman**. It is the only kit capable of operating armored vehicles. The crewman is equipped with a compact weapon for self-defense and with binoculars to study the battlefield. Normally, both the driver and the gunner in an armored vehicle need the crewman kit. + +## _Kit Request Procedure_ {#kit-request} + +Once spawned, and if certain conditions are met, it is possible to request a new kit \(both Standard or Specialist\) from an allied supply crate or armored vehicle. Usually, in order to request a kit, these 3 conditions need to be met: + +* **Permission**. You have the Squad Leader's permission. He gets to decide who gets what +* **Location**. You are in the right place to request a kit - next to an allied supply crate or armored vehicle +* **Required Numbers**. You are part of a squad with the required minimum number of members + +The following actions can temporarily restrict your right to request kits: + +| Condition | Time Penalty | +| --- | --- | +| You either spawn, or request and get granted, a limited kit | Unable to request a kit for 2 minutes | +| You change squads | Blocked for +2 minutes | +| You kill a teammate \(teamkilling\) carrying a limited kit | Blocked for +3 minutes | +| You spam several kit requests in a short time | Blocked for +30 seconds | +| You kill a civilian violating the Rules of Engagement \(Insurgency\) | Blocked for +10 minutes | + +To request a kit a specific key sequence needs to be followed: + +| Key Sequence to Request a Kit | +| --- | +| 1. Press and hold the **Secondary Radio key /\(T/\)** \(it will bring up a _Comm Rose_\), | +| 2. With the mouse, select the central option of the Comm Rose \(**REQUEST / DROP KIT"**\) and **left-click** on it. This will open a menu list with all kits in it | +| 3. Move your mouse to highlight the desired kit and **left-click** on it for the standard version OR **right-click** for the alternative one | +| 4. If all conditions are met, a yellow text will appear saying **“Your kit has been ALLOCATED and is at your feet”**. Pick it up by **pressing the G key** | + +If your request is denied, you will see a yellow text message explaining why: + +If you requested the kit in the wrong location: + +* **“You need to be close to a friendly SUPPLY CRATE or APC to request this kit”**, OR +* **“You need to be close to a friendly SUPPLY CRATE or VEHICLE to request this kit”** + + If the squad that you are in fails the squad requirements: + +* **“Unavailable due to squad limitations”** + + If all allowed kits have already been granted to the team: + +* **“All of these kits have been issued”** + + Other possible reasons: + +* **“Unavailable for your forces”** +* **“You can't get another limited kit so soon after your last”** +* **“You are new to this squad, request again in a minute”** + +## _Kit drop procedure_ {#drop-kit} + +In certain situations, you might want to drop your kit. Most typically: + +* You intentionally or unintentionally picked an enemy kit \(which **will kill you after 30 seconds** unless you drop it\), +* You are a wounded medic and want to give your kit to someone else so that they can heal you, +* You wish to swap kits with someone more experienced or skillful than you, +* You want to become a Civilian while playing in Insurgency mode. + +Simply follow this sequence: + +| Key Sequence to Drop your Kit | +| --- | +| 1. **Press and hold down the Secondary Radio key /\(T/\)** | +| 2. Select the middle option of the _Comm Rose_ \(**REQUEST / DROP KIT"**\) and to **right-click** in it. This will drop below you an invisible Unarmed Kit | +| 3. Pick it up by pressing the **pickup key \(G\)** | + +Note that a kit on the ground will disappear after 5-10 minutes and will then become available to the squad/team again. + diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md new file mode 100644 index 0000000..10b3790 --- /dev/null +++ b/fr - Copie/operating_vehicles.md @@ -0,0 +1,138 @@ +# Operating Vehicles + +## _General Vehicle Information_ {#general-vehicle-information} + +* Light vehicles, trucks and boats & most jeeps \(except light armored ones\) can be operated by any soldier. Armored vehicles, helicopters and aircraft need specified vehicle kits to operate. Players not using the correct kit will not be able to steer the vehicle or use the weapons. You can't enter or use enemy vehicles. For ground vehicles you then require a **Crewman** kit. For aircraft & helicopters it’s the **Pilot** kit. These are either requestable by the vehicle or by a supply crate. +* External views for vehicles have been removed. But for certain vehicles there are custom cameras like the trucks can watch behind them \(**C**\). +* You can **aim down the sights** of static and vehicle-mounted MGs by pressing the change camera key\(**C**\). +* Vehicle-mounted automatic weapons often have **overheating**. Watch the heat-HUD element on the lower right corner. ![](../assets/overheat.png) +* Vehicle-mounted MGs use ammunition belts. They are reloaded automatically but are limited in number. +* Vehicles can be **resupplied & repaired** at the supply depot. Or use the repair drop that any logistics truck can drop. Aircraft and Helicopters are automatically repaired and rearmed at their spawn location. +* Insurgents have **suicide vehicles** like an orange dumpster truck or small civilian cars packed with C4. You can detonate these with the alternative fire key. +* When exiting a moving ground vehicle you’ll take damage depending on its speed. You’ll be severely wounded if you exit a burning vehicle. +* When vehicles take much damage they may become unable to move or traverse their turret until fully repaired. +* Vehicles that **fire wire-guided missiles** need to be stationary for about 7 seconds before they can fire their weapon. +* Switching vehicle-weapons \(ammo type\) will usually cause a delay before you can fire. +* You can use **Left CTRL+Mouse movement** to freelook when operating most vehicles such as helicopters, jets, jeeps, boats and trucks. APCs and IFVs do not have this feature as they use dedicated cameras. +* On public servers (not in local gamemodes) you can quickly switch to the next available free seat in a vehicle by pressing **F8**. +* When in a vehicle, you can see the information on the occupied seats in the bottom left of the the HUD. It shows only important crew seats as squared markers. This includes driver and gunner positions. Passenger seats do not have such markers and are shown as a seperate counter. +## _Armored Vehicles_ {#armored-vehicles} + +* Tanks and IFVs have separate driver & gunner seats. To use the gunner's position a driver or cupola gunner must be present. After switching to the gunner seat you must wait 30 seconds before you can aim the cannon. +* The driver and gunner in a vehicle must be in the same squad. +* Tank drivers and certain APC/IFVs have a **commander view mode** which provides a 360° view around the turret. This can be accessed by pressing 2. +* Drivers and gunners can **zoom** their view by pressing the pop smoke key \(**X**\). Some tank drivers must first change to the commander view. +* Most tanks and IFVs can use **thermal optics** in addition to their normal views. You can switch to the thermal mode by using secondary radio menu \(**T**\) and selecting **“DAY / THERMAL”.** Some will also allow you to switch between thermal variations like WHOT/BHOT. + +{% figure "../assets/thermalz.png" %} +Thermal Vision. +{% endfigure %} + +* Armored vehicles have no warning sound when they are targeted by rocket launchers or when missiles are fired at them. +* Armored vehicles have realistic materials. This means that front and turret armor is stronger than the one in the rear and top of the vehicle. Sides of vehicles and the tracks usually have the middle ground when it comes to armor strength. +* Tanks and IFVs usually have up to 4 types of ammunition: + * **Armor-piercing \(AP\):** For attacking enemy armored vehicles. + * **High Explosive \(HE\)** \(loaded by pressing 2\): Effective against soft targets \(jeeps, houses, helicopters, covered infantry, etc.\) + * **Anti-tank missiles** \(loaded by pressing 3\): Used against heavy armor. + * **Co-axial MG** \(fired using the alternate fire key\): Used against infantry. +* Tank drivers or gunners \(depending on vehicle\) and certain other vehicles can **deploy smoke** by pressing the alternate fire key. + +Tank & IFV gunners deploy it by selecting its weapon slot \(usually 3\) and pressing the fire key to launch a volley of smoke bombs. Each of them can fire 2 volleys \(the gunner has to wait 60s between volleys\). + +* For certain vehicles the smoke will be **IR-blocking** meaning it will also block on thermal vision. For other \(older vehicles\) you will be able to see through the smoke on thermal vision. + +{% figure "../assets/vehiclesmoke.png" %} +Vehicle deployed smoke. +{% endfigure %} + +## _Helicopters_ {#helicopters} + +* Helicopters have a **warm-up time** of around 30 seconds. If too much thrust is generated while the rotor blades spin up, the pilot will lose control and crash. To start the helicopter you have to leave the throttle at idle for at least 30 seconds before trying to lift off. +* Helicopter pilots can look in other directions while flying by pressing the 6, 7, 8 and 9 keys which you can map to a joystick POV HAT Switch. To look forwards again press 1 or select any other weapon your aircraft has. +* The rudder controls are mostly effective at low speeds. At higher speeds you need to bank the helicopter to turn. +* Players using **the pilot kit cannot occupy any of the passenger seats** of an aircraft. This is to stop players using the pilot kit as some kind of SF paratrooper assault kit because it has a parachute. If you have had to bail out of your aircraft and then receive a pickup from another aircraft, ensure you drop your pilot kit before entering the aircraft’s passenger seat otherwise you will be forced out of the helicopter. +* The pilot of Heavy Attack Helicopters aka Gunships can fire the **unguided rockets** while the gunner controls the cannon and guided missiles. +* Gunners in attack helicopters can zoom their weapons camera by pressing the cycle camera key \(**C**\) or by pressing the F9 to F11 keys. They can also switch to a thermal imaging mode by using the secondary radio menu \(**T**\) and selecting **“DAY / THERMAL”** to toggle between the two. +* The attack-helicopter's **gunner** has 4 different modes to choose from: +* First-person view in the cockpit +* Gun-camera which controls the helicopter's gun +* **Laser-guided fire mode \(LG\)** allows a semi-manual targeting mode, where you can click on the target and the missile will guide itself towards it and click again to update the targets location to the missile in flight. +* **Laser-targeted fire mode** **\(LT\)** \(fire-and-forget\) locks the missile onto a laser target provided by ground troops or a scout helicopter. The laser targeted mode is the best choice if a spotter can designate the target. It allows minimal exposure of the helicopter. The laser guided mode allows the best tracking of moving targets. However if the target hasn’t been “lazed” correctly or badly, or simply for some reason the missile can’t see the target after launch like if a building gets in the way, the missile may miss. +* Helicopter crews need to be in the same squad. +* Helicopters must return to the helipad and land to be **rearmed/repaired**. On Carriers you can only reload on the “ramp” of the carrier, off the runway, this doesn't include the lifts. +* To successfully **drop supplies** from a transport helicopters the pilot needs to conduct the drop from an altitude under 5m / 15 feet by pressing the alternate fire key. +* **Countermeasure flares** are limited and need to be rearmed when expended. Every time you deploy flare\(**X**\) one flare will be deployed. + +## _Fixed Wing Aircraft_ {#fixed-wing-aircraft} + +* Aircraft have a **warm-up time** of 30 seconds before they can take off from the ground. +* Jet pilots can look in other directions while flying by pressing the 7, 8 and 9 keys which you can map to a joystick POV HAT Switch. To look forwards again press 1 or select any other weapon your aircraft has. +* To slowly **taxi** on the ground keep the throttle neutral and push the stick forward or press the up arrow key, to slowly move in that direction. Pull the stick back or press the down arrow key to reverse. To steer left and right use the rudder controls \(**A & D**\). +* Your maximum altitude is 10km. +* To **take off** you need to put the throttle on maximum and then wait a little for the plane to start accelerating. When you are down 2/3 of the runway gently start pulling on the stick and maybe add some afterburner. +* Most aircraft come equipped with a **cannon and several external weapons**. The primary fire key will fire the cannon \(if your aircraft has one\) while the alternate fire key will fire the currently selected weapon such as bombs and missiles. +* To **re-arm and repair** you do need to land the aircraft at your airbase and taxi to the “ramp” or on some very few maps, on the runway. It takes quite some time to rearm completely. On Carriers you can only reload on the “ramp” of the carrier, off the runway. This doesn't include the lifts. +* Most fixed wing aircraft feature **ejection seats** when you press E. It will automatically deploy the parachute when below 750m. +* **Air-to-ground weapons** in single seat aircraft need an established laser lock to hit a target. The recommended procedure for an attack with them is explained below: + 1. Ground troops find a suitable target for an air attack. + 2. The troops contact the pilot either directly through mumble/text chat and/or by placing a CAS marker. ![](../assets/marker.png) + 3. The pilot informs the ground troops of his approach using the **“ON THE WAY”** command from his main radio menu and/or through mumble/text chat. + 4. As the pilot approaches the target, the ground troops mark the target with a **GTLD laser** designator, if the laser is slightly off from the target, the missile may miss. + 5. When the target is locked-on the pilot receives a sound cue. He may now release the bomb/missile. +* **Two-seater aircraft** allow the weapons systems officer \(WSO\) to identify and engage targets by himself while using the TV targeting mode. The targeting modes work in the same way as in attack helicopters. +* The commander can place a laser target from his map. Since this method is not very precise it should only be used to bomb static targets. +* Aircrafts don't have a nose camera but you can still look back by pressing the cycle camera key \(**C**\) or F11 to look back, and F9 or a weapon key to look forwards again. +* **Flares** are triggered individually\(**X**\) and need to be rearmed after all of them have been dropped. Since the warning sound is only played once the enemy has already locked onto your aircraft for half a second, it is recommended to use them while on an attack run to reduce the chance of the enemy establishing a lock. +* **To land** in PR:BF2 you need to plan ahead much longer than in BF2. Here are some tips on how to make your first landings easier: +* You need to reduce your speed in advance until you can just stay level without falling out of the sky \(about 40% power\) with the stall airspeed being different for each aircraft. \(You can find the stall speed of your aircraft yourself by just going up high and slowing your aircraft down until it starts to lose control and fall, but doing it up high will mean you can regain control by opening up the throttle and pointing your nose down, then just stay above that stall speed while landing, until your wheels hit the ground.\) +* When you are at this speed you should start your approach. +* Imagine a point on the map by extending the runway by about 1km. +* Fly to this point and turn towards the runway. +* When you are about 200m from the runway cut your throttle. +* Once you have touched the ground pull back on the stick to slow down, the planes all handle individually. + +## _Fire Control Systems_ {#fire-control-systems} +Vehicles in Project Reality use an authentic ballistic system for vehicle projectiles. Depending on the vehicle several variations of Fire Control Systems (FCS) computers can be used by the gunner. In principle, the FCS can calculate required adjustments to fire at the target exactly where you want to. Not only does the firing solution consider the drop of the projectile due to gravity, it also includes friction slowing down projectiles. Further it can account for the offset between the operator camera and barrel, the height difference to the target, banking of the vehicle as well as speed of the vehicle. Just as their real life counterparts, not every vehicle will have the same capabilities for their FCS. This section will delve deeper into some of the use-cases of our FCS implementations. + +### Ground Vehicles +* In short, there are 3 types of FCS for ground vehicles: + * Static sight: You have to rely on range markings in the sight. + * Adjusting sight: The crosshair moves to show where to aim. + * Adjusting barrel: The barrel moves to hit where you are aiming. +* The vehicle gunner‘s view (the sight in the HUD) will greatly vary from vehicle to vehicle depending on their specifications. Some vehicles, mostly older generation ones, but not limited to age, simply offer a graticule overlay with lines indicating the necessary point of aim for a given distance. +The markings on the scope itself will usually clarify which lines are to be used for which type of armament specifically. The gunner then has to correctly estimate the range to the target and adjust the gun’s pitch in order to hit. +* Other vehicles come with the ability to set up the gun sight’s zero to indicate the point of aim for the intended point of impact. By holding the commo-rose **\(default: Q\)**, the gunner can dial into the desired range by increasing or subtracting the indicated range. He can also reset the gun into neutral position, which is indicated by the display of **- - - -** in the HUD as range setting. + +{% figure "../assets/fcs_manual.png" %} +Using the commo-rose to manually change the set range. +{% endfigure %} + +* The most sophisticated setup found on most modern vehicles comes with access to a fully automated FCS, complete with a laser range finder. They will show the icon for the laser as active:![](../assets/fcs_cap_laser.png). +* After aiming the crosshair at the desired target(distance), vehicles that have it, the laser range finder can be used with the change camera key **\(default: C\)** which will set the gun automatically to be set in the correct position to fire at the center crosshair. +* In the bottom right of the HUD the current set range and available capabilities of your vehicle is shown. + +{% figure "../assets/fcs_main.png" %} +The set range and FCS capability icons being shown in the bottom right of the HUD. +{% endfigure %} + +* The icons in the gunner view on vehicles using a FCS show a number of icons in either white or grey scale. These icons each indicate a certain type of aiming correction the FCS will account for when setting the gun up correctly. The corrections account for the following aiming inaccuracies: + * ![](../assets/fcs_cap_velocity.png) Speed compensation: Compensating for the vehicle’s own movement. Does NOT correct the lead on a moving enemy target vehicle. + * ![](../assets/fcs_cap_height.png) Height compensation: Compensates for the difference in altitude between your vehicle and the target. + * ![](../assets/fcs_cap_parallax.png) Parallax compensation: Compensating the mismatch between gun position and gunner camera position. + * ![](../assets/fcs_cap_roll.png) Roll compensation: Compensates the vehicle sitting at an angle. +* When switching to the coaxial machine gun, the gun’s pitch will automatically to fire the machine gun to fire at the center. The same will happen when switching to other types of munitions. To switch between main gun and coaxial MG use the switch weapon key **\(default: F\)**. +* Although the desired mode of operation is for the weapon to be set automatically, the gunner has also the ability to dial manually. This will however not correct for aiming mismatches(see below). +If the distance to the target is greater than physically achieveable by the selected weapon, the HUD will display a red lettering of the current range setting or **^ ^ ^ ^** as the error indication. +* A small number of vehicles will utilize a laser range finder to receive the correct distance to the target, but instead of shifting the gun to aim in the center crosshair, the position of the crosshair within the scope will change. Changing to the coaxial machine gun or other types of ammunition will change the crosshair position automatically again. Just like above, manually dialing is also possible. +* There is a very, very brief period after lasing and the gun entering the correct position. If you’re too hasty you may end up missing. +* The laser range finder has a cool down period of about one second in between uses, indicated by the icon turning red. +* It cannot be used to set up the gun for distances under 150m. Lasing at such a low distance or into the horizon will revert the gun to settle into neutral position, with the range indicator showing **v v v v**. +* The laser has an error of around ± 5m. + +* The game will memorize the last setting of the gunner, regardless of whether he left it or was killed in it. +* The gun’s warm up phase does not prevent the gunner from using the laser range finder or the manual range dialing. +* The FCS on SPAAA (Self-Propelled Anti-Aircraft Artillery) vehicles is always active and does not require any additional input from the player. +* When crewing a SPAAA with radar equipment, the FCS will display a circle indicating the correct target lead after aquiring a lock on the target. The enemy aircraft can deploy flares to break the lock, which removes the aiming circle temporarily. + +### Fixed Wing Aircraft +The FCS is not limited to ground vehicles, fixed wing aircraft have their own versions for (automated) firing solutions. As such modern jets utilize Constantly Computed Impact Point (CCIP) which will show where bombs will land on the ground. Additionally ground attack jets will also utilize CCIP to show the impact of their main gun. Fighter jets supporting radar targeting will be able to lock onto aircraft with their guns to show a marker predicting where to aim and hit the target. This radar locking will also trigger the victims radar warning receivers and can be countered using flares. \ No newline at end of file diff --git a/fr - Copie/set-up.md b/fr - Copie/set-up.md new file mode 100644 index 0000000..7ecd03c --- /dev/null +++ b/fr - Copie/set-up.md @@ -0,0 +1,241 @@ +# Set-Up + +## _System Requirements_ {#systemreq} + +* **Operating System:** Windows 7, 8 or 10 +* **Processor:** 2.4 Ghz Dual-Core minimum. 3.2 Ghz Recommended +* **Memory:** 3 GB RAM. 4 GB recommended +* **Hard Disk:** 10 GB free Hard Drive Space +* **Graphics Adapter:** Graphics Card with 128 MB RAM. 512 MB recommended. +* **Sound:** DirectX 9 compatible sound device. Dedicated sound card with EAX support recommended for best experience. +* **Internet:** 256 kbps or faster connection required for online play +* **Software:** .NET Framework 4 +* **Input:** Mouse, Keyboard +* **Optional:** Joystick, Headset, microphone \(strongly recommended for voice communication\) + +## _Game Installation_ {#game-installation} + +With PR:BF2 it is **no longer required to have Battlefield 2** installed. PR:BF2 works as a standalone game. If you have a version of PR:BF2 installed before v1.3 you will need to uninstall this before you install the current version PR:BF2. + +You have to download the full PR:BF2 installer from our website. There won’t be a requirement to have Battlefield 2 installed. + +[**Download the latest version**](http://www.realitymod.com/downloads) + +There are 2 installation methods. You can use the **Download Assistant application** which makes it a lot easier to install PR:BF2 or you can manually download and install the Installer through a **Torrent**. With either method there are 2 steps: Download and Install: + +**1\) Download** + +The Download Assistant will download the Installer using the Torrent protocol. So make sure this isn't blocked by your ISP. Simply download the Download Assistant from our [PR:BF2 Download Section](http://www.realitymod.com/downloads) and follow the instructions in the application. + +If you downloaded the Torrent version \(and now the Download Assistant\), this is **NOT** the full install. You use the small .torrent file with a BitTorrent client to actually download the full .iso file. We recommend [qBittorrent](http://www.qbittorrent.org/download.php). Once the torrent is downloaded through your selected Torrent software, you will be presented with a folder with all installation files, move on to step 2 after the application finishes the download. + +**2\) Installation** +The downloaded folder that you now have through either the Download Assistant or the manual Torrent download now have a _setup.exe_ file. Launch this one to start the installation process. The Download Assistant however does has an automated system so after downloading there should be a button to start the installation automatically. + +A few more points: + +* With the new standalone version there is also no longer a requirement to install it in the Battlefield 2 folder. Feel free to install PR:BF2 in a drive and folder of your choosing. +* If you have BF2 installed you can continue to play it and player other BF2 modifications as well. PR:BF2 does not interfere with them. +* PR:BF2 features **an auto-updater.** So once you have installed PR:BF2 you can use the updater to automatically update your game to newer versions when they are released. +* PR:BF2 includes PR Mumble in its installation. So there is no need to download this separately. +* If you don’t want to use Torrents you will find mirrors for direct HTTP downloads through our forums. + +## _Creating a PR Account_ {#creating-a-pr-account} + +Since DICE and EA removed support for BF2 in May 2014 we now use our own account-service for PR:BF2. All your old BF2 accounts (before PR:BF2 v1.2) are no longer retrievable. Before using the PR Launcher you will need to create a PR Account in order to play online. This account is unique to you. Offline play does not require a PR Account. We use third-party services to connect and verify a PR Account with. Currently we only support Steam. You will need to have an existing Steam account or [create a new one](https://steamcommunity.com/) in order to link to your PR Account. +When you launch Project Reality:BF2 for the first time you will shown the following window: + +{% figure "../assets/creating_profile_1.png" %} +Steam login prompt. +{% endfigure %} + +Press the Steam sign-in button to open a webpage where you will need to login to Steam in order to proceed. You will be then asked by your web browser to allow the PR Launcher to login. Depending on your browser this will look similar to the images below. Press the button that allows you to proceed. Afterwards you can close the webpage. + +{% figure "../assets/creating_profile_2.png" %} +Web browsers prompts. +{% endfigure %} + +Your PR Account will be assigned a PR Account Level. This level determines how much your account is deemed legitimate and not a throwaway account. Servers have the option to choose which minimum level is required to play on their server. In order to determine your PR Account Level, your Steam account will need to be made partially public. You can do this in [the Privacy Settings of Steam](https://steamcommunity.com/my/edit/settings). +Please make sure the _game details_ settings are set to be public. + +{% figure "../assets/creating_profile_3.png" %} +Steam profile's configurations. +{% endfigure %} + +**Your Steam profile does not have to be public while playing PR:BF2.** Only when calculating the PR Account level. This is done once automatically on the first login and afterwards only when manually calculating. You can find our privacy-notice [here](https://hq.realitymod.com/account/privacy.html). If your account level is not high enough to play on most online servers you will be shown a warning on the main PR Launcher screen which looks like the image below. + +{% figure "../assets/creating_profile_4.png" %} +Main Launcher page with account level warning. +{% endfigure %} + +To recalculate your PR Account Level go to the **SUPPORT** menu and open the _Account_ tab. There you can find your unique PR Account ID as well as your current PR Account Level and a button to calculate it again. Your level can never become lower after calculation. You will always keep the highest level you have. + +Your PR Account Level will be higher by gathering XP for a few indicators. These are for example having no current Steam VAC bans, having games bought on the Steam store in your library and having playtime on said games. **Donations to the Project Reality team do not influence your PR Account Level.** + +If you do not wish to create a PR Account to play online, you can choose to play offline only on the initial login screen. + +## _Creating a Profile_ {#creating-a-profile} + +You have one PR Account that is unique. However, you can create multiple profiles under this PR Account. Each profile has a unique in-game name as well as separate settings and controls saved on your computer. You can retrieve previously created profiles as well. Older profiles created after PR:BF2 v1.2 and before v1.6 can be retrieved as well by providing the profile name and password. + +You can access the profile settings by hovering over the PLAY button in the PR Launcher and choosing _Select Profile_ and then _Manage Profiles_. You have the option to create offline profiles as well. If you didn’t log in through your online PR Account, you can only make and use offline profiles. + +{% figure "../assets/creating_profile_5.png" %} +Manage profiles page. +{% endfigure %} + + +{% figure "../assets/creating_profile_6.png" %} +Creating profile page. +{% endfigure %} + + +## _The PR Launcher_ {#the-pr-launcher} + +After installation a shortcut for Project Reality:BF2 will be provided on the desktop, double click on this icon to open the PR Launcher. + +{% figure "../assets/launcher_1.png" %} +Main page of PR Launcher. +{% endfigure %} + +All main options are displayed on the right. + +* **Play:** This will start the game. If you click the down arrow to the right, you have the option to check for updates or select a different profile. If there is an update it will be automatically displayed if you press the play button. This update will then automatically be downloaded and installed. Progress of the update and installation will be displayed whilst it is in operation. +* **Options:** In this menu you can edit your video, graphics, and audio settings. Also some other options are available as well as configuring PR Mumble keys. +* **Support:** This is handy for when you are running into issues. It offers many utilities such as clearing cached folders or giving you a detailed information display of your computer specifications. This comes in handy when contacting our support team. It also holds information on your PR Account as well as the option to recalculate your PR Account Level. +* **Credits:** Here you can see the entire PR:BF2 team who worked on this game. +* **Donate:** A direct link to our online donation page. 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](https://www.realitymod.com/forum/misc.php?do=donate). +* **Exit:** Use this button to close the PR Launcher and return to Windows + +The launcher’s main menu also provides a news ticker at the bottom highlighted in blue with announcements of upcoming events, developmental progress and developer blogs from the PR:BF2 community. Furthermore you can find links to our social media accounts on the top left. + +## _In-Game Menu Navigation_ {#in-game-menu-navigation} + +* **Co-operative:** Allows you to play PR:BF2 with computer controlled AI soldiers on the teams. This mode is very useful for getting to know the game mechanics and equipment before joining competitive online battles. +* **Deployment:** The main mode of play in Project Reality. Here you will find intense battles with up to 100 human players. +* **Barracks:** This menu gives you access to replays using Battlerecorder. +* **Options:** Here you can configure the audio options as well as the keyboard layout. Video options have to be changed in the PR Launcher. +* **Exit:** Use this button to exit the game and return to Windows. + +## _PR Mumble_ {#pr-mumble} + +In game, Mumble is the program which we use to communicate to each other in PR:BF2, which replaces BF2 vanilla’s Voice-Over-IP \(VOIP\) system. The main unique feature of PR Mumble is that its primary method of communication is transmitted within 3D space, which is directional and proximity based. This is called Local. What this means is that all players on your team can talk to each other if they are nearby, and you can hear in what direction they are speaking from, similarly you can judge how far away they are, just like in real life. + +After joining a squad you gain access to that squad’s Radio Net, which allows you to transmit to other players in your squad no matter where you are on the map. Squad leaders also have access to an additional Radio Net that allows them to communicate directly to the commander, globally to all other squad leaders, and directly to an individual squad leader. When using a radio net, a transmission cue will be heard when activating and deactivating the radio \(which can be activated in the launcher audio options\). The default keys for transmitting over mumble are as follows: + +* **Local speech \(B or H\):** you talk to players in the 3D radius space around you. +* **Squad Radio \(V or Num 0\):** you talk to your squad, no matter where you are. +* **Squad Leader to all other squad leaders radio \(\*\):** you talk to all squad leaders at the same time. This radio net is also available to the commander to use with the same shortcut. +* **Squad Leader to specific squad leader radio \(Num 1Num 9\):** you talk to one specific squad leader in your team. These channels on the net are also available to the commander to use with the same shortcut. +* **Squad leader to Commander Radio \(/\):** you talk to the commander in private. + +PR Mumble comes installed together with PR:BF2. It runs alongside the game installation and does all client side tasks automatically for you such as starting and connecting you to the right mumble-server. Players have the choice to configure their communication settings to their satisfaction just like the previous version. This includes input and output devices, volumes and the keyboard shortcuts. The two most important keys are default: Local channel \(H\) and squad radio net \(0 on the numpad\).The main keyboard shortcuts can be edited in the PR Launcher also via the options menu under the PR Mumble tab. + +It’s recommended that you also check the main settings panel directly within the mumble application to make sure it’s all correctly set-up. To do this, locate the PR Dogtags in the system tray next to the Windows system clock \(PR has to be running\), click on the icon to open the mumble interface then locate settings at the top. After that the settings panel will appear and you can configure your input and output audio devices and alter more keyboard shortcuts and other settings. + +{% figure "../assets/mumblelogo.png" %} +Mumble's icon in window's system tray. +{% endfigure %} + + +PR Mumble also integrates with BF2’s HUD display. During the game you will see the names of players talking, each colour depicting over which channel they are transmitting, which is displayed in the lower left hand corner of your screen. In the lower right hand corner mumble also indicates over what channel you are transmitting with a different colour depending on the channel you are using. It also shows whether your microphone or speakers are muted, and if there’s linking issues with the mumble client. + +{% figure "../assets/mumble_1.png" %} +Example of player's talking in game. +{% endfigure %} + +{% figure "../assets/mumble_2.png" %} +Mumble's icons status: Transmitting, Muted Speakers, Muted and Disconnected, respectively. +{% endfigure %} + + + +## _Troubleshooting_ {#troubleshooting} + +* PR:BF2 has its own file verification before you start the game. You will not be able to play online with modified files. You can still use them offline. +* PR:BF2 needs to be started using the PR Launcher. Launching BF2.EXE or PRBF2.EXE will not work. +* In addition to the built-in server browser you can use the web-based [PRSpy](http://realitymodfiles.com/geze/prspy/) to browse and join PR:BF2 servers. PRSpy also features a friend-list which makes locating your friends much easier. + +Direct link link to PRSpy : [http://www.realitymod.com/prspy/](http://www.realitymod.com/prspy/) + +* If the server you want to join is full you now have the option of using Auto Deploy. Select the server, click on “SERVER INFO” and then “AUTO DEPLOY”. A dialog will open that explains the remaining steps. Then simply sit back and wait to be connected once a slot opens up. +* The Support Menu in the PR Launcher can come in very handy. It can gather all system information of your computer for you to copy and paste into our Support forums for when you need assistance. It can also provide you with your CD-Key Hash. + +Here are a couple of forum links from realitymod.com to use for various common reasons: + +* [PR:BF2 Bugs](https://www.realitymod.com/forum/forumdisplay.php?f=26) sub-forum to report bugs. +* [PR:BF2 Feedback](https://www.realitymod.com/forum/forumdisplay.php?f=252) sub-forum to post your feedback about PR:BF2. +* [PR:BF2 Support](https://www.realitymod.com/forum/forumdisplay.php?f=27) forums for all your problems regarding running and installing the game and errors you are getting. +* [General Technical Support](https://www.realitymod.com/forum/forumdisplay.php?f=360) for all your technical questions. +* [PR In-Game Tactics and Strategies](https://www.realitymod.com/forum/forumdisplay.php?f=137) will help you further then this manual to master all elements of PR:BF2 with community written guides and tutorials. + +## _Default Game Controls_ {#default-game-controls} + +**General Controls** + +| **Key** | **Function** | +| --- | --- | +| Caps Lock/Home | Kit selection, squad selection and Map menus | +| **Tab** | Show scoreboard | +| **Print Screen** | Take Screenshot | +| **M** | Show/hide Map overlay | +| **N** | Switch zoom level of minimap | +| **Q** | Display main radio-rose | +| **T** | Display secondary radio-rose | +| **Left alt** | Show/hide 3D markers \(only visible within 50m\) | +| **C** | Toggle BUIS / Change camera | +| **End/grave** | Console | + +**Weapons** + +| **Key** | **Function** | +| --- | --- | +| **G** | Pick up a kit | +| **Left Mouse** | Fire | +| **Right Mouse** | Alt Fire or Toggle sights | +| **R** | Reload | +| **F** | Cycle Weapons | +| **1-9** | Select Weapon | + +**Movement** + +| **Key** | **Function** | +| --- | --- | +| **E** | Enter / Exit vehicle or emplacement | +| **WSAD** | Basic movement | +| **Left Ctrl** | Crouch \(hold\) | +| **Z** | Toggle prone | +| **Space** | Jump | +| **Left Shift** | Sprint / Vehicle Boost | + +**Vehicles** + +| **Key** | **Function** | +| --- | --- | +| **F1-F8** | Switch Vehicle Position | +| **X** | increase zoom magnification / flares | +| **6-9** | Camera Positions \(helicopters and aircraft only\) | +| **R** | Reload | +| **F** | Cycle Weapons | +| **1-9** | Select Weapon | + +**Communication** + +| **Key** | **Function** | +| --- | --- | +| **J** | Text chat for all players | +| **K** | Text chat for your team only | +| **L** | Text chat for your squad only | +| **Page Up** | Accept request | +| **Page Down** | Deny request | +| **B or H** | PR Mumble Proximity Local Channel | +| **V or 0 \(numpad\)** | PR Mumble Squad Radio Channel | +| **1-9 \(numpad\)** | PR Mumble Individual Squad Leader Radio Channel | +| **\*\(numpad\)** | PR Mumble All Squad Leader Radio Channel | +| **/\(numpad\)** | PR Mumble Commander Radio Channel | + +**Mumble Keys** + +{% figure "../assets/mumblekeys.png" %} +Creating profile page. +{% endfigure %} \ No newline at end of file diff --git a/fr - Copie/styles/website.css b/fr - Copie/styles/website.css new file mode 100644 index 0000000..298f44b --- /dev/null +++ b/fr - Copie/styles/website.css @@ -0,0 +1,41 @@ +h1, h2, h3, h4 { + color: rgb(98,160,216); +} + + +.book-body, .book-summary{ + background-color: #404040; +} + +#book-search-results .search-results .has-results .search-results-item>:last-child { + margin-bottom: 0!important; + color: #fff; +} + +.book-summary ul.summary li a, .book-summary ul.summary li span{ + color: rgb(98,160,216); +} + +.book-summary ul.summary li.active>a { + background-color: rgb(98,160,216); + color: #404040; + text-decoration: none; + display: block; +} + +.book-body .markdown-section{ + color: white; +} + +.markdown-section table td, .markdown-section table th { + padding: 6px 13px; + border: 1px solid #5B9BD4; +} + +.markdown-section table tr, .markdown-section table tr:nth-child(2n) { + background-color: #313D4F; +} + +markdown-section blockquote{ + border-color: #858585; + } diff --git a/fr - Copie/summary.md b/fr - Copie/summary.md new file mode 100644 index 0000000..d678a67 --- /dev/null +++ b/fr - Copie/summary.md @@ -0,0 +1,19 @@ +# SUMMARY + +* [About](README.md) + +### Installing +* [Set-Up](set-up.md) + +### Basics +* [Game Modes](game_modes.md) +* [The Basics](the_basics.md) +* [Weapons & Equipment](weapons_and_equipment.md) +* [Kits](kits.md) +* [The Squad Leader](the_squad_leader.md) +* [Operating Vehicles](operating_vehicles.md) +* [The Commander](commander.md) +* [The Civilian](the_civilian.md) + +### Help +* [Expand manual](help_manual.md) \ No newline at end of file diff --git a/fr - Copie/the_basics.md b/fr - Copie/the_basics.md new file mode 100644 index 0000000..2d3b0ad --- /dev/null +++ b/fr - Copie/the_basics.md @@ -0,0 +1,421 @@ +# The Basics + +Most importantly you should **join a squad**. Some servers even enforce it up by kicking solo players after a warning period. The game is by far the most fun to play in a functioning squad. If you need any help, just **ask players in your squad** what to do. If possible use Mumble. It is commonly used in PR. Playing PR:BF2 without a microphone will not give you the full experience so it’s a wise investment. If no one answers, try joining another squad or use general chat. There are many helping community members around who welcome new players and give them a hand. We expect you to have some basic understanding of BF2 when it comes to navigating the menu’s in-game such as scoreboard, map and kit selection. You can always start up BF2 and do the tutorial there to get acquainted with its interface. This manual will focus on the differences with BF2. + +## _Kit selection & spawning_ {#kit-selection-and-spawning} + +* When you begin playing, it is recommended that you only spawn as a rifleman with a sight of your choice. This way you can better learn the fundamental basics of gameplay. +* After learning infantry basics you can ask your SL to assign you a specialized kit when you feel up to the task. If you want to try out new equipment or a vehicle, you can do so easily in the co-op mode without inconveniencing your squad members or risking your team's assets. +* Kits that are specialized and more difficult to operate are generally limited and can only be obtained if certain conditions are met within a squad. These reserved kits are of limited supply to the team and you should always ask before requesting one. +* Kits can be requested from the main spawn menu \(like BF2\), a supply crate [\(see Logistics\)](the_basics.md#logistics) + +or the rear of an APC / IFV. To have the ability to request a kit from a supply crate or vehicle, you must be a part of a squad. + +In PR:BF2 you cannot spawn at every control point that your team controls. Spawn points available in PR:BF2 are: + +* **Your squad's rally point \(RP\)** is a green circle surrounding a spawn point with your squad’s number adjacent to it. Depending on the location of your squad’s RP in relation to a team’s FOB will determine its longevity. Note: If you spawn on another squad’s rally point, you will automatically spawn at your own rally point, or any nearby FOB. If none available you will be moved to the main base of your team. If overrun by the enemy, your squad’s RP will disappear. RPs are only available to conventional forces. [\(see Deployable Structures\)](the_squad_leader.md#deployable-structures) + +{% figure "../assets/rally.png" %} + A rallypoint. +{% endfigure %} + +* **Map-specific team rally points**. These usually expire 5 minutes after the round starts and can be used by the whole team. These also only allow maximum 12 people to spawn on it until it disappears. +* **The commander rally point**. This RP can only be placed by the commander, provided multiple squad’s leaders are in the vicinity of the CO. On the map this will be a rally point with a “C” next to it. +* **Deployable forward operating base \(FOB\) or hideouts** can be used by the entire team to spawn at, but must be constructed before becoming operational. On the map it will show as a spawn point with a green triangle. It comes online 90 seconds after being build. It becomes unspawnable for 30 seconds if 1 enemy is within 10m, 2 enemies within 50m, 4 enemies within 100m or 8 enemies within 150m. [\(see Deployable Structures\)](the_squad_leader.md#deployable-structures) +* In the insurgency game mode, the defending insurgent team may spawn at the **weapons caches** that hasn't been revealed to the enemy, this is called the unknown cache. This spawn is also disabled if enemies becomes to close similar to the FOB. + +{% figure "../assets/fob.png", "../assets/hideout.png", "../assets/cache-weapon.png" %} +FOB, Hideout & weapon cache. +{% endfigure %} + + + +* **Your team's headquarters, main base or permanent FOB.** This is the only spawn point that is always available. + +{% figure "../assets/acv.png" %} +Armored Command Vehicle \(ACV\) found in mainbases only. +{% endfigure %} + +* Some maps feature **parachute spawns** where a airborne assault is simulated. These will be visualized by moving spawn markers on the minimap. Choose one and you will spawn with an automaticly deployed parachute. + +## _In-game interface \(HUD\)_ {#hud} + +* In the PR:BF2 in-game HUD, players are notified by **player-specific messages** that can only be seen by that player. They are used to give players feedback about different in-game events for example: + * The reason why the player is not issued the kit being requested. + * The reason why the deployable asset that the player requested could not be built. + * That the player must exit the vehicle or the current seat to avoid punishment. +* PR also uses **HQ Notifications** which is displayed large orange type at the top left of the screen. These notifications give you updates on the current objectives, mission progress and other essential messages. +* Firing **cross-hairs** have been removed from the screen. If you want to shoot precisely, you need press the alternate firing key to aim down your weapon's sights, or use the BUIS for close quarter fighting \(see the weapons chapter\). +* **Name tags have been removed** for all players. It is vital to ID your targets before engaging to avoid friendly fire. Learning the distinction of different camo, flags and the profile shape of the factions infantry helps you ID an enemy faster. As an example, to locate a Squad Leader, look for a radio antenna extending upwards from his backpack. +* **No health status bar** indicating your vital status. When you lose more than 25% of your health, you will start to see a red bloody screen which pulsates as you hear wounded sounds of pain. You will continue to lose health as you bleed out until you receive medical attention, if you do not you will die. If however your health drops very low, your screen will lose all color, your vision will become very blurred and you will be unable to move at speed. You will have approximately a few minutes to reach medical attention or you will die. +* **The ammo counter** only displays the weapon's fire mode and the number of remaining magazines. +* To estimate the **amount of rounds left** in your magazine you can open the communication rose\(**Q**\) and see a visual indicator of the amount of ammo left. ![](../assets/ammo.png) +* **The medic** can see how far he is done healing a soldier with the HUD in the bottom right corner. Infantry can watch the same way how long until deployable is finished shoveling. +* There are **no kill messages** \(friendly fire is an exception\). Even the scoreboard will not show who is alive or dead on the enemy team. If you need to know whether someone is dead, you should look for his body. +* Only vehicles use a permanent **mini-map** on the HUD. The full map overlay is available for everybody. +* **The current map & layer** can be viewed on the top of the screen when opening the map. +* Using the little arrow will show you the **current map asset info overlay** of all vehicles that are on the map including the spawn times of friendly vehicles. + +{% figure "../assets/assets.png" %} +Current map asset info overlay. +{% endfigure %} + +* **The remaining tickets** of your team and the time left can only be viewed from the squad screen. The enemy tickets are not displayed. +* **Suppression** happens when you are under close fire by rifles, heavy weapons or nearby explosions. The screen will appear darker and become blurred like it is shaking. This effect simulates the reduced capability to return effective fire while being suppressed by the enemy. + +{% figure "../assets/suppresion.png" %} +Normal view of the game \(left\) and suppresion effect in action \(right\). +{% endfigure %} + +* When a player is **dead,** he will not be not revivable and black screen with the words dead will be displayed instead of seeing their surroundings. +* Your weapon will deviate and become inaccurate to shoot based on the amount of movement you make. To have an indication of this inaccuracy there is a **deviation indicator** right above the compass. The wider this indicator is, the more deviation you have. +* **The automatic map spotting system** has been removed from infantry. Air vehicles can still be spotted. +* Officers can send a **contact** report to the commander or use their radio to manually place a marker on the team's map. Normal soldiers can only shout a generic warning when they spot enemy units. +* **The Radio Commo-rose \(default: Q & T\)** contain items with two functions. Left-clicking **“RELOADING / CEASE FIRE”** tells the people around you that you are changing magazines, while a right click tells them to stop shooting. The same principle applies to **“GO, GO, GO / FALL BACK”** and other such menu items. +* You can **orientate yourself** on the map using the direction element that you will find around your player icon. +* Whilst equipped with particular weapons or equipment the main **radio communication-rose** is replaced by a small context-sensitive menu. When holding a field dressing or the medic bag you can use the “FIRST AID” command to inform nearby players that you want to heal them. Many pieces of equipment and some weapons use context-sensitive menus. + +{% figure "../assets/commorose.png" %} +Commo-rose when pressing Q. +{% endfigure %} + +## _Health Management_ {#health-management} + +Weapons in Project Reality are highly lethal and it is only a matter of time until you are shot and start bleeding. Although the HUD in PR doesn’t contain a health bar, once your health drops below 75% there will be audible and visual cues to warn you such as a bloody vision whilst coughing or screaming. + +### Healing + +If your injuries are not treated, you will slowly bleed to death. To prevent this you have two ways of healing yourself. Almost every kit includes a **field dressing** which is selected by pressing the appropriate key or cycling through your weapon selection. Pressing fire throws it onto the ground. Within a second or two, the field dressing will disappear and the player standing next to it will regain 25% of their total health. + +Since most kits only have one or two field dressings, a better way to regain health is to be treated by a medic. **Medics** are able to completely heal a player by using a **first aid kit** and can be called to your position by using the “Q” radio key and then selecting “Need Medic”. The medic will select the first aid kit by pressing the appropriate number key or cycling through their weapon selection. However, unlike in BF2, the medic can’t just throw the first aid kit on the ground but instead must hold it in their hands, be touching the player to be healed, and then hold down the left mouse button. A sound simulating bandages being ripped will designate that first aid is being applied. To be fully healed takes about 15 seconds, so be sure to do this in a safe spot. + +{% figure "../assets/fielddressing.png", "../assets/kit.png", "../assets/epipen.png" %} +Field dressing, first aid kit & epipen. +{% endfigure %} + +### Reviving + +If you are unable to be healed in time, you will become unconscious and the screen will say you’ve been critically wounded. This does not mean you are dead! When you become critically wounded a medic can still revive you for up to 5 minutes, saving your team valuable tickets. You can utilize Mumble to coordinate the medic to your location by using the Local channel \(H\) or **squad’s Radio Net \(0 numpad\).** In order to revive you, the medic select the **epipen** from their weapon selection and with the epipen in hand, inject and administer the epinephrine shot to the central mass area of the unconscious players torso by clicking and holding down left mouse button. The player will then become conscious but unlike in BF2, will only be at about 10% health and will still need healing. The medic and the recently revived player should find a safe area and continue the healing process there. If the player is stuck , on uneven ground or in a bad position for reviving it is required to drag the wounded body into a better position first. To drag a body as medic you need to be in the crouched position and stay in it. Then you can use the **drag** weapon slot to start dragging. You can drag in all directions including backwards. + +{{ "Video Tutorial - Reviving" | youtube("auBgiI8IxWE") }} + +### Death + +Sometimes players will not be revivable, such as when a player is killed in a vehicle. If you were recently revived and you become critically wounded again within 2 minutes, you will not be revivable the second time. If you are wounded and you are not revived within 5 minutes you will also go dead. If there is no chance of being revived, left click on **Give up/Call Medic** on the spawn screen. Now the screen will show that you are dead and you can prepare to respawn. The time you spent waiting to click give up counts toward your total respawn time. + +### Re-spawning + +A player's respawn time is at least 45 seconds and at most 60 seconds plus temporary penalties. Time spent while waiting for a medic is subtracted from that time. Once a player dies he has to wait at least 5 seconds before spawning. These actions influence the respawn time: + +* Player death: **+3s** +* Capturing CP or destroying objective: **-3s** +* Doing a defensive action: **-1s** +* Squad built forward outpost: **-10s** + +A temporary spawn time penalty which only affects the next time you die \(building up to 5 minutes\) is added by these actions: + +* Teamkill: **15 seconds per teamkill** +* Suicide: **15 seconds** +* Civilian getting captured: **90 seconds** +* Civilian killed violating ROE: **120 seconds per civilian** +* Own weapons cache destroyed: **300 seconds** + +To select a spawn point, bring up the spawn map and select an applicable location. Once you’re happy with that spawn location, you must click on the **Done** button in the lower right corner of the map screen to re-spawn into the game. Just waiting for the timer to expire or hitting the <enter> key will not automatically respawn you. If you see a very large number on the timer, such as 5999, then you haven’t clicked Done. + +## _Logistics_ {#logistics} + +Whether your running low on ammunition and need to rearm, want a new kit or simply want to build deployables, logistics keep your team alive. + +### _Ammunition_ {#ammunition} + +To be able to rearm yourself, you'll need to get closer to one of several sources of ammo, which will then automatically re-fill your weapons. These sources are: + +* **Ammo bags** - These can be found in the rifleman, militant, warrior and some insurgent kits and must be thrown \(left click\) on the ground, for you or other soldiers be able to rearm, or on deployables \(tow, aa, mortars\) to rearm them. +* **Ammo boxes** - Dropped by light transported vehicles, APCs and IFVs. +* **Light/Heavy supply crates** - More information in the [next section](the_basics.md#crates) +* **Weapons caches** - Available only for insurgents +* **Vehicle depot** - Present in all main bases, it also heals you + +{% figure "../assets/ammobag.png", "../assets/supplycrate.png", "../assets/inscrate.png", "../assets/cacahe.png", "../assets/depott.png" %} +Ammunition bag, Coalition forces ammo crate, Insurgent forces ammo crate, weapon cache & Vehicle depot. +{% endfigure %} + +Be aware that with the exception of **Weapons caches** and **Vehicle depot** all other ammo sources are **limited**. Eventually these sources will deplete and disappear. It is even possible ammo sources deplete before you're completly rearmed. +**Ammo bags**, **ammo boxes** and **supply crates** use **supply points** to determine how long they can be used. You can find out the remaining supply points of **supply crates** and **ammo boxes** by looking at it for a second. It will then appear next to the compass. +The various weapons available in PR require different ammounts of supply points to be replenished. Utility items such as the grappling hook, tripflares and field dressings cost less to resupply per use than explosive ordnance such as anti-tank rockets/missiles, fragmentation grenades and mines. See below tables for the resupply cost of the corresponding weapon category and type: + +**Firearms** + +| **Type** | **Supply points cost** | +| --- | --- | +| **Pistols low capacity** | 15 | +| **Pistols high capacity** | 30 | +| **PDW** | 30 | +| **SMG** | 45 | +| **Shotgun primary** | 50 | +| **Shotgun breacher** | 25 | +| **Rifle** | 60 | +| **Sniper** | 40 | +| **LMG** | 150 | +| **GPMG** | 200 | + +**Grenade Launcher** + +| **Type** | **Supply points cost** | +| --- | --- | +| **Anti-Tank x1** | 70 | +| **Anti-Tank x2** | 140 | +| **Flare** | 60 | +| **Fragmentation low capacity** | 80 | +| **Fragmentation high capacity** | 120 | +| **Smoke** | 60 | + +**Items & Utilities** + +| **Type** | **Supply points cost** | +| --- | --- | +| **Ammo box** | 200 | +| **C4 low capacity** | 45 | +| **C4 high capacity** | 75 | +| **Tripflare** | 20 | +| **Grappling hook** | 40 | +| **Epipen** | 60 | +| **Field dressing x1** | 30 | +| **Field dressing x3** | 75 | +| **Field dressing x6** | 120 | +| **Field dressing x12** | 180 | + +**Heavy ordnance & munitions** + +| **Type** | **Supply points cost** | +| --- | --- | +| **Fragmentation grenade x1** | 60 | +| **Fragmentation grenade x2** | 120 | +| **Fragmentation grenade x4** | 240 | +| **Smoke grenade low capacity** | 40 | +| **Smoke grenade high capacity** | 60 | +| **Signal smoke grenade** | 30 | +| **Anti-personel mine x2** | 140 | +| **Anti-personel mine x3** | 210 | +| **Conventional mine** | 210 | +| **Insurgent mine** | 160 | +| **Light IED** | 60 | +| **Heavy IED** | 80 | +| **Anti-air missile x1** | 100 | +| **Anti-air missile x2** | 170 | +| **Light anti-tank x1** | 70 | +| **Light anti-tank x2** | 140 | +| **Light anti-tank x3** | 210 | +| **Light anti-tank x4** | 280 | +| **Medium anti-tank x1** | 80 | +| **Medium anti-tank x2** | 160 | +| **Medium anti-tank x3** | 240 | +| **Heavy anti-tank x1** | 90 | +| **heavy anti-tank x2** | 180 | +| **Guided anti tank** | 120 | + +Note that on a local server the resupply system will not work as described. Every weapon slot will require 100 supply points to refill regardless of item type. + +Requesting a kit costs 200 supply points. Be aware that re-arming an ammo bag at for example an ammo box or light/heavy supply crate will cost as many points at it provides (200). +The amount of supply points for the supply sources are: + +* **Ammo bags** : 200 (will only count for 43 supply points when used by an asset emplacement like a TOW or mortar for example) +* **Ammo boxes** : 450 +* **Light supply crates** : 1500 +* **Heavy supply crates** : 3000 + +{% note %} +Resupplying is **not instant** but takes a few seconds, depending on the ammo source as well with the ammount of ammo you need to ressuply. + +Additionally if you're not rearming, confirm that the Light/Heavy supply crates is indeed yours, rearming from **enemy supply crates** is not possible. +{% endnote %} + + + +### _Supply Crates_ {#crates} + +There are two types of supply crates in PR:BF2 - Light Supply Crate and Heave Supply Crate. While both allow to ressuply players and build deployables a Light crate is the equivalent of half of the Heavy Supply Crate meaning that you will need 2x light supply crates where only 1x heavy supply crate is needed. To learn more about deployable emplacements see the [Deployable Structures chapter.\)](the_squad_leader.md#deployable-structures) + +{% figure "../assets/largecrate.png", "../assets/smallcrate.png" %} +Here you can see the heavy supply crate on the left and the light version on the right. +{% endfigure %} + +Just like rearming, requesting kits from crates will deplete the supply crates. Each kit will cost 200 points, with light crates having 1500 \(7x kits\) and heavy ones 3000 \(14x kits\). + +{% note %} +Requesting kits from a crate that does not have enought points will still grant you the kit but the crate will be destroyed in the process. +{% endnote %} + +Light Supply Crate can be transported by: + +* Light Helicopters such as the Huey, Lynx and Zhi-9B \(One Crate\) +* Transport trucks \(One Crate\) + +While, Heavy Supply Crate can be transported by: + +* Medium Lift Helicopters such as the Black Hawk, Mi-17 and NH-90 \(One Crate\) +* Heavy Lift Helicopters such as the Chinook, Zhi-8KA and MV-22 \(Two Crates\) +* Logistic trucks: \(Two Crates\) + +The ownership of the crate is depicted by the flag display on top of the crate. + +### Repair Drop + +Logistic trucks also have the ability to drop a repair station. They are necessary for field repairs to vehicles that are heavily damaged and cannot move. + +{% figure "../assets/reapir.png" %} +Repair drop. +{% endfigure %} + +## _Score_ {#score} + +A player's score is divided in teamwork points and individual points. It speaks for itself that doing team related activities \(building, driving vehicles, defending/attacking flags\) contribute to the first and individual actions \(killing players\) contribute to your personal score. + +The total score of a player can never go below 0 but the teamwork score can become negative. There are also score multipliers for when you are for example in a vehicle or a squad leader. Here are some other score additions and deductions. These are not all but give you a good idea on what you can achieve. + +* Capturing a civilian: **+100** +* Killing a civilian \(outside ROE\): **-100** +* Destroying your own objective: **-100** +* Destroying enemy objective: **+150** + +## _Mortars_ {#mortars} + +A fixed mortar position that can provide indirect fire support over long distances. All factions can fire high-explosive rounds. Conventional forces and the militia can also use air-burst and smoke rounds. Mortars cannot be constructed on maps smaller than 2km. + +* **High Explosive \(HE\)** \(press **1** to select\): Most common type of mortar round. Does the most damage directly to the target. Ideal for light armored targets and emplacements. +* **Airburst** \(press **2** to select\): Explodes in the air above the ground. Covers a larger area but does less damage overall. Ideal for engaging infantry inside buildings and on uneven terrain. + +Once mortars are needed you can use the mortar’s calculator \(press **3** to select\). The distance to the target and the difference in elevation can be entered into the calculator by clicking on the numbers in the **“Range”** and **“Height”** fields. To get the range make sure you SL’s marker is on the target, then open the map and you’ll find the range listed under the map. Once you are done just click the **“Calculate”** button to display the required barrel elevation. The elevation can be adjusted with the W and S keys while the deflection is changed using the A and D keys. When both values are set, just select the required rounds and fire. There are both Air-Burst and Impact rounds available that share ammunition. + +{% figure "../assets/mortars.png" %} +The mortar calculator interface. +{% endfigure %} + +## _Close Support Bridges \(CSB\)_ {#close-support-bridges} + +When in need to cross small rivers or damaged bridges, conventional forces can deploy CSBs using their logistic trucks - which carries two of them. In Project Reality CSBs can only be used to fill the gaps of destroyed bridges and in predetermined locations identified by \(obvious\) small heaps of sand positioned across a natural obstacle, like a river. + +{% note %} +CSBs are very narrow, so drive carefully when crossing them. +{% endnote %} + +The deployment process for CSBs is very simple: 1. Drive a logistics truck to the position where the CSB will be deployed. 2. Position the front or back of the truck as close as possible to the deployment position. 3. Select the CSB as active equipment of the truck. 4. Press alternate fire to deploy the bridge. + +{{ "Video Tutorial - CSB Deployment" | youtube("Vn66KbNrVJA") }} + +{% figure "../assets/csb.png" %} +CSB from truck being deployed. +{% endfigure %} + +In some cases multiple CSBs are required to span the complete distance. In such situations, you're required to drive to the end of the incomplete bridge and deploy a new CSB and repeat untill its finish. + +## _Battlefield Navigation_ {#battlefield-navigation} + +It is pretty easy to get lost on the large maps of PR:BF2. The slow pacing and team coordination also requires players to communicate locations in a clear and concise manner. PR:BF2 offers 4 tools to aid players with this. + +1. Squad leaders can use their **squad order marker** to communicate locations to their squad and the commander. The direction to the marker is indicated by a chevron above the compass. If you are within 75m of the marker you'll also see a 3D icon which shows the location in front of you. The marker will also be visible on the map. + +{% figure "../assets/target.png", "../assets/build.png", "../assets/observe.png", "../assets/defendmarker.png", "../assets/demolish.png", "../assets/move.png" %} +Targe, build, observe, defend, demolish and move marker, respectively. +{% endfigure %} + +1. A **precision degree compass** to the bottom central area of your screen. The compass can be used to give exact bearings of nearby spotted enemies. **The 8 Cardinal Directions** are clearly indicated along with the degree bearing labels which incrementally increase every 15° with major divisions every 5°. If you just want to communicate a general direction it is best practice to say the cardinal direction, followed by the degree and in some situations the distance if appropriate. For example _**“Enemy spotted NE 75° degrees 200 meters out”**_**.** + * If the target is visually in line with a numbered bearing on your compass when you are facing that direction, you simply communicate that number. + * Remember that all large compass notches equal 5 degrees. If the target is in line with a notch to the right of a labelled notch along from 75° then right you add 5°. So the target is at 80°.![](../assets/compass.png) +2. The maps in PR:BF2 contain **grid reference labels and keypad subgrids**. The Grid labels are found on the upper and left border of the map. The map is divided into 169 grid squares starting with A1 in the upper left corner and ending with M13 in the lower right corner. Each grid square is divided in 9 subgrids. Those are labeled from 1 to 9 in the same manner as a computer's numpad are arranged. \(Top row from left to right 7, 8, 9\). You can communicate locations by giving out a grid reference. For a rough location you only say the main grid field \(e.g. D6\). For precise locations you also add the subgrid location \(e.g. D6-2\). Grid references are mostly used to communicate locations between squads. When using Mumble the first letter of the Grid reference is usually annunciated using the NATO phonetic alphabet. The codewords are Alpha, Bravo, Charlie, Delta, Echo, Foxtrot, Golf, Hotel, India, Juliett, Kilo, Lima, Mike, November, Oscar, Papa, Quebec, Romeo, Sierra, Tango, Uniform, Victor, Whiskey, X-ray, Yankee and Zulu +3. **The scale of each grid** square is displayed in the bottom right hand corner of the map. A 1km map will be indicated by a 75m grid squad, 150m for a 2km and 300m for a 4km map. You can easily estimate distances on the map using the grid squares. The squad leader's squad screen also displays the approximate distance to your current squad marker below the map of the battlefield. + + +{% figure "../assets/grid.png" %} +{% endfigure %} + +## _Basic Vehicle Information_ {#basic-vehicle-information} + +Many vehicles behave quite differently compared to BF2 and require more advanced knowledge to operate. Since they also have very long spawn times \(up to 20 minutes\) it is vital to know how to keep them away from problematic situations. This part will focus on explaining vehicle types and how they influence the team. For more details on operating vehicles see further in this manual in the Operating Vehicles section. + +There are many vehicle types in PR:BF2 used as classification. This isn’t always directly in line with their Real Life counterpart due to gameplay reasons. The following list shows you the main classes of vehicles in PR:BF2: + +* **Jeep:** small transport vehicles that not always fill the entire squad. Can always drop small ammo crates. Sometimes are fitted with machine guns nests. + +![](../assets/jeep.png) + +* **Civilian vehicles:** PR:BF2’s insurgent forces have access to a range of civilian cars and technicals mounted with machine guns, rocket-pods and SPG-9 recoilless rifles. They also have a flatbed with a mounted AA-gun, bomb trucks and bomb cars in their arsenal. + +![](../assets/civiliancars.png) + +* **Truck:** come in both transport and logistic variants. The transport variant is capable of dropping 1 light supply crate and can fit an entire squad. The Logistic variant can only fit 2 soldiers and can drop 2 heavy supply crates, repair stations and Close Support Bridges \(more on this later\). + +![](../assets/truck.png) + +* **Armored Personnel Carrier \(APC\):** large armored vehicles more often than not armed with heavy weaponry. Often do not possess the force to defeat other heavy armored targets such as IFVs and tanks but are the best of all vehicles types at assisting infantry. Can fit 2 crewman \(driver and gunner\) and up to 6 soldier passengers. + +![](../assets/apc.png) + +* **Infantry Fighting Vehicle \(IFV\):** Better armed and stronger than most APCs with often capabilities to defeat heavy armored targets using AT-Missiles. Are not always capable of transporting infantry. Under this category often also fall the recon-vehicles. + +![](../assets/ifv.png) + +* **Anti-Tank Missile Mounted Vehicle \(ATM\):** The name speaks for itself. These are vehicles armed with AT-missiles to destroy other armored vehicles. Cannot transport infantry. + +![](../assets/atm.png) + +* **Tank:** Our heaviest of armored vehicles. They come equipped with AP, HE and COAX weaponry. + +![](../assets/tank.png) + +* **Anti-Air Vehicle:** These are usually light armored vehicles with only the ability to take out enemy aircraft and helicopters. They can use missiles or/and heavy guns. + +![](../assets/aavehicles.png) + +* **Boat:** PR:BF2 has a variety of boats both armed and un-armed. + +![](../assets/boats.png) + +* **Transport Helicopter:** These helicopters usually come equipped with door-guns for the mounted infantry to use.They are also capable of dropping heavy supply crates. There are light, medium and heavy transport choppers. See the section on Supply Crates to read on which variant has which crates available to it. + +![](../assets/transheli.png) + +* **Attack Helicopters:** These helicopters come equipped with machine-gun pods and a variety of rockets and missiles. There are light, medium and heavy variants. Recon helicopters with the ability to laze targets and use their thermal cameras also fall under this category in PR:BF2. They are not always armed. + +![](../assets/attackhelis.png) + +* **Jets:** PR:BF2 has a wide variety of jets. There are light and heavy attack jets, fighter jets, bombers and fighter-bombers. + +![](../assets/jets.png) + +All friendly vehicles are marked on the map with unique icons for easy identification. + +![](../assets/vehicleicons.png) + +* If a team vehicle asset is destroyed it incurs a ticket penalty: + * Jeep or truck: **2 tickets** + * Transport helicopter: **5 tickets** + * APC/AAV/RECON: **5 tickets** + * Tank or IFV: **10 tickets** + * Jet or attack helicopter: **10 tickets** +* Vehicles are **Team Locked** and you cannot operate enemy vehicles of any kind. +* Vehicles can only **be entered from appropriate positions** on the hull. + +{% figure "../assets/entrypoints.png" %} +Vehicle entry points can differ per vehicle. Look for hatches. +{% endfigure %} + +* Normal soldiers are allowed to drive small unarmored vehicles such as jeeps, trucks and boats without the need for any specialized kit. If you require **a crewman or pilot kit** to operate a vehicle position, you will receive a warning message upon entering it and the screen will fade to black. If you do not exit the vehicle position within a few seconds, you will die. +* When exiting **a moving or burning vehicle** you will become wounded and possibly die. The faster the vehicle moves the greater the chance of death. +* **Destroying vehicle wrecks** does not influence score although a warning message states otherwise when shooting friendly wrecks. +* When manning **stationary or vehicle weapons** it takes a specific warm up time before they have the ability to fire: + * MG: **5 seconds** + * Anti-Air Missile: **5 seconds** + * AT-emplacement: **10 seconds** + * Armor main cannon: **30 seconds** +* Most Stationary AT-Weapons have optics with fixed zoom capability. Some of them even offer thermal optics. +* Exiting vehicles in mid-air and falling into water from high altitudes will injure you and may result in your death. +* Players can **request kits** from a APC’s/IFV’s entry position. +* Armored vehicles are more vulnerable when attacked from their flanks. The armor on the rear of the vehicle is the weakest. A single well-placed anti-tank projectile can disable or take them out. +* On public servers (not in local gamemodes) you can quickly switch to the next available free seat in a vehicle by pressing **F8**. +* When in a vehicle, you can see the information on the occupied seats in the bottom left of the the HUD. It shows only important crew seats as squared markers. This includes driver and gunner positions. Passenger seats do not have such markers and are shown as a seperate counter. + +{% figure "../assets/seaticons.png" %} +Important crew members are shown as squared markers. Passengers use a total counter above the vehicle icon. +{% endfigure %} + diff --git a/fr - Copie/the_civilian.md b/fr - Copie/the_civilian.md new file mode 100644 index 0000000..82b955d --- /dev/null +++ b/fr - Copie/the_civilian.md @@ -0,0 +1,60 @@ +# The Civilian + +When playing on the Iraqi insurgent or Hamas faction, players can choose to play as the Civilian. This role’s primary focus is to gather intelligence on Coalition forces and to run interference for the insurgent Cell Leaders. This kit does not come equipped with any weapons but has a wide variety of equipment and tools. Civilians can use their cellphones to spot enemy troops for their team by placing a marker on the map. + +{% figure "../assets/civiii.png" %} +A civilian. +{% endfigure %} + +Civilians are bound by particular **rules of engagement** \(ROE\). Coalition forces cannot fire agains't civilians that are outside the rules of engagement, risking heavy penalizations. Instead they must **arrest** them or wait untill they're a legit target. + +In order for a player to arrest a civilian, it must use the restrainers or the Shotgun with a buckshot round. + +> Civilians that decide to commit suicide are also counted as an arrested. + +If you shoot a civilian outside the ROE, you will face several penalties: + +* After your next death you will respawn 120 seconds later per civilian shot \(stacks up to 5 minutes additional delay\) +* You will not be able to request any kits for 10 minutes +* Your score is reduced to 0 and the kill will not be listed on the scoreboard +* Your team loses 10 intelligence points + +In the other hand, shooting a civilian inside the ROE will cause: + +* The civilian to have an additional 120 seconds in the respawn time +* Your team gains 10 intelligence points + +Running over civilians in a vehicle or climbing on ropes will also result in a penalty if done outside of the ROE. + +## Rules Of Engagement \(ROE\) + +A civilian is considered inside the ROE and therefor can be killed if any of these conditions are met: + +* Spawned... +* Have picked up a kit with a weapon... +* Used a vehicle... +* Used a shovel or epipen... +* Resuscitate someone... + +...less than 2m priour to the engagement. Or he must have an armed insurgent next to him, within 5m horizontally or 1.5m vertically. + +## Becoming a civilian + +For you to become a civilian you must first either spawn as a non-armed soldier or to simply drop your kit \(Press T and then G\). Secondly, has mentioned in the previous section, you must wait 2 minutes after you spawn or dropping your kit. + +## Civilian vehicles + +Non armed-vehicles, including ammo techies and "Fake Garys", must not be destroyed by Coalition forces. + +A vehicle is considered civilian and therefor cannot be destroyed if: + +* Is empty +* Does not have a gun +* Was last use more than 1 minute ago +* Has no enemies nearby \(3 meters\) + +Failing to comply to this ROE will result: + +* Loss of 5 intel points for the team +* Loss of 50 points for the player + diff --git a/fr - Copie/the_squad_leader.md b/fr - Copie/the_squad_leader.md new file mode 100644 index 0000000..f20d2c5 --- /dev/null +++ b/fr - Copie/the_squad_leader.md @@ -0,0 +1,208 @@ +# The Squadleader + +## _Guiding Squad_ {#guiding-squad} + +As explained in the Battlefield Navigation section, the Squad Leader can place markers on the map for his squad members to follow. They will find a marker on their compass to follow as well as an icon on the map. The Squad Leader should use these as often as possible and can also use this to easily get the distance towards a target. He can do this from the mini-map by right clicking it and placing the marker or by pressing the **secondary radio key \(T\)** and point at the target and using one of the buttons to place the marker. + +* ![](../assets/target.png) **Target** +* ![](../assets/build.png) **Build** +* ![](../assets/observe.png) **Observe** +* ![](../assets/defendmarker.png) **Defend** +* ![](../assets/demolish.png) **Demolish** +* ![](../assets/move.png) **Move** + +The commander can also order you. If you accept the order \(**PAGE UP**\) your marker will be replaced with the commander’s order. + +## _Spotting Enemies_ {#spotting-enemies} + +The **Squad Leader** in PR:BF2 has many functional abilities. He is able to mark enemy units on the map and forward contact reports to the team's commander with the ability to mark a target on the team's map. To perform these functions follow these steps: + +1. Set a target position on the map to acquire an approximate position of to the contact. +2. Look towards the target position. +2. Select the radio from your inventory and use **the alternate fire key \(RMB\)** to activate it. +4. Select the type of target contact to mark on the map. Each player can place up to 3 markers which stay for 5 minutes. + +{% figure "../assets/spotting.png" %} +A civilian. +{% endfigure %} + + +{{ "Video Tutorial - Marking" | youtube("XNDb2yMuoho") }} + +## _The GTL Designator \(GTLD\)_ {#gtld} + +The Squad Leader kit and Spotter kit used by conventional forces are equipped with **GTLD \(Ground Target Laser Designator\).**. This piece of equipment has better zoom then the regular binoculars, includes a range-finder and allows you to paint enemy targets which can be targeted by friendly \(and enemy\) air unit's bombs or missiles. + +With the GTLD equipped, you can right-click to increase the zoom level and left-click to toggle the on/off state. While on, the GTLD will emit a laze, that you must keep on your target until the bomb/missile hits it, unlike previous versions where the laze would "stick" to the target even without line of sight. + +Additionally, while the lase is ON, you can access the main radio menu \(Q\) to request close air support \(CAS\) or call fire mortar missions. Doing so will automatically transmit a text message to your team detailing the request and add a target marker to the map. + +## _Rally Points_ {#rally-points} + +A Squad Leader has the ability to set **Rally Points \(RP\)**. This allows fallen squad members to regroup in a safe area with the rest of their squad. To place a RP you need to press **the secondary radio key \(T\)** and select **PLACE RALLY POINT**. + +The following conditions must be met for the RP to be placed successfully: + +* You are the leader of your squad and are equipped with the officer kit. +* You need to have 2 squad members close to you. +* Enemy is further than 50m away on 1x1km maps or 125m or 2x2km and 4x4km maps. + +The rally point automatically disappears after 60 seconds unless: + +* It is within 2x large map grid squares of a friendly FOB +* It is within 2x large map grid squares of a friendly APC or IFV. Only those of which you can request kits. + +An enemy that comes within 50m on 1x1km maps or 125m or 2x2km and 4x4km maps from the rally point will disable it. On larger maps it is 600m. + +A rally point rearms every 1 minute. Unless it has become overrun. In which case you need to wait 5 minutes. + +## _Requesting Support_ {#requesting-support} + +The squad leader can also use his radio to request support from other squads. To do so he must activate his radio and then press **the secondary radio key \(T\).** This will open up the menu for requesting support and deploying team assets. The lower five commands starting with **“NEED ...”** will place a map marker at your position. They also transmit a radio message to your team to alert them of your request. The **“NEED AREA ATTACK”** request behaves a bit different from the rest. On some maps conventional forces can use this command to request an **artillery barrage**. If your request is approved by the team's commander, the attack will strike after about one minute. After loading a new map or executing an area attack it takes 30 minutes until it is available again. Similarly unconventional factions have access to a mortar barrage every 20 minutes on most maps. + + +{% figure "../assets/support.png" %} +Requesting support through radio. +{% endfigure %} + +## _Construction Work_ {#construction-work} + +Constructing assets is an essential functionality of the Squad Leader which the team's Commander also possesses. When deploying and constructing a Forward Outpost \(FOB\) a Squad Leader needs to have an officer kit and a heavy supply crate within a 50m radius of his vicinity. 2 light supply crates offer the same capabilities as 1 heavy supply crate to achieve the same goal. Insurgents, Taliban and the Hamas can only deploy hideouts, mortars and anti-tank positions for their team which do not require supplies to build these structures. To perform this function either a cell leader or collaborator kit is necessary. + +{% figure "../assets/buildcomo.png" %} +Building assets through radio. +{% endfigure %} + +To deploy a structure follow these steps: + +1. Select and activate the radio / cellphone. +2. Look in the direction where the structure should be positioned. It will be placed 10m in front of you. +3. Once you deploy it, press the **secondary radio menu key \(T\).** +4. Left click your mouse on **DEPLOY / REMOVE ASSET.** +5. Select the structure you want to build from the list. + +{% figure "../assets/shovel.png" %} +Shovel needed to build up deployables. +{% endfigure %} + +Players currently standing where the deployable is being placed will die. So make sure your squad knows where you intend to build. Soldiers need to use **the entrenching tool** to build assets. Construction is complete once the digging stops. + +Place the deployables on open terrain non obstructed area to avoid undesirable effects and unwanted placement locations. The deployable will only appear if its placement location isn't too far above or below your position. + +To dismantle a built structure, squad members must use the entrenching tools right click to destroy an emplacement, then the Squad Leader is able to right-click **DEPLOY / REMOVE ASSET** menu whilst pointing towards the object no more than 5m away, to completely remove it. + +Deployable Emplacements weapons can be rearmed by dropping ammunition bags next to them. Several bags are needed to completely rearm an emplacement. + +{% figure "../assets/deploy.png" %} +Unbuild and build examples of a foxhole. +{% endfigure %} + +## _Deployable Structures_ {#deployable-structures} + +Here is a list of the deployable structures and the requirements for building them. Deployable assets can be either dismantled with a shovel or alternatively destroyed with C4, IEDs, tank shells, APC shells, or any over forms of heavy ordnance. Deployables can also be completely destroyed by continuing to damage the base of the emplacement. Forward outposts and hideouts can be destroyed as well by ordnance or C4 plastic explosives and TNT. Squad leaders can remove unbuilt deployable emplacements with the radio in a similar way to how they were deployed, by alternatively using the right click to remove the deployable base. The alternate fire mode for the entrenchment tool also has the ability to dismantle unbuilt deployable emplacements. An important note on the requirements and limitations listed below is that all values about distance to an FOB and the maximum amount of assets per FOB are doubled on the CNC gamemode \(except for the amount of mortars\). Also remember that 2 large supply crates can also be replaced by 4 small supply crates or 1 large and 2 small crates. To learn more about logistics and crates see [the logistics chapter.](the_basics.md#logistics). + +**Forward Operating Base \(FOB\):** The forward operating base, also known as a forward outpost serves as a defensive spawn position for the team. It comes online 90 seconds after being build. It becomes unspawnable for 30 seconds if 1 enemy is within 10m, 2 enemies within 50m, 4 enemies within 100m or 8 enemies within 150m. Requirements and limitations: + +* Must be constructed within 50m of a friendly large supply crate. +* The team may have a total of 6 forward outposts at the same time. +* Must be constructed at least 200m from other forward outposts and the team's HQ. +* Must be constructed at least 10m away from the map border \(200m on CNC\). + +{% figure "../assets/fobb.png" %} +{% endfigure %} + +**Hideout:** Insurgents use hideouts as a spawn location. If 2 or more enemies are close by \(within 50m\), spawning is disabled until 90 seconds after they leave or die. Requirements and limitations: + +* Requested further than 200m from the closest hideout and the insurgent HQ. +* The team may have up to 6 hideouts at the same time. +* Must be constructed at least 10m away from the map border. + +{% figure "../assets/hideoutt.png" %} +{% endfigure %} + +**Heavy MG:** A deployable heavy machine gun. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* Only 2 MG’s per FOB and within 200m radius. +* The team can have up to 24 heavy MGs. + +{% figure "../assets/hmg.png" %} +{% endfigure %} + +**Anti-Tank:** A deployable anti-tank missile launcher. This weapon features thermal imaging and 1 fixed level of magnification. Reloading takes 20s. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* No other anti-tank emplacement may be within 200m distance and on that FOB. +* The team can have up to 3 anti-tank positions at the same time. + +{% figure "../assets/tow.png" %} +{% endfigure %} + +**Anti-Tank \(unconventional forces\):** The SPG9 AT-launcher only has a narrow range of traverse. It can shoot two types of ammunition and takes 15s to reload. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m \(only for the militia and Syrian Rebels\). +* No other anti-tank emplacement may be within 200m distance and on that FOB. +* The team can have up to 3 anti-tank positions at the same time. + +{% figure "../assets/spg.png" %} +{% endfigure %} + +**Anti-Air:** A deployable surface-to-air missile launcher. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* No other anti-air emplacement may be within 200m distance and on that FOB. +* The team can have up to 6 anti-air emplacements. +* Unconventential forces get a DShK machine gun on a tripod as anti-air emplacement. + +{% figure "../assets/aaa.png" %} +{% endfigure %} + +**Foxhole:** A sandbag fortified foxhole provides cover against small arms and artillery strikes. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB. +* The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total. + +{% figure "../assets/foxhole.png" %} +{% endfigure %} + +**Sandbag-wall:** A sandbag wall is a small 5m long wall made of sandbags to hide behind and use as cover against small arms. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB. +* The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total. + +{% figure "../assets/sandbagwall.png" %} +{% endfigure %} + +**Razor wire:** A 10m wide road block of razor wire and tank traps. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m. +* A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB. +* The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total. + +**Roadblock \(unconventional forces\):** A 5m or 10m \(right or left click\) wide road block of garbage. Requirements and limitations: + +* Must be placed 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* A maximum of 9 other roadblocks, razorwires, foxholes and sandbags can be within 200m. +* The team can have up to 100 roadblocks in total. + +{% figure "../assets/roadblock.png" %} +{% endfigure %} + +**Mortar:** A fixed mortar position that can provide indirect fire support over long distances. All factions can fire high-explosive rounds. Conventional forces and the militia can also use air-burst and smoke rounds. Mortars cannot be constructed on maps smaller than 2km. Requirements and limitations: + +* Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot. +* 2 large supply crates must be within 200m \(only needed for conventional forces, militia and Syrian Rebels\). +* The team can have up to 2 mortar positions at the same time. +* Both mortar positions must be placed within 50m of each other. + +{% figure "../assets/mortarss.png" %} +{% endfigure %} diff --git a/fr - Copie/weapons_and_equipment.md b/fr - Copie/weapons_and_equipment.md new file mode 100644 index 0000000..f8698f8 --- /dev/null +++ b/fr - Copie/weapons_and_equipment.md @@ -0,0 +1,122 @@ +# Weapons & equipment + +## _General Weapons & Equipment_ {#general-weapons-equipment} + +Weapons after prolonged movement sometimes take a moment to gain precision and accurately fire at long range targets. Engagements at short distances will be unaffected by movement based deviation. This allows players to make small positional corrections without suffering weapon inaccuracy. Going prone greatly reduces the player's accuracy for a few moments but provides the highest accuracy for engaging long distance targets once the player's aim has recovered. + +Most weapons are set to semi-automatic operation by default. + +Weapons need to be reloaded manually \(default: **R**\). Weapons deviation is not affected by having optics or iron sights equipped. Weapons are classified into categories in PR:BF2, often connected to the kits they are used by: + +![cuserswouterdesktop1.png](../assets/cuserswouterdesktop1.png)**Assault rifles** are usually available in several variants with different sights. Sighting in with magnified optics has an accuracy advantage but hindered by greatly reduced peripheral vision compared to reflex sights or iron sights. + +> _Kits: All kits that do not use another primary weapon or are unarmed_ + +![cuserswouterdesktop2.png](../assets/cuserswouterdesktop2.png)**Underbarrel grenade launchers \(UGL\)** are attached to the underside of assault rifles and are used against groups of enemies or individuals that can't be hit by direct fire. They are also effective against unarmored vehicles and can be used effectively at ranges well beyond 200m. The grenades need to travel 28m before they arm or they will not detonate. UGLs can also fire smoke grenades that are used to obscure the enemy's view. The launcher range can be set by using a ladder sight attached to the weapon. While aiming down this sight, the main radio menu \(default: Q\) can be used to set the range to target distance [\(see Altering Sighting Range\)](weapons_and_equipment.md#altering-sighting-range). When engaging targets higher or lower than the predefined distances, it is important to compensate for this. On night maps the grenadier will also have access to flare rounds. + +> _Kits: Grenadier_ + +![cuserswouterdesktop3.png](../assets/cuserswouterdesktop3.png)**Side arms** are traditionally used by squad leaders of conventional forces as a backup and a sign of authority. Snipers are also equipped with a side arm for self-defense while relocating. Some insurgents that don't have a primary weapon use a side arm instead. + +> _Kits: Officer, Sniper, Pilot, Cell Leader, Vietnam Grenadier, various Insurgent kits_ + +![cuserswouterdesktop4.png](../assets/cuserswouterdesktop4.png)**Shotguns** are deadly when used in close quarters. They can also be used to breach locked doors and gates. Insurgent Civilians can be arrested with buckshot rounds which simulates incapacitating an informant with rubber buckshots. Some shotguns use breaching slugs which can only be used to breach locked doors. + +> _Kits: Rifleman Breacher on conventional forces. Various Insurgent / Hamas / Taliban / Militia kits_ + +![cuserswouterdesktop5.png](../assets/cuserswouterdesktop5.png)**Designated marksman rifles \(DMR\)** are used to engage distant priority targets with paced accurate fire. They can be deployed to greatly increase their accuracy at the cost of mobility. A player's stance does affect the long range accuracy while the DMR is deployed, and its optimal firing position is in prone. When firing at targets up to 600m away you are required to compensate for the bullet drop. It is still vital to compensate for moving targets at range. To maximize accuracy the marksman should wait about one second per round fired. + +> _Kits: Marksman_ + +![cuserswouterdesktop6.png](../assets/cuserswouterdesktop6.png)**Sniper rifles** are used to engage high-priority targets at long ranges. Their rate of fire is slow since they operate using bolt action. The player's stance does influence the sniper rifle's long range accuracy. Bullet drop compensation is only needed at ranges exceeding 600m. Maximum accuracy is obtained by waiting for about 8 seconds after movement and 4s after shooting. The "switch fire mode" key \(default 3\) can be used to steady your breathing which lasts for about 8 seconds. This sound can help you estimating the time needed to regain accuracy. Keeping the fire button pressed after shooting will allow you to track your shot before rebolting the rifle. + +> _Kits: Sniper_ + +![cuserswouterdesktop7.png](../assets/cuserswouterdesktop7.png)**Sub machine guns \(SMG\)** are used in close quarter situations at short range. Their rate of fire is rapid and they primarily fire pistol ammunition such as 9mm rounds, although there are exceptions to the fact. Some submachine guns fall under the classification of personal defense weapon \(PDW\) which usually have a shorter barrel length giving them increased maneuverability and portability. These weapons can be used on the move with little to no movement deviation but are restricted by their effective range. + +> _Kits: Crewman, Rifleman AT, Heavy Antitank, Squad leader, Rifleman Breacher on unconventional forces_ + +![cuserswouterdesktop8.png](../assets/cuserswouterdesktop8.png)**Light machine guns \(LMG\)** are used to suppress the enemy and can devastate an enemy squad when used at medium range or in ambush situations. They can be deployed to greatly increase their accuracy, stability and range. When using the deployed LMG, accuracy is increased but only when mobility is minimal and is not suitable for use when mobile. The player's stance does affect its long range accuracy, and its optimal firing position is in prone. In this position you will yield the highest accuracy at long ranges. The undeployed mode is used for when a player is mobile and needs to return fire without delay at shorter ranges. + +> _Kits: Automatic Rifleman_ + +![cuserswouterdesktop9.png](../assets/cuserswouterdesktop9.png)**Medium machine guns \(MMG\)** are a medium class version of the machine gun. They use a larger 7.62mm caliber round which can have devastating effects in certain situations and are excellent for suppressing enemy at long range, subsequently they are limited to only having a deployed mode and require a 10 seconds to setup and settle before they reach optimal firing accuracy. + +> _Kits: Machine Gunner_ + +![cuserswouterdesktop10.png](../assets/cuserswouterdesktop10.png)**Fragmentation grenades** have a large blast radius but they are not accurate when thrown whilst moving or jumping and their range is relatively short. It takes about 5 seconds until they detonate. Some grenades like the RGO and RKG grenades explode on impact. The RKG is also an example of a grenade meant for usage against vehicles. The stone only causes minor injuries when striking a player but several hits can still be lethal. To warn your allies before throwing a grenade you can use the main radio key \(default: Q\) while holding the grenade to shout out a warning, or alternatively use mumble. + +> _Kits: Grenades: most Infantry kits, especially Officers and Riflemen_ \| _stone: civilian and several insurgents_ + +![cuserswouterdesktop11.png](../assets/cuserswouterdesktop11.png)**Knifes & Bayonets** are instantly lethal if they strike the enemy. Enemy insurgent combatants killed by knife counts as an arrest. Unarmed melee attacks take about 5 hits to kill an enemy. + +> _Kits: Armed Melee: all except for Pilot, Civilian and Unarmed \| Unarmed Melee: Pilot and Unarmed_ + +![cuserswouterdesktop12.png](../assets/cuserswouterdesktop12.png)**Light anti-tank launchers \(LAT\)** are used against unarmored and lightly armored targets. They are not effective against medium or heavy armor. The operator needs to prepare the launcher by standing still to settle the aim which takes about 4 seconds before you reach optimal firing accuracy. Depending on which particular launcher you are using, is dependent on how they operate. Some launchers are ranged to the reticule, others are adjustable, but generally they are accurate to about 500m. Effectively hitting a target at range requires skill and timing to be successful. A launcher’s range can be set by using an adjustable range sight mounted on the weapon, while aiming down this sight. To perform this operation, hold down the main radio commo-rose \(default: Q\) and select the range to your target. [\(see Altering Sighting Range\)](weapons_and_equipment.md#altering-sighting-range) When engaging targets between the set ranges, you can manually compensate the angle of attack by either elevating your aim or de-elevating to maintain an effective hit on target. + +> _Kits: Rifleman AT, Militia / Taliban / Hamas Anti Tank_ + +![cuserswouterdesktop13.png](../assets/cuserswouterdesktop13.png)**Heavy anti-tank launchers \(HAT\)** are used to engage armored vehicles. They can destroy light and medium armor with a single hit, while main battle tanks \(MBT\) take multiple hits to destroy. The effectiveness of the heavy AT is dependent on where you hit the MBT. The armor of a tank is at its weakest at the rear of the vehicle and on the top of the turret. Conversely the strongest side of the tank is the front. To prepare the weapon for firing you first have to settle the weapon for a substantial amount of time, around 10 seconds. To effectively track the target you have to be at a long range, otherwise the weapon becomes inaccurate whilst tracking. Once the reticule markers settle in the centered position you are ready to fire. Particular launchers are equipped with guide by wire which allows you to guide the warhead directly to the target. To track a moving target, hold down the primary fire button until the missile fires and continue to track the target until impact. Some HATs are unguided and fire straight and a few display no reticule markers. Prior to firing make sure the target is more than 30m away from you, otherwise the warhead will not arm, and will not detonate. + +> _Kits: Conventional forces Anti Tank_ + +![cuserswouterdesktop14.png](../assets/cuserswouterdesktop14.png)**Surface-to-air missiles \(SAM\)** are used to take down enemy aircraft. To achieve this you need to visually acquire the target by tracking it through the air. Once tracking is established you will hear a low tone, after a few seconds when lock is achieved you will hear a secondary high tone, at this point you can fire. Countermeasures such as flares will prevent you from effectively destroying your target, so your angle of attack in relation to the vehicle’s travelling direction is paramount to achieve a hit. Enemy pilots will receive a warning sound a few seconds after they have been locked-on by a SAM giving them time to maneuver away from the threat. Some older factions like the Falklands factions with the Blowpipe will not have locking AA weapons and will need to be manually guided. + +> _Kits: Anti Aircraft_ + +![cuserswouterdesktop15.png](../assets/cuserswouterdesktop15.png)**Remote detonated explosives** are explosives that are detonated by a remote device trigger by the individual who placed the explosives and are generally used for ambushes and defence. **Anti-Personnel Mines** \(Claymores\) take 5 seconds to arm after placing. When arming the detonator a sound will indicate when this time has elapsed. If explosives are triggered prematurely, they won't explode at all. IEDs don't have this safeguard. Most explosives have to be setup whilst in the prone position. A player can place up to 4 AP mines and 5 C4 packs or IEDs simultaneously. Some soldiers can place two independent groups of explosives which can be triggered individually. These explosives can all be diffused by the Combat Engineer’s wrench. During placement you can place a marker on the map for friendly forces by pressing **Q**. You can place up to 3 markers in total. + +> _Kits: AP Mines: Rifleman AP \| Mine, Mortar, TNT IEDs: Sapper \| Water Container IED: Sapper and unconventional Engineer_ + +![cuserswouterdesktop16.png](../assets/cuserswouterdesktop16.png)**Time detonated explosives** are explosives on a timer that detonate shortly after they have been placed and are mainly used for taking out stationary assets such as enemy firebases, ammo caches and abandoned enemy vehicles. The two main types of Timed Explosives are **the Large and Small C4 charges**. The Large C4 is just a bit over twice as powerful as the Small C4 and only available to the Conventional Forces Combat Engineer Kit while the Small C4 is carried by both the Conventional Forces Combat Engineer and Breacher kits. You only need to place one charge of either the Large or Small C4s in order to destroy a firebase, but a single Small C4 charge will not destroy a firebase right away, instead the firebase will collapse a few seconds after the charge has detonated, giving the opposing team time to repair the firebase. To destroy the foundation of a firebase or other deployable asset, simply place another Small C4 charge on the foundation and it will destroy it shortly after detonating. The Small C4 can also be used to take out stationary vehicles, with 1x Small C4 to take out light armored vehicles \(Land Rovers, Civilian Cars, Technicals, lightly armoured HMMWVs, etc.\), 2x Small C4s to take out Armoured Jeeps and Trucks \(Up-Armoured HMMWV, Panther CLV and Support & Logistics Trucks such as the M-35, etc.\), 3x Small C4s to take out APCs. The large C4 can be diffused by the Combat Engineer’s Spanner/Wrench. + +> _Kits: Small C4: Conventional Forces Combat Engineer & Breacher \| Large C4: Conventional Forces Combat Engineer_ + +**Mines** are contact explosivesthat Combat Engineer classes have access to. These can be played anywhere on the terrain and will visibly stick out. During placement you can place a marker on the map for friendly forces by pressing **Q**. You can place up to 3 markers in total. Mines can be removed with the wrench of a combat engineer. + +> _Kits: Combat engineer_ + +![cuserswouterdesktop18.png](../assets/cuserswouterdesktop18.png)**Field dressings** restore 25% health. They are thrown onto the ground to heal the player standing closest to the dressing. Field dressings are selected by pressing the 8 or 9 key. **The first aid kit** can fully heal a player and is used by keeping the fire button pressed while aiming at the person to be healed. First aid kits are no longer dropped and take some time to fully heal a heavily injured player. A medic can heal himself by using the patches provided. Players inside a vehicle with a medic will heal automatically over time. **The epipen** is then used to revive them. Freshly revived soldiers need immediate medical treatment to prevent them from bleeding out. **Drag** is used to move a wounded player prior to administering an epinephrine shot. You need to be crouched before being able to use this. + +> _Kits: Field Dressing: all soldiers \| First Aid kit, Drag, Epipen: Combat Medic / Corpsman / Insurgent Medic_ + +![cuserswouterdesktop19.png](../assets/cuserswouterdesktop19.png)**Extra Ammunition** can be used when a player is running out of rounds. A single ammo bag will usually provide a few magazines and a grenade or two. The ammo bag can also be used to rearm deployable weapons like MGs, antitank launchers and mortar emplacements. + +> _Kits: Rifleman and various Insurgent rifleman kits_ + +![cuserswouterdesktop17.png](../assets/cuserswouterdesktop17.png)**Entrenchment tool** is used to construct deployable structures for the team. It can't be used offensively. To construct a structure you need to point towards it and hold the fire button until the digging animation stops. The alternate commo-rose option allows squad leaders to demolish friendly foxholes and razor wire road blocks. + +**The Wrench/Repair Kit** is used to disarm and remove explosives such as land mines, IEDs, trip flares and grenade traps. It can also provide repairs to particular light vehicles when they have sustained damage. It can also be used to build razor wire. Both the shovel and the wrench are capable of repairing a cache. + +> _Kits: Entrenching Tool: all except for Officer, Combat Medic / Corpsman, Sniper, Pilot, Cell leader and Hamas Civilian_ +> +> _Wrench: Conventional forces Combat Engineer_ +> +> ![cuserswouterdesktop20.png](../assets/cuserswouterdesktop20.png)**Smoke Grenades** are used to conceal troop movement or to signal friendly aircraft. Smoke screen generally take about 30 seconds to augment and fill out. The cover lasts for more than one minute before dissipating. _Kits: Smoke Grenade: most kits \| Signal Smoke: Officer, conventional forces Sniper, Pilot_ + +![cuserswouterdesktop21.png](../assets/cuserswouterdesktop21.png)**Binoculars** allow soldiers to spot distant enemies and identify unknown contacts. Officers and cell leaders can also use their binoculars to request mortar strikes. **The ground laser target designator** \(GTLD\) is used to mark targets for engagement by friendly aircraft and mortar sites. + +> _Kits: Binoculars: Crewman, Sniper and most kits on unconventional factions \| GTLD: Officer and Spotter for conventional forces_ + +![cuserswouterdesktop22.png](../assets/cuserswouterdesktop22.png)**Radios and Cellphones** are used to report hostile contacts to the rest of the team. They can also be used by squad leaders to request support from other units and to place deployable structures. + +> _Kits: Officer, Cell Leader, Spotter, Civilian_ + +![cuserswouterdesktop23.png](../assets/cuserswouterdesktop23.png)**The Grappling Hook** is used to traverse over walls, buildings or to gain access to the top of structures to allow key squad member to have the advantage of high. After the hook has successfully attached itself to a surface, any player can accend up the rope by pressing the “enter/exit” key \(default: E\) and moving forward to climb and backwards to slide down the rope. They remain in position for 3 minutes and can be retrieved by the player using the pickup kit key \(default: G\). + +> _Kits: Rifleman Breacher, Scout, Civilian_ + +**Parachutes** are used by pilots and paratroopers. They are deployed automatically when spawning in a paratrooper deployed faction. When ejecting from a fixed-wing aircraft the ejection seat will also automatically deploy the parachute. It can also be deployed manually in other cases by with the 9-key. Parachutes need to be opened an ample time before reaching the ground to avoid injury or a mild case of death. After your Squad Leader has reached the ground on a map supporting paradrops, a special supply crate appears next to him. This crate can only be used to request kits. + +> _Kits: Pilot, any spawnable kit used by a team with a paradrop spawn point_ + +## _Back Up Iron Sights \(BUIS\)_ {#buis} + +**Back up iron sights \(BUIS\)** are designed to provide the operator with an alternative method to acquisition a target depending on situation. Provided the weapon has BUIS equipped, a player will able to switch between backup sights and optics using **the pre-existing Cycle Camera key \(C**\). The player can toggle between the sight modes which is indicated by the BUIS letter in the lower right hand corner. S for scope, B for BUIS. The BUIS mode can be toggled at any time whether you are aiming down the sight or not, but you must re-aim to change between the modes. + +{% figure "../assets/buis.png" %} +{% endfigure %} + +## _Altering Sighting Range_ {#altering-sighting-range} + +{{ "Video Tutorial - Sighting Range" | youtube("cLfdH1EHWPA") }} From 7092a7519729cddbf70b13ad044f7bd01bd28609 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 13:31:20 +0200 Subject: [PATCH 02/46] Update README.md --- en/README.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/en/README.md b/en/README.md index 8d49cb2..8eaadd9 100644 --- a/en/README.md +++ b/en/README.md @@ -8,11 +8,11 @@ ## Introduction -This introduction will give a brief overview into what you can expect when you begin playing the Project Reality modification for Battlefield 2. This modification has a level of complexity and teamwork that you won’t find in most modern first person shooter games, while it still finds the balance between simulation and gameplay. Due to the steep learning curve, we highly recommended that all new players read through this manual thoroughly prior to joining an online game. +Cette introduction donnera un bref aperçu de ce à quoi vous pouvez vous attendre lorsque vous commencerez à jouer à la modification Project Reality pour Battlefield 2. Cette modification a un niveau de complexité et de travail d'équipe que vous ne trouverez pas dans la plupart des jeux de tir à la première personne modernes, alors qu'il trouve l'équilibre entre la simulation et le gameplay. En raison de la courbe d'apprentissage abrupte, nous recommandons fortement à tous les nouveaux joueurs de lire attentivement ce manuel avant de rejoindre une partie en ligne. -The primary core ethos of Project Reality is teamwork. Coordination within your squad, between squads and throughout your team is paramount. The role of squad leader and the commander is essential to success in PR and the direction of the game is dictated by those in leadership positions and carried out by the players. PR:BF2 contains a multitude of gameplay mechanics which differentiate roles within a squad and the team. It also gives squad leaders and team commanders the ability to deploy emplacement assets such as foxholes, machine gun nests and mortar pits to fortify the defence of spawn locations known as FOBs. In addition, the role of players within a squad has been greatly diversified, and is reflected in an expanded selection of standard and limited specialty kits for various infantry load outs alongside unique kits for operating mechanized and aviation vehicles. +La philosophie fondamentale de Project Reality est le travail d'équipe. La coordination au sein de votre escouade, entre les escouades et au sein de votre équipe est primordiale. Le rôle du chef d'escouade et du commandant est essentiel au succès des relations publiques et la direction du jeu est dictée par ceux qui occupent des postes de direction et exécutée par les joueurs. PR:BF2 contient une multitude de mécanismes de jeu qui différencient les rôles au sein d'une escouade et de l'équipe. Il donne également aux chefs d'escouade et aux commandants d'équipe la possibilité de déployer des moyens de placement tels que des trous de renard, des nids de mitrailleuses et des fosses de mortier pour fortifier la défense des lieux de ponte connus sous le nom de FOB. De plus, le rôle des joueurs au sein d'une équipe s'est grandement diversifié, -Another core fundamental aspect of PR is how players communicate. Communication in PR is an essential element of gameplay and we recommend that all players are microphone ready when they begin playing online. To ensure enhanced communication, an integrated version of PR Mumble voice communication software gives players abilities not available with built in BF2 voice-over-IP, such as the ability to talk to other players within the local vicinity, regardless of which squad they are in, as well as transmit to squad members over the squad radio no matter where they are on the battlefield. No additional installation is required, which means every player on the battlefield will have the same communications setup and can communicate effortlessly. +Un autre aspect fondamental des relations publiques est la façon dont les joueurs communiquent. La communication dans les relations publiques est un élément essentiel du gameplay et nous recommandons que tous les joueurs soient prêts pour le microphone lorsqu'ils commencent à jouer en ligne. Pour assurer une meilleure communication, une version intégrée du logiciel de communication vocale PR Mumble offre aux joueurs des capacités non disponibles avec la voix sur IP BF2 intégrée, telles que la possibilité de parler à d'autres joueurs à proximité, quelle que soit l'équipe dans laquelle ils se trouvent. , ainsi que transmettre aux membres de l'escouade sur la radio de l'escouade, peu importe où ils se trouvent sur le champ de bataille. Aucune installation supplémentaire n'est requise, ce qui signifie que chaque joueur sur le champ de bataille aura la même configuration de communication et pourra communiquer sans effort. This mod was made by players, for players so don't be afraid to ask for help in-game or on the forums at [realitymod.com](https://www.realitymod.com/forum/forumdisplay.php?f=27). Again, welcome to PR and a totally new gaming experience! @@ -21,4 +21,4 @@ The changelog for this manual is as follows: ### 2022-01-22 - Added contributing page -- Updated content for new theme \ No newline at end of file +- Updated content for new theme From 12460c4c6c672e5cd6eaa7c98d318a37cf6f10fa Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 13:34:25 +0200 Subject: [PATCH 03/46] Update README.md --- en/README.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/en/README.md b/en/README.md index 8eaadd9..94903b0 100644 --- a/en/README.md +++ b/en/README.md @@ -14,11 +14,11 @@ La philosophie fondamentale de Project Reality est le travail d'équipe. La coor Un autre aspect fondamental des relations publiques est la façon dont les joueurs communiquent. La communication dans les relations publiques est un élément essentiel du gameplay et nous recommandons que tous les joueurs soient prêts pour le microphone lorsqu'ils commencent à jouer en ligne. Pour assurer une meilleure communication, une version intégrée du logiciel de communication vocale PR Mumble offre aux joueurs des capacités non disponibles avec la voix sur IP BF2 intégrée, telles que la possibilité de parler à d'autres joueurs à proximité, quelle que soit l'équipe dans laquelle ils se trouvent. , ainsi que transmettre aux membres de l'escouade sur la radio de l'escouade, peu importe où ils se trouvent sur le champ de bataille. Aucune installation supplémentaire n'est requise, ce qui signifie que chaque joueur sur le champ de bataille aura la même configuration de communication et pourra communiquer sans effort. -This mod was made by players, for players so don't be afraid to ask for help in-game or on the forums at [realitymod.com](https://www.realitymod.com/forum/forumdisplay.php?f=27). Again, welcome to PR and a totally new gaming experience! +Ce mod a été créé par des joueurs, pour des joueurs, alors n'ayez pas peur de demander de l'aide dans le jeu ou sur les forums de [realitymod.com](https://www.realitymod.com/forum/forumdisplay.php?f=27). Encore une fois, bienvenue dans les relations publiques et dans une toute nouvelle expérience de jeu ! ## Changelog -The changelog for this manual is as follows: +Le journal des modifications de ce manuel est le suivant : ### 2022-01-22 -- Added contributing page -- Updated content for new theme +- Ajout de la page de contribution +- Contenu mis à jour pour le nouveau thème From 5f6783c606886154d678d2c00a6e84f8cc3b08c5 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 13:36:23 +0200 Subject: [PATCH 04/46] Update README.md --- en/README.md | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/en/README.md b/en/README.md index 94903b0..5b29ba1 100644 --- a/en/README.md +++ b/en/README.md @@ -1,8 +1,6 @@ -> Project Reality: BF2 has been in development by countless developers over a period of more than 15 years. Extensive modifications and improvements were made during this time. -> After thousands of changes, it gets harder and harder to recognize that PR is a Battlefield 2 modification. -> -> We hope this manual provides you with a good start into the challenging world of PR:BF2. -> If you have any feedback or unanswered questions concerning this document feel free to contact us on the forums. +>Project Reality : BF2 a été développé par d'innombrables développeurs sur une période de plus de 15 ans. De nombreuses modifications et améliorations ont été apportées pendant cette période. Après des milliers de changements, il devient de plus en plus difficile de reconnaître que PR est une modification de Battlefield 2. + +Nous espérons que ce manuel vous fournira un bon départ dans le monde difficile de PR:BF2. Si vous avez des commentaires ou des questions sans réponse concernant ce document, n'hésitez pas à nous contacter sur les forums. > > _The PR-Team_ From 1a637d4a9e6060362281f5cbe11c7233731d46a5 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 13:38:05 +0200 Subject: [PATCH 05/46] Update README.md --- en/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/en/README.md b/en/README.md index 5b29ba1..1b44a66 100644 --- a/en/README.md +++ b/en/README.md @@ -1,6 +1,6 @@ >Project Reality : BF2 a été développé par d'innombrables développeurs sur une période de plus de 15 ans. De nombreuses modifications et améliorations ont été apportées pendant cette période. Après des milliers de changements, il devient de plus en plus difficile de reconnaître que PR est une modification de Battlefield 2. -Nous espérons que ce manuel vous fournira un bon départ dans le monde difficile de PR:BF2. Si vous avez des commentaires ou des questions sans réponse concernant ce document, n'hésitez pas à nous contacter sur les forums. +>Nous espérons que ce manuel vous fournira un bon départ dans le monde difficile de PR:BF2. Si vous avez des commentaires ou des questions sans réponse concernant ce document, n'hésitez pas à nous contacter sur les forums. > > _The PR-Team_ From 379d69113e5f965569c459057b9d5a4898f8eb5a Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 13:38:29 +0200 Subject: [PATCH 06/46] Update README.md --- en/README.md | 1 - 1 file changed, 1 deletion(-) diff --git a/en/README.md b/en/README.md index 1b44a66..30fee0c 100644 --- a/en/README.md +++ b/en/README.md @@ -1,7 +1,6 @@ >Project Reality : BF2 a été développé par d'innombrables développeurs sur une période de plus de 15 ans. De nombreuses modifications et améliorations ont été apportées pendant cette période. Après des milliers de changements, il devient de plus en plus difficile de reconnaître que PR est une modification de Battlefield 2. >Nous espérons que ce manuel vous fournira un bon départ dans le monde difficile de PR:BF2. Si vous avez des commentaires ou des questions sans réponse concernant ce document, n'hésitez pas à nous contacter sur les forums. -> > _The PR-Team_ ## Introduction From 0a392ee876144a40b6fe316c6b3df08c11f7a3c6 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 13:39:32 +0200 Subject: [PATCH 07/46] Update README.md --- en/README.md | 1 - 1 file changed, 1 deletion(-) diff --git a/en/README.md b/en/README.md index 30fee0c..1222df4 100644 --- a/en/README.md +++ b/en/README.md @@ -1,5 +1,4 @@ >Project Reality : BF2 a été développé par d'innombrables développeurs sur une période de plus de 15 ans. De nombreuses modifications et améliorations ont été apportées pendant cette période. Après des milliers de changements, il devient de plus en plus difficile de reconnaître que PR est une modification de Battlefield 2. - >Nous espérons que ce manuel vous fournira un bon départ dans le monde difficile de PR:BF2. Si vous avez des commentaires ou des questions sans réponse concernant ce document, n'hésitez pas à nous contacter sur les forums. > _The PR-Team_ From 2691dcafde43b1bfa0635ad11f77e572716cce5d Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 13:40:40 +0200 Subject: [PATCH 08/46] Update README.md --- en/README.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/en/README.md b/en/README.md index 1222df4..53157c5 100644 --- a/en/README.md +++ b/en/README.md @@ -1,5 +1,7 @@ >Project Reality : BF2 a été développé par d'innombrables développeurs sur une période de plus de 15 ans. De nombreuses modifications et améliorations ont été apportées pendant cette période. Après des milliers de changements, il devient de plus en plus difficile de reconnaître que PR est une modification de Battlefield 2. + >Nous espérons que ce manuel vous fournira un bon départ dans le monde difficile de PR:BF2. Si vous avez des commentaires ou des questions sans réponse concernant ce document, n'hésitez pas à nous contacter sur les forums. + > _The PR-Team_ ## Introduction From b225f415f543c1362f445b8d6d96cacea874545b Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 13:40:57 +0200 Subject: [PATCH 09/46] Update and rename en/README.md to fr/README.md --- {en => fr}/README.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) rename {en => fr}/README.md (99%) diff --git a/en/README.md b/fr/README.md similarity index 99% rename from en/README.md rename to fr/README.md index 53157c5..d43562d 100644 --- a/en/README.md +++ b/fr/README.md @@ -1,7 +1,7 @@ >Project Reality : BF2 a été développé par d'innombrables développeurs sur une période de plus de 15 ans. De nombreuses modifications et améliorations ont été apportées pendant cette période. Après des milliers de changements, il devient de plus en plus difficile de reconnaître que PR est une modification de Battlefield 2. - +> >Nous espérons que ce manuel vous fournira un bon départ dans le monde difficile de PR:BF2. Si vous avez des commentaires ou des questions sans réponse concernant ce document, n'hésitez pas à nous contacter sur les forums. - +> > _The PR-Team_ ## Introduction From 26c18eeaaa08bc895ccaca5348930fbb82fbe113 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 13:41:32 +0200 Subject: [PATCH 10/46] Update README.md --- fr/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/fr/README.md b/fr/README.md index d43562d..63c1296 100644 --- a/fr/README.md +++ b/fr/README.md @@ -2,7 +2,7 @@ > >Nous espérons que ce manuel vous fournira un bon départ dans le monde difficile de PR:BF2. Si vous avez des commentaires ou des questions sans réponse concernant ce document, n'hésitez pas à nous contacter sur les forums. > -> _The PR-Team_ +> _L'équipe PR_ ## Introduction From 59e06a4a0b993b89e19637332582264cbecdb7dc Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 13:44:26 +0200 Subject: [PATCH 11/46] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 9520004..f4c2f2b 100644 --- a/README.md +++ b/README.md @@ -2,7 +2,7 @@ ## **Project Reality: BF2 Manual** -Project Reality: BF2 has been in development by countless developers over a period of more than 15 years. Extensive modifications and improvements were made during this time. After thousands of changes, it gets harder and harder to recognize that PR is a Battlefield 2 modification. We hope this manual provides you with a good start into the challenging world of PR:BF2. If you have any feedback or unanswered questions concerning this document feel free to contact us on the forums. +Project Reality : BF2 a été développé par d'innombrables développeurs sur une période de plus de 15 ans. De nombreuses modifications et améliorations ont été apportées pendant cette période. Après des milliers de changements, il devient de plus en plus difficile de reconnaître que PR est une modification de Battlefield 2. Nous espérons que ce manuel vous fournira un bon départ dans le monde difficile de PR:BF2. Si vous avez des commentaires ou des questions sans réponse concernant ce document, n'hésitez pas à nous contacter sur les forums. ### **Want to help with community translation? Visit** [**this thread**](https://www.realitymod.com/forum/showthread.php?t=75501) **on our forums.** From 7ea7a441c36670252e81f00a4a5df3c9667ff945 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 13:57:23 +0200 Subject: [PATCH 12/46] Update README.md --- fr - Copie/README.md | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/fr - Copie/README.md b/fr - Copie/README.md index 8d49cb2..cc71b68 100644 --- a/fr - Copie/README.md +++ b/fr - Copie/README.md @@ -1,10 +1,9 @@ -> Project Reality: BF2 has been in development by countless developers over a period of more than 15 years. Extensive modifications and improvements were made during this time. -> After thousands of changes, it gets harder and harder to recognize that PR is a Battlefield 2 modification. +>$Project Reality : BF2 a été développé par d'innombrables développeurs sur une période de plus de 15 ans. De nombreuses modifications et améliorations ont été apportées pendant cette période. +> Après des milliers de changements, il devient de plus en plus difficile de reconnaître que PR est une modification de Battlefield 2. > -> We hope this manual provides you with a good start into the challenging world of PR:BF2. -> If you have any feedback or unanswered questions concerning this document feel free to contact us on the forums. -> -> _The PR-Team_ +> Nous espérons que ce manuel vous fournira un bon départ dans le monde difficile de PR:BF2. +> Si vous avez des commentaires ou des questions sans réponse concernant ce document, n'hésitez pas à nous contacter sur les forums. +> _l'equipe de PR_ ## Introduction @@ -21,4 +20,4 @@ The changelog for this manual is as follows: ### 2022-01-22 - Added contributing page -- Updated content for new theme \ No newline at end of file +- Updated content for new theme From 13c83740dcdf9cc7b5dae3a65060a80873828ff1 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 14:00:05 +0200 Subject: [PATCH 13/46] Update README.md --- fr - Copie/README.md | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/fr - Copie/README.md b/fr - Copie/README.md index cc71b68..65ecbfc 100644 --- a/fr - Copie/README.md +++ b/fr - Copie/README.md @@ -1,4 +1,4 @@ ->$Project Reality : BF2 a été développé par d'innombrables développeurs sur une période de plus de 15 ans. De nombreuses modifications et améliorations ont été apportées pendant cette période. +>Project Reality : BF2 a été développé par d'innombrables développeurs sur une période de plus de 15 ans. De nombreuses modifications et améliorations ont été apportées pendant cette période. > Après des milliers de changements, il devient de plus en plus difficile de reconnaître que PR est une modification de Battlefield 2. > > Nous espérons que ce manuel vous fournira un bon départ dans le monde difficile de PR:BF2. @@ -7,17 +7,17 @@ ## Introduction -This introduction will give a brief overview into what you can expect when you begin playing the Project Reality modification for Battlefield 2. This modification has a level of complexity and teamwork that you won’t find in most modern first person shooter games, while it still finds the balance between simulation and gameplay. Due to the steep learning curve, we highly recommended that all new players read through this manual thoroughly prior to joining an online game. +Cette introduction donnera un bref aperçu de ce à quoi vous pouvez vous attendre lorsque vous commencerez à jouer à la modification de Project Reality pour Battlefield 2. Cette modification a un niveau de complexité et de travail d'équipe que vous ne trouverez pas dans la plupart des jeux de tir à la première personne modernes, alors qu'il trouve l'équilibre entre la simulation et le gameplay. En raison de la courbe d'apprentissage abrupte, nous recommandons fortement à tous les nouveaux joueurs de lire attentivement ce manuel avant de rejoindre une partie en ligne. -The primary core ethos of Project Reality is teamwork. Coordination within your squad, between squads and throughout your team is paramount. The role of squad leader and the commander is essential to success in PR and the direction of the game is dictated by those in leadership positions and carried out by the players. PR:BF2 contains a multitude of gameplay mechanics which differentiate roles within a squad and the team. It also gives squad leaders and team commanders the ability to deploy emplacement assets such as foxholes, machine gun nests and mortar pits to fortify the defence of spawn locations known as FOBs. In addition, the role of players within a squad has been greatly diversified, and is reflected in an expanded selection of standard and limited specialty kits for various infantry load outs alongside unique kits for operating mechanized and aviation vehicles. +La philosophie fondamentale de Project Reality est le travail d'équipe. La coordination au sein de votre escouade, entre les escouades et au sein de votre équipe est primordiale. Le rôle du chef d'escouade et du commandant est essentiel au succès des relations publiques et la direction du jeu est dictée par ceux qui occupent des postes de direction et exécutée par les joueurs. PR:BF2 contient une multitude de mécanismes de jeu qui différencient les rôles au sein d'une escouade et de l'équipe. Il donne également aux chefs d'escouade et aux commandants d'équipe la possibilité de déployer des moyens de placement tels que des trous de renard, des nids de mitrailleuses et des fosses de mortier pour fortifier la défense des lieux de ponte connus sous le nom de FOB. De plus, le rôle des joueurs au sein d'une équipe s'est grandement diversifié, -Another core fundamental aspect of PR is how players communicate. Communication in PR is an essential element of gameplay and we recommend that all players are microphone ready when they begin playing online. To ensure enhanced communication, an integrated version of PR Mumble voice communication software gives players abilities not available with built in BF2 voice-over-IP, such as the ability to talk to other players within the local vicinity, regardless of which squad they are in, as well as transmit to squad members over the squad radio no matter where they are on the battlefield. No additional installation is required, which means every player on the battlefield will have the same communications setup and can communicate effortlessly. +Un autre aspect fondamental des relations publiques est la façon dont les joueurs communiquent. La communication dans les relations publiques est un élément essentiel du gameplay et nous recommandons que tous les joueurs soient prêts pour le microphone lorsqu'ils commencent à jouer en ligne. Pour assurer une meilleure communication, une version intégrée du logiciel de communication vocale PR Mumble offre aux joueurs des capacités non disponibles avec la voix sur IP BF2 intégrée, telles que la possibilité de parler à d'autres joueurs à proximité, quelle que soit l'équipe dans laquelle ils se trouvent. , ainsi que transmettre aux membres de l'escouade sur la radio de l'escouade, peu importe où ils se trouvent sur le champ de bataille. Aucune installation supplémentaire n'est requise, ce qui signifie que chaque joueur sur le champ de bataille aura la même configuration de communication et pourra communiquer sans effort. -This mod was made by players, for players so don't be afraid to ask for help in-game or on the forums at [realitymod.com](https://www.realitymod.com/forum/forumdisplay.php?f=27). Again, welcome to PR and a totally new gaming experience! +Ce mod a été créé par des joueurs, pour des joueurs, alors n'ayez pas peur de demander de l'aide dans le jeu ou sur les forums de [realitymod.com](https://www.realitymod.com/forum/forumdisplay.php?f=27). Encore une fois, bienvenue dans les relations publiques et dans une toute nouvelle expérience de jeu ! -## Changelog -The changelog for this manual is as follows: +## Journal des modifications +Le journal des modifications de ce manuel est le suivant : ### 2022-01-22 -- Added contributing page -- Updated content for new theme +- Ajout de la page de contribution +- Contenu mis à jour pour le nouveau thème From cab3e97d013e8c354dff78b75b1917efcef742bd Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 14:28:25 +0200 Subject: [PATCH 14/46] Update commander.md --- fr - Copie/commander.md | 28 +++++++++++++++------------- 1 file changed, 15 insertions(+), 13 deletions(-) diff --git a/fr - Copie/commander.md b/fr - Copie/commander.md index eb3cfc7..6428d9b 100644 --- a/fr - Copie/commander.md +++ b/fr - Copie/commander.md @@ -1,22 +1,24 @@ # The Commander -## _Leading the Troops_ {#leading-the-troops} +## _Diriger les troupes_ {#leading-the-troops} -The primary task of the commander is to **coordinate** the team and to give guidance and direction to those operating under his command. His role is to monitor situations and engagements and the overall scope to the battlefield to effectively determine a strategy. He can also grant or deny requests sent by Squad Leaders. These include contact reports and area attacks. +La tâche principale du commandant est de **coordonner** l'équipe et de donner des conseils et des directives à ceux qui opèrent sous son commandement. Son rôle est de surveiller les situations et les engagements et la portée globale du champ de bataille pour déterminer efficacement une stratégie. Il peut également accepter ou refuser les demandes envoyées par les chefs d'escouade. Ceux-ci incluent des rapports de contact et des attaques de zone. -**Transmit directly to a specific Squad Leader** the commander can use the **Direct Squad Radio Net** using the keyboard numpad digits 1 - 9 by holding down the squad number on the numpad. +**transmettre directement à un chef d'escouade spécifique**, le commandant peut utiliser le **réseau radio direct d'escouade** à l'aide des chiffres 1 à 9 du pavé numérique du clavier en maintenant enfoncé le numéro d'escouade sur le pavé numérique. -The Commander can **confirm or deny request of area attack**. If a Squad Leader calls in a request for artillery, the commander can right click the icon and accept or deny it. After which the order will be confirmed to the team. The area-attack is available every 30 minutes. For insurgents and their similar mortar strike it is usually 20 minutes between possible strikes. To see when artillery/mortars are available again you can look at the top left in the commander window and see the bar with “**AREA ATTACK**” in it. +Le commandant peut **confirmer ou infirmer la demande d'attaque de zone** . Si un chef d'escouade appelle une demande d'artillerie, le commandant peut faire un clic droit sur l'icône et l'accepter ou la refuser. Après quoi la commande sera confirmée à l'équipe. L'attaque de zone est disponible toutes les 30 minutes. Pour les insurgés et leurs frappes de mortier similaires, il s'écoule généralement 20 minutes entre les frappes possibles. Pour voir quand l'artillerie/les mortiers sont à nouveau disponibles, vous pouvez regarder en haut à gauche dans la fenêtre du commandant et voir la barre avec « **AREA ATTACK** » dedans. -To keep the team cohesive it is the commander’s sole focus to **deliver orders** to each squad. He can alternatively assist team members by keeping them well informed of situations outside their area of operations \(AO\) confirming intelligence on the map using a variety of markers by right clicking the map: +Pour maintenir la cohésion de l'équipe, le seul objectif du commandant est de **donner des ordres** à chaque escouade. Il peut également aider les membres de l'équipe en les tenant bien informés des situations en dehors de leur zone d'opérations (AO) en confirmant les renseignements sur la carte à l'aide d'une variété de marqueurs en cliquant avec le bouton droit sur la carte : -* **Commands** - * **Destroy**: Remove friendly FOBs. - * **Remove Marker:** Remove unwanted friendly markers from the map. - * **UAV:** Deploy reconnaissance drone at the position. - * **Waypoint:** Place a waypoint marker. You can place up to 7 of them. Each one is identified with a letter. These do not disappear. - * **Request Mortars:** Request the mortar crew to bring mortar fire to this position. - * **Target laze:** This spawns a lazer object on the position it was placed. This can be used by CAS to attack certain locations. + + +* **Commandes** + * **Détruire:** Supprimer les FOB amis. + * **Supprimer le marqueur:** supprimez les marqueurs amis indésirables de la carte. + * **UAV:** Déployez un drone de reconnaissance sur la position. + * **Waypoint:** Placez un marqueur de waypoint. Vous pouvez en placer jusqu'à 7. Chacun est identifié par une lettre. Ceux-ci ne disparaissent pas. + * **Demander des mortiers:** demandez à l'équipe de mortier d'amener le tir de mortier sur cette position. + * **ciblage lazer:** cela génère un objet lazer sur la position où il a été placé. Cela peut être utilisé par CAS pour attaquer certains endroits. {% figure "../assets/commands.png" %} Possible commands, squad orders and icons commander can use. @@ -62,4 +64,4 @@ The UAV can be relocated instantly by assigning it a new position on the map. Th {% figure "../assets/uav.png" %} The commander’s UAV Camera. -{% endfigure %} \ No newline at end of file +{% endfigure %} From 79ae09102cf135e990eb85423866b952aa41f251 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 14:34:41 +0200 Subject: [PATCH 15/46] Update commander.md --- fr - Copie/commander.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/fr - Copie/commander.md b/fr - Copie/commander.md index 6428d9b..6b819e0 100644 --- a/fr - Copie/commander.md +++ b/fr - Copie/commander.md @@ -24,19 +24,19 @@ Pour maintenir la cohésion de l'équipe, le seul objectif du commandant est de Possible commands, squad orders and icons commander can use. {% endfigure %} -* **Squad Orders** - * Same markers are available to Squad Leaders. When you select a squad in the left menu you can order them. If they accept \(**PAGE UP**\) it will replace thats squad’s marker. **** +* **SOrdres d'escouade** + * Les mêmes marqueurs sont disponibles pour les chefs d'escouade. Lorsque vous sélectionnez une équipe dans le menu de gauche, vous pouvez les commander. S'ils acceptent \(**PAGE UP**\) , il remplacera le marqueur de cette escouade. **** {% figure "../assets/build.png", "../assets/observe.png", "../assets/defendmarker.png", "../assets/demolish.png", "../assets/move.png" %} The build, observe, defend, demolish and move markers, respectively. {% endfigure %} -* **Infantry \| Vehicles \| Emplacements \| Misc.** - * Various markers that can be placed to mark enemy infantry, assets and deployed assets. +* **Infanterie \| Véhicules \| Emplacements \| Divers.** + * Divers marqueurs pouvant être placés pour marquer l'infanterie ennemie, les ressources et les ressources déployées. -Markers cannot be placed all the time. At the top left there is a bar showing “**MARKER**” how you long it takes until the next marker can be placed. +Les marqueurs ne peuvent pas être placés tout le temps. En haut à gauche, il y a une barre indiquant " **MARKER** " combien de temps il faut jusqu'à ce que le prochain marqueur puisse être placé. -If the Squad Leaders believe the Commander is not efficient in his duties, then they have the option to start a **mutiny**. If it succeeds, a new player can take this position. +Si les chefs d'escouade pensent que le commandant n'est pas efficace dans ses fonctions, ils ont alors la possibilité de déclencher une **mutinerie** . S'il réussit, un nouveau joueur peut prendre cette position. The **Commander Rally Point** can be used by the entire team. To establish this RP the Commander needs at least 6 players near him \(one of them must be a squad leader\) to place the RP. This RP is not available in the skirmish mode and at least 12 players must be on the commander's team. The RP will stay active as long as the commander is within 100m radius of the rally point. All other rules described in the Squad Leader chapter about rally points also apply for the commander rally point. From 4feb3177f9aa32600ae7d9e37227fa856a95bb83 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 14:38:23 +0200 Subject: [PATCH 16/46] Update commander.md --- fr - Copie/commander.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/fr - Copie/commander.md b/fr - Copie/commander.md index 6b819e0..496537d 100644 --- a/fr - Copie/commander.md +++ b/fr - Copie/commander.md @@ -24,7 +24,7 @@ Pour maintenir la cohésion de l'équipe, le seul objectif du commandant est de Possible commands, squad orders and icons commander can use. {% endfigure %} -* **SOrdres d'escouade** +* **Ordres d'escouade** * Les mêmes marqueurs sont disponibles pour les chefs d'escouade. Lorsque vous sélectionnez une équipe dans le menu de gauche, vous pouvez les commander. S'ils acceptent \(**PAGE UP**\) , il remplacera le marqueur de cette escouade. **** {% figure "../assets/build.png", "../assets/observe.png", "../assets/defendmarker.png", "../assets/demolish.png", "../assets/move.png" %} @@ -38,7 +38,7 @@ Les marqueurs ne peuvent pas être placés tout le temps. En haut à gauche, il Si les chefs d'escouade pensent que le commandant n'est pas efficace dans ses fonctions, ils ont alors la possibilité de déclencher une **mutinerie** . S'il réussit, un nouveau joueur peut prendre cette position. -The **Commander Rally Point** can be used by the entire team. To establish this RP the Commander needs at least 6 players near him \(one of them must be a squad leader\) to place the RP. This RP is not available in the skirmish mode and at least 12 players must be on the commander's team. The RP will stay active as long as the commander is within 100m radius of the rally point. All other rules described in the Squad Leader chapter about rally points also apply for the commander rally point. +Le **Commander Rally Point** peut être utilisé par toute l'équipe. Pour établir ce RP, le Commandant a besoin d'au moins 6 joueurs près de lui (l'un d'eux doit être un chef d'escouade) pour placer le RP. Ce RP n'est pas disponible en mode escarmouche et au moins 12 joueurs doivent faire partie de l'équipe du commandant. Le RP restera actif tant que le commandant se trouve dans un rayon de 100 m du point de ralliement. Toutes les autres règles décrites dans le chapitre Chef d'escouade sur les points de ralliement s'appliquent également au point de ralliement du commandant. ## _UAV_ {#uav} From 5ca484ac9db862c871ed58cc67497f6eaa5ac105 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 14:46:42 +0200 Subject: [PATCH 17/46] Update commander.md --- fr - Copie/commander.md | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/fr - Copie/commander.md b/fr - Copie/commander.md index 496537d..1554fe3 100644 --- a/fr - Copie/commander.md +++ b/fr - Copie/commander.md @@ -38,29 +38,29 @@ Les marqueurs ne peuvent pas être placés tout le temps. En haut à gauche, il Si les chefs d'escouade pensent que le commandant n'est pas efficace dans ses fonctions, ils ont alors la possibilité de déclencher une **mutinerie** . S'il réussit, un nouveau joueur peut prendre cette position. -Le **Commander Rally Point** peut être utilisé par toute l'équipe. Pour établir ce RP, le Commandant a besoin d'au moins 6 joueurs près de lui (l'un d'eux doit être un chef d'escouade) pour placer le RP. Ce RP n'est pas disponible en mode escarmouche et au moins 12 joueurs doivent faire partie de l'équipe du commandant. Le RP restera actif tant que le commandant se trouve dans un rayon de 100 m du point de ralliement. Toutes les autres règles décrites dans le chapitre Chef d'escouade sur les points de ralliement s'appliquent également au point de ralliement du commandant. +Le **Commander Rally Point** peut être utilisé par toute l'équipe. Pour établir ce RP, le Commandant a besoin d'au moins 6 joueurs près de lui \(l'un d'eux doit être un chef d'escouade\) pour placer le RP. Ce RP n'est pas disponible en mode escarmouche et au moins 12 joueurs doivent faire partie de l'équipe du commandant. Le RP restera actif tant que le commandant se trouve dans un rayon de 100 m du point de ralliement. Toutes les autres règles décrites dans le chapitre Chef d'escouade sur les points de ralliement s'appliquent également au point de ralliement du commandant. ## _UAV_ {#uav} -The Commander of conventional forces and the militia are able to control an **Unmanned Aerial Vehicle \(UAV\)** from his team's command post or armored command vehicle \(ACV\). The UAV in PR:BF2 does not reveal enemy positions automatically but gives the commander the means to observe the battlefield visually from a bird’s eye point of view. The commander can control the UAV's camera while it cruises at a constant altitude. +Le commandant des forces conventionnelles et la milice sont en mesure de contrôler un **véhicule aérien sans pilote \(UAV\)** depuis le poste de commandement ou le véhicule blindé de commandement \(VCA\) de son équipe. Le drone dans PR:BF2 ne révèle pas automatiquement les positions ennemies mais donne au commandant les moyens d'observer visuellement le champ de bataille d'un point de vue à vol d'oiseau. Le commandant peut contrôler la caméra du drone pendant qu'il navigue à une altitude constante. -The UAV is launched by placing the UAV marker on the command map. This can be done by pressing the UAV icon on the top left of the commander screen or by right clicking on the map and placing the UAV icon. Then to operate it you have to enter the ACV vehicle at the main-base of your team. +L'UAV est lancé en plaçant le marqueur UAV sur la carte de commande. Cela peut être fait en appuyant sur l'icône UAV en haut à gauche de l'écran du commandant ou en faisant un clic droit sur la carte et en plaçant l'icône UAV. Ensuite, pour le faire fonctionner, vous devez entrer dans le véhicule ACV à la base principale de votre équipe. {% figure "../assets/acvv.png" %} Armored Command Vehicle. {% endfigure %} -**The UAV won’t be up forever.** The UAV loses 0.2% fuel/sec while travelling, 0.1% fuel/sec while operating and refuels at 0.2%fuel/sec at base. You can monitor the fuel by watching the “FUEL” bar on the top left of the commander screen. +**Le drone ne sera pas éternellement en place**. L'UAV perd 0,2 % de carburant/s en déplacement, 0,1 % de carburant/s en fonctionnement et se ravitaille à 0,2 % de carburant/s à la base. Vous pouvez surveiller le carburant en regardant la barre "FUEL" en haut à gauche de l'écran de commande. -The UAV can be sent back to base at any point to **refuel**. Returning to base does not consume any fuel. You can do this by right clicking the UAV icon on the top left side of the commander screen. +Le drone UAV peut être renvoyé à la base à tout moment pour faire le plein . Le retour à la base ne consomme pas de carburant. Vous pouvez le faire en cliquant avec le bouton droit de la souris sur l'icône UAV en haut à gauche de l'écran du commandant. -The time it takes to deploy the UAV depends on the travel distance. It travels at 50 m/s. +Le temps nécessaire pour déployer le drone dépend de la distance parcourue. Il se déplace à 50 m/s. -The UAV takes 45 seconds to start/land. +Le drone prend 45 secondes pour démarrer/atterrir. -**The UAV camera** has three levels of magnification with thermal vision capabilities. The Militia’s UAV only offers two zoom levels with no thermal vision. +**La caméra UAV** a trois niveaux de grossissement avec des capacités de vision thermique. Le drone de la Militia n'offre que deux niveaux de zoom sans vision thermique. -The UAV can be relocated instantly by assigning it a new position on the map. The UAV only operates on 2km and 4km maps due to it being too powerful for small maps. +Le drone peut être déplacé instantanément en lui attribuant une nouvelle position sur la carte. Le drone ne fonctionne que sur des cartes de 2 km et 4 km car il est trop puissant pour les petites cartes. {% figure "../assets/uav.png" %} The commander’s UAV Camera. From 703c3f4bb9d7740d13c413ab2d2c6891d9bd65f6 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 18:21:48 +0200 Subject: [PATCH 18/46] Update game_modes.md --- fr - Copie/game_modes.md | 41 ++++++++++++++++++++-------------------- 1 file changed, 21 insertions(+), 20 deletions(-) diff --git a/fr - Copie/game_modes.md b/fr - Copie/game_modes.md index aa3d0a5..8fd7de3 100644 --- a/fr - Copie/game_modes.md +++ b/fr - Copie/game_modes.md @@ -1,59 +1,60 @@ # Game Modes -Project Reality:BF2 features 6 different game modes with different objectives. The common goal of all game modes is to reduce the enemy team's reinforcement points \(also referred to as tickets\) to zero. In most game modes this is achieved by wounding and killing enemies, destroying their vehicles and by capturing their control points. Colored map markers indicate your current objectives in each game mode. +Project Reality:BF2 propose 6 modes de jeu différents avec des objectifs différents. L'objectif commun de tous les modes de jeu est de réduire à zéro les points de renfort de l'équipe ennemie (également appelés tickets). Dans la plupart des modes de jeu, cela se fait en blessant et en tuant des ennemis, en détruisant leurs véhicules et en capturant leurs points de contrôle. Des marqueurs de carte colorés indiquent vos objectifs actuels dans chaque mode de jeu. -PR:BF2 features over 60 maps with over 400 different layers. You can find all maps and their specific map information on [http://www.realitymod.com/mapgallery/](http://www.realitymod.com/mapgallery/). +PR:BF2 propose plus de 60 cartes avec plus de 400 couches différentes. Vous pouvez trouver toutes les cartes et leurs informations cartographiques spécifiques sur [http://www.realitymod.com/mapgallery/](http://www.realitymod.com/mapgallery/). -Most game modes feature 4 layer variations to it with different assets and support available. The layers include: +La plupart des modes de jeu comportent des variantes à 4 couches avec différents actifs et support disponibles. Les couches comprennent : -* **Infantry \(16\):** This layer usually consists of just transport and light armed vehicles, with a focus on infantry fighting. -* **Alternative \(32\):** This is the alternative layer which features a big or small difference from standard. -* **Standard \(64\):** This layer usually involves the entire map and all assets, as applicable to the map. This is the standard layer that can be played at all times. -* **Large \(128\):** This layer is designed for longer 2 hour rounds and usually contains all of the assets from the standard layer with small variations and higher ticket counts. +* **Infanterie \(16\)** : cette couche se compose généralement uniquement de véhicules de transport et de véhicules armés légers, avec un accent sur les combats d'infanterie. +* **Alternative \(32\)** : il s'agit de la couche alternative qui présente une grande ou une petite différence par rapport à la norme. +* **Standard \(64\)** : cette couche implique généralement la carte entière et tous les actifs, selon ce qui s'applique à la carte. C'est la couche standard qui peut être jouée à tout moment. +* **Large \(128\)** : cette couche est conçue pour des rondes plus longues de 2 heures et contient généralement tous les actifs de la couche standard avec de petites variations et un nombre de tickets plus élevé. ## _Advance and Secure \(AAS\)_ {#advance-and-secure} -The AAS game mode is the closest to the original BF2 Conquest mode. The objective is to capture all of the control points \(CPs\) while maintaining more tickets than the enemy. CPs can only be captured in a linear order to simulate a shifting front line and focus engagements. CPs that are in play to be captured are indicated by an orange attack marker while those that need to be defended against enemy attacks are highlighted with a purple defend marker. If your team reaches its last blue defensible flag and that is captured by the opposing force, you will start to bleed tickets until you recapture your flag by force. In a similar fashion the opposing forces last CP is indicated by a red attack marker and will cause them to bleed tickets if your team captures it in the same manner. +Le mode de jeu AAS est le plus proche du mode original BF2 Conquest. L'objectif est de capturer tous les points de contrôle \(PC\) tout en conservant plus de tickets que l'ennemi. Les PC ne peuvent être capturés que dans un ordre linéaire pour simuler une ligne de front changeante et des engagements de concentration. Les PC qui sont en jeu pour être capturés sont indiqués par un marqueur d'attaque orange tandis que ceux qui doivent être défendus contre les attaques ennemies sont mis en évidence par un marqueur de défense violet. Si votre équipe atteint son dernier drapeau bleu défendable et qu'il est capturé par la force adverse, vous commencerez à saigner des billets jusqu'à ce que vous repreniez votre drapeau de force. De la même manière, le dernier CP des forces adverses est indiqué par un marqueur d'attaque rouge et leur fera perdre des tickets si votre équipe le capture de la même manière. -At least a minimum of 2 players need to be within the CP capture radius in order to seize the flag. It can take more than a minute to secure a CP depending on the ratio of attackers to defenders within the flag radius. Although you cannot capture CPs out of order, you can begin to neutralize or capture the next CP forward before the current CP has finished capturing/neutralizing, even if you lose another position during the capture period. If a CP controlled by one team is neutralized and captured by the enemy, the team will lose 30 tickets. One of the key-features of AAS is that each time the same layer is loaded, it could be a different flag-layout thanks to our randomized flag-layouts. +Au moins un minimum de 2 joueurs doivent se trouver dans le rayon de capture de PC pour saisir le drapeau. Cela peut prendre plus d'une minute pour sécuriser un CP en fonction du ratio attaquants/défenseurs dans le rayon du drapeau. Bien que vous ne puissiez pas capturer des PC hors service, vous pouvez commencer à neutraliser ou capturer le PC suivant avant que le PC actuel ait fini de capturer/neutraliser, même si vous perdez une autre position pendant la période de capture. Si un CP contrôlé par une équipe est neutralisé et capturé par l'ennemi, l'équipe perdra 30 tickets. L'une des principales caractéristiques d'AAS est que chaque fois que la même couche est chargée, il peut s'agir d'une disposition de drapeau différente grâce à nos dispositions de drapeau aléatoires. -If the attacking team doesn't have a 2 to 1 ratio to the defending team on the flag they will start losing the capturing progress. +Si l'équipe attaquante n'a pas un ratio de 2 contre 1 par rapport à l'équipe en défense sur le drapeau, elle commencera à perdre la progression de la capture. -The map-markers for AAS are: +Les marqueurs de cartes pour AAS sont: * ![](../assets/defend.png) Defend Marker * ![](../assets/defend%20bleed.png) Defend Marker \(with ticket bleed\) * ![](../assets/attack_bleed.png) Attack Marker * ![](../assets/attack.png)Attack Marker \(with ticket bleed\) -Vehicle Warfare, Skirmish & COOP use similar map markers for attack and defend. +Vehicle Warfare, Skirmish & COOP utilisent des marqueurs de carte similaires pour l'attaque et la défense. ## _Vehicle Warfare \(VW\)_ {#vehicle-warfare} -Many heavy vehicles battle for control of the map in this game mode. Players are limited to spawning with crewman kits. Only officer and pilot kits can be requested. Tickets are only influenced by how many CPs a team controls. Vehicles that are already destroyed respawn after 5 minutes. It takes at least 6 players \(inside vehicles\) to take control of a CP. Capturing works much faster than in AAS. +De nombreux véhicules lourds se battent pour le contrôle de la carte dans ce mode de jeu. Les joueurs sont limités au frai avec des kits de membre d'équipage. Seuls les kits d'officier et de pilote peuvent être demandés. Les tickets ne sont influencés que par le nombre de PC contrôlés par une équipe. Les véhicules déjà détruits réapparaissent après 5 minutes. Il faut au moins 6 joueurs \(à l'intérieur des véhicules\) pour prendre le contrôle d'un CP. La capture fonctionne beaucoup plus rapidement que dans AAS. ## _Skirmish_ {#skirmish} -This game mode operates on smaller scale map versions of the Advance and Secure game mode, intended for around 12-16 players. It is perfect for clan matches and small infantry engagements. Skirmish has the same rules as AAS but with smaller combat zones, usually no vehicles or deployable assets as well as fewer tickets. If a team loses a CP to the enemy they will be penalized by 10 tickets. +Ce mode de jeu fonctionne sur des versions de carte à plus petite échelle du mode de jeu Advance et Secure, destiné à environ 12 à 16 joueurs. Il est parfait pour les matchs de clan et les petits engagements d'infanterie. L'escarmouche a les mêmes règles que l'AAS mais avec des zones de combat plus petites, généralement pas de véhicules ou d'actifs déployables ainsi que moins de tickets. Si une équipe perd un PC au profit de l'ennemi, elle sera pénalisée de 10 tickets. ## _Command & Control \(CNC\)_ {#command-and-control} -This game mode features large freeform battles. There are no capturable CPs, but instead each team must place a single forward operating base \(FOB\) [\(see Deployable Structures\)](the_squad_leader.md#deployable-structures) -somewhere on the map. The objective is to defend the team's FOB while trying to find and destroy the enemy FOB. When a team loses their FOB they will suffer a huge ticket penalty and continue to lose tickets until they build a new one. The FOB must be placed at least 200m from the map's borders. Building your team’s FOB closer to the map's center increases the ticket loss that the enemy will suffer while their FOB is down. Both teams can build more defenses in a bigger radius near their FOB than in other game modes. +Ce mode de jeu propose de grandes batailles de forme libre. Il n'y a pas de PC capturables, mais à la place, chaque équipe doit placer une seule base d'opérations avancée (FOB) [\( voir Structures déployables\)](the_squad_leader.md#deployable-structures) +quelque part sur la carte. L'objectif est de défendre la FOB de l'équipe tout en essayant de trouver et de détruire la FOB ennemie. Lorsqu'une équipe perd son FOB, elle subira une énorme pénalité de billet et continuera à perdre des billets jusqu'à ce qu'elle en construise un nouveau. Le FOB doit être placé à au moins 200m des limites de la carte. Construire le FOB de votre équipe plus près du centre de la carte augmente la perte de tickets que l'ennemi subira pendant que son FOB est en panne. Les deux équipes peuvent construire plus de défenses dans un plus grand rayon près de leur FOB que dans les autres modes de jeu. + ## _Co-Operative \(COOP\)_ {#co-operative} -In this mode it is possible for one or more human players to march into battle alongside and against AI-controlled bots. This mode is ideal for practicing with equipment and vehicles before using them in full-scale battles with human players. To accommodate the use of bots some rules and items have been modified in this mode. Most of our maps have dedicated COOP layers. +Dans ce mode, il est possible pour un ou plusieurs joueurs humains de se battre aux côtés et contre des bots contrôlés par l'IA. Ce mode est idéal pour s'entraîner avec des équipements et des véhicules avant de les utiliser dans des batailles à grande échelle avec des joueurs humains. Pour s'adapter à l'utilisation de robots, certaines règles et certains éléments ont été modifiés dans ce mode. La plupart de nos cartes ont des couches COOP dédiées. ## _Insurgency \(INS\)_ {#insurgency} -This mode is very unique in comparison to others within PR. The objective of the coalition force is to find and destroy five insurgent weapons caches hidden throughout the map before running out of tickets. The coalition forces lose tickets for every player death or asset destroyed, while the insurgency team only loses tickets when a weapons cache is destroyed. +Ce mode est très unique par rapport aux autres au sein de PR. L'objectif de la force de la coalition est de trouver et de détruire cinq caches d'armes d'insurgés cachées sur toute la carte avant de manquer de billets. Les forces de la coalition perdent des tickets pour chaque décès de joueur ou atout détruit, tandis que l'équipe d'insurrection ne perd des tickets que lorsqu'une cache d'armes est détruite. {% figure "../assets/weaponcache.png" %} -A weapon cache. +Une cache d'armes. {% endfigure %} -The Coalition troops are required to gather intelligence by killing insurgent fighters or capturing insurgent civilians [\(see The Civilian\)](the_civilian.md). +Les troupes de la coalition sont tenues de recueillir des renseignements en tuant des combattants insurgés ou en capturant des civils insurgés[\(voir Le civil\)](the_civilian.md). . Pour capturer un civil, un joueur de la coalition doit se trouver à moins d'un mètre du civil et doit soit utiliser un dispositif de retenue, qui consiste en une paire de menottes en plastique à fermeture éclair, accessible en sélectionnant le chiffre 1 sur votre clavier, soit utiliser un fusil de chasse . Cela simule l'immobilisation du civil avec une chevrotine en caoutchouc. La coalition gagne si elle parvient à détruire un certain nombre de caches d'armes avant de manquer de temps ou de billets, sinon l'équipe d'insurgés gagne la partie. Les ingénieurs insurgés peuvent également réparer les caches endommagées. Le nombre de caches est affiché lors du chargement de la carte et avec des messages défilants sur le serveur. To capture a civilian, a Coalition player must be within a meter of the civilian and must either use a restrainer, which consists of a pair of ziptie plastic handcuffs, accessible by selecting the number 1 on your keyboard, or alternatively **using a shotgun**. This simulates immobilizing the civilian with a rubber buckshot. The coalition wins if they manage to destroy a certain amount weapons caches before they run out of time or tickets, otherwise the insurgent team wins the game. Insurgent Engineers can also repair damaged caches. The amount of caches is shown on map load and with scrolling messages on the server. To reveal the approximate location of insurgent weapons caches while playing Insurgency, intelligence has to be gathered by the coalition forces. The Coalition team needs 50 intelligence points \(IP\) to have the cache reveal itself after 5 minutes. The following list shows the amount of intelligence points gained or lost due to different actions. From 19dbed549b04dec847c099294fe63b5ade143b75 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 21:01:40 +0200 Subject: [PATCH 19/46] Update game_modes.md --- fr - Copie/game_modes.md | 36 ++++++++++++++++++------------------ 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/fr - Copie/game_modes.md b/fr - Copie/game_modes.md index 8fd7de3..7ad4260 100644 --- a/fr - Copie/game_modes.md +++ b/fr - Copie/game_modes.md @@ -21,10 +21,10 @@ Si l'équipe attaquante n'a pas un ratio de 2 contre 1 par rapport à l'équipe Les marqueurs de cartes pour AAS sont: -* ![](../assets/defend.png) Defend Marker -* ![](../assets/defend%20bleed.png) Defend Marker \(with ticket bleed\) -* ![](../assets/attack_bleed.png) Attack Marker -* ![](../assets/attack.png)Attack Marker \(with ticket bleed\) +* ![](../assets/defend.png) Marqueur défense +* ![](../assets/defend%20bleed.png) Défendle marqueur \(avec saignement de ticket\) +* ![](../assets/attack_bleed.png) Marqueur d'attaque +* ![](../assets/attack.png) Marqueur d'attaque \(avec saisgnement de ticket\) Vehicle Warfare, Skirmish & COOP utilisent des marqueurs de carte similaires pour l'attaque et la défense. @@ -57,25 +57,25 @@ Une cache d'armes. Les troupes de la coalition sont tenues de recueillir des renseignements en tuant des combattants insurgés ou en capturant des civils insurgés[\(voir Le civil\)](the_civilian.md). . Pour capturer un civil, un joueur de la coalition doit se trouver à moins d'un mètre du civil et doit soit utiliser un dispositif de retenue, qui consiste en une paire de menottes en plastique à fermeture éclair, accessible en sélectionnant le chiffre 1 sur votre clavier, soit utiliser un fusil de chasse . Cela simule l'immobilisation du civil avec une chevrotine en caoutchouc. La coalition gagne si elle parvient à détruire un certain nombre de caches d'armes avant de manquer de temps ou de billets, sinon l'équipe d'insurgés gagne la partie. Les ingénieurs insurgés peuvent également réparer les caches endommagées. Le nombre de caches est affiché lors du chargement de la carte et avec des messages défilants sur le serveur. To capture a civilian, a Coalition player must be within a meter of the civilian and must either use a restrainer, which consists of a pair of ziptie plastic handcuffs, accessible by selecting the number 1 on your keyboard, or alternatively **using a shotgun**. This simulates immobilizing the civilian with a rubber buckshot. The coalition wins if they manage to destroy a certain amount weapons caches before they run out of time or tickets, otherwise the insurgent team wins the game. Insurgent Engineers can also repair damaged caches. The amount of caches is shown on map load and with scrolling messages on the server. -To reveal the approximate location of insurgent weapons caches while playing Insurgency, intelligence has to be gathered by the coalition forces. The Coalition team needs 50 intelligence points \(IP\) to have the cache reveal itself after 5 minutes. The following list shows the amount of intelligence points gained or lost due to different actions. +Pour révéler l'emplacement approximatif des caches d'armes des insurgés tout en jouant à Insurgency, des renseignements doivent être recueillis par les forces de la coalition. L'équipe de la Coalition a besoin de 50 points de renseignement \(IP\) pour que la cache se révèle après 5 minutes. La liste suivante montre la quantité de points d'intelligence gagnés ou perdus en raison de différentes actions. -* Insurgent killed: +1 IP \(within 300m\) -* Civilian or insurgent arrested: +10 IP -* Civilian killed \(violating rules of engagement\): -5 IP -* Destroying vehicles with civilian close \(within 50m for the last 60 seconds\) : -50 IP -* Destroying unused civilian vehicles : -5 IP +* Insurgé tué : +1 IP \(dans un rayon de 300m\) +* Civil ou insurgé arrêté : +10 IP +* Civil tué \(violation des règles d'engagement\) : -5 IP +* Destruction de véhicules à proximité civile \(dans un rayon de 50m pendant les 60 dernières secondes\) : -50 IP +* Destruction de véhicules civils inutilisés : -5 IP -Jets, tanks and helicopters can't gain IP through these methods. The approximate location of the first cache is shown about 5 minutes into the round. Additional locations will be revealed 5 minutes after enough IP is gained by the coalition. There can be up to 2 active caches at the same time. The new location is revealed when reaching 50 intelligence points. If there are less than 32 players on the server the IP needed to reveal a cache is halved. A team can only have a maximum of 50 and a minimum of -50 IP. +Les jets, les chars et les hélicoptères ne peuvent pas gagner de propriété intellectuelle par ces méthodes. L'emplacement approximatif de la première cache est indiqué environ 5 minutes après le début du tour. Des emplacements supplémentaires seront révélés 5 minutes après que suffisamment d'adresses IP auront été acquises par la coalition. Il peut y avoir jusqu'à 2 caches actifs en même temps. Le nouvel emplacement est révélé lorsque vous atteignez 50 points de renseignement. S'il y a moins de 32 joueurs sur le serveur, l'IP nécessaire pour révéler un cache est divisée par deux. Une équipe ne peut avoir qu'un maximum de 50 et un minimum de -50 IP. -The map markers for insurgency are: +Les marqueurs de carte pour l'insurrection sont : -* ![](../assets/cache.png) **Known Coalition Weapons Cache:** This icon will be visible on the map of the coalition forces which indicates the cache’s approximate location when sufficient intelligence has been acquired. The marker can be offset up to 75m. -* ![](../assets/unknown%20weapon%20cache.png) **Known Insurgent Weapons Cache:** This icon will be visible on the map of the insurgent forces which indicates that the cache has been located by the coalition forces. -* ![](../assets/unknown%20cache.png) **Unknown Insurgent Weapons Cache:** This icon will represent the position of the cache where it will spawn on the battlefield. They are only visible to the insurgent forces so that they can co-ordinate their defenses while the coalition forces are gathering intelligence. The cache will not be physically spawned yet until it is revealed to the coalition forces. +* ![](../assets/cache.png) **Cache d'armes de la coalition connue** : cette icône sera visible sur la carte des forces de la coalition, indiquant l'emplacement approximatif de la cache lorsque suffisamment de renseignements ont été acquis. Le marqueur peut être décalé jusqu'à 75 m. +* ![](../assets/unknown%20weapon%20cache.png) **Cache d'armes connues des insurgés** : cette icône sera visible sur la carte des forces insurgées, ce qui indique que la cache a été localisée par les forces de la coalition. +* ![](../assets/unknown%20cache.png) **Cache d'armes d'insurgés inconnues** : cette icône représentera la position de la cache où elle apparaîtra sur le champ de bataille. Ils ne sont visibles que des forces insurgées afin qu'elles puissent coordonner leurs défenses pendant que les forces de la coalition recueillent des renseignements. La cache ne sera pas encore créée physiquement jusqu'à ce qu'elle soit révélée aux forces de la coalition. -The caches can be destroyed by small or large packs of C4. Other weaponry will only do no or light damage to a cache. +Les caches peuvent être détruites par de petits ou gros packs de C4. Les autres armes n'infligeront que peu ou pas de dégâts à une cache. -Once it is destroyed the coalition team gains 30 tickets and a message will inform the team about how many caches remain to be destroyed. Caches can be repaired by wrench or shovels. +Une fois détruite, l'équipe de la coalition gagne 30 tickets et un message informera l'équipe du nombre de caches restant à détruire. Les caches peuvent être réparées à la clé ou à la pelle. -The caches will only show on the map 30 seconds before round start to avoid exploiting this information beforehand. +Les caches ne s'afficheront sur la carte que 30 secondes avant le début de la manche pour éviter d'exploiter ces informations en amont. From 35e78f3bf572e50eda7dab543c6bc3ee2503fa73 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Thu, 7 Jul 2022 21:08:24 +0200 Subject: [PATCH 20/46] Update game_modes.md --- fr - Copie/game_modes.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/fr - Copie/game_modes.md b/fr - Copie/game_modes.md index 7ad4260..c648ad3 100644 --- a/fr - Copie/game_modes.md +++ b/fr - Copie/game_modes.md @@ -50,9 +50,9 @@ Dans ce mode, il est possible pour un ou plusieurs joueurs humains de se battre Ce mode est très unique par rapport aux autres au sein de PR. L'objectif de la force de la coalition est de trouver et de détruire cinq caches d'armes d'insurgés cachées sur toute la carte avant de manquer de billets. Les forces de la coalition perdent des tickets pour chaque décès de joueur ou atout détruit, tandis que l'équipe d'insurrection ne perd des tickets que lorsqu'une cache d'armes est détruite. -{% figure "../assets/weaponcache.png" %} -Une cache d'armes. -{% endfigure %} +> ![](../assets/weaponcache.png) +> +> une cache d'armes Les troupes de la coalition sont tenues de recueillir des renseignements en tuant des combattants insurgés ou en capturant des civils insurgés[\(voir Le civil\)](the_civilian.md). . Pour capturer un civil, un joueur de la coalition doit se trouver à moins d'un mètre du civil et doit soit utiliser un dispositif de retenue, qui consiste en une paire de menottes en plastique à fermeture éclair, accessible en sélectionnant le chiffre 1 sur votre clavier, soit utiliser un fusil de chasse . Cela simule l'immobilisation du civil avec une chevrotine en caoutchouc. La coalition gagne si elle parvient à détruire un certain nombre de caches d'armes avant de manquer de temps ou de billets, sinon l'équipe d'insurgés gagne la partie. Les ingénieurs insurgés peuvent également réparer les caches endommagées. Le nombre de caches est affiché lors du chargement de la carte et avec des messages défilants sur le serveur. To capture a civilian, a Coalition player must be within a meter of the civilian and must either use a restrainer, which consists of a pair of ziptie plastic handcuffs, accessible by selecting the number 1 on your keyboard, or alternatively **using a shotgun**. This simulates immobilizing the civilian with a rubber buckshot. The coalition wins if they manage to destroy a certain amount weapons caches before they run out of time or tickets, otherwise the insurgent team wins the game. Insurgent Engineers can also repair damaged caches. The amount of caches is shown on map load and with scrolling messages on the server. From d619ba924799b14e4cdcb69cc5d1ae4bdceb056a Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Fri, 8 Jul 2022 16:11:52 +0200 Subject: [PATCH 21/46] Update commander.md --- fr - Copie/commander.md | 18 ++++++++++++------ 1 file changed, 12 insertions(+), 6 deletions(-) diff --git a/fr - Copie/commander.md b/fr - Copie/commander.md index 1554fe3..af652b0 100644 --- a/fr - Copie/commander.md +++ b/fr - Copie/commander.md @@ -20,16 +20,22 @@ Pour maintenir la cohésion de l'équipe, le seul objectif du commandant est de * **Demander des mortiers:** demandez à l'équipe de mortier d'amener le tir de mortier sur cette position. * **ciblage lazer:** cela génère un objet lazer sur la position où il a été placé. Cela peut être utilisé par CAS pour attaquer certains endroits. -{% figure "../assets/commands.png" %} -Possible commands, squad orders and icons commander can use. -{% endfigure %} +> ![](../assets/commands.png) +> +> Vous avez des commandes, des ordres d'escouade et des icônes que les commandants peuvent utiliser. * **Ordres d'escouade** * Les mêmes marqueurs sont disponibles pour les chefs d'escouade. Lorsque vous sélectionnez une équipe dans le menu de gauche, vous pouvez les commander. S'ils acceptent \(**PAGE UP**\) , il remplacera le marqueur de cette escouade. **** -{% figure "../assets/build.png", "../assets/observe.png", "../assets/defendmarker.png", "../assets/demolish.png", "../assets/move.png" %} -The build, observe, defend, demolish and move markers, respectively. -{% endfigure %} +![](../assets/build.png)**Construir** + +![](../assets/observe.png)**Observar** + +![](../assets/defendmarker.png)**Defender** + +![](../assets/demolish.png)**Demolir** + +![](../assets/move.png)**Mover** * **Infanterie \| Véhicules \| Emplacements \| Divers.** * Divers marqueurs pouvant être placés pour marquer l'infanterie ennemie, les ressources et les ressources déployées. From 20a4ac1bf75b3499d31e4542a6638196b39b029f Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Fri, 8 Jul 2022 16:23:07 +0200 Subject: [PATCH 22/46] Update kits.md --- fr - Copie/kits.md | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/fr - Copie/kits.md b/fr - Copie/kits.md index a5d24c2..0e47343 100644 --- a/fr - Copie/kits.md +++ b/fr - Copie/kits.md @@ -1,21 +1,21 @@ # Kits -Kits in Project Reality define your class, equipment and your role in the team. PR features a wide selection of kits that you can take. Generally speaking, there are 2 kinds of kits in Project Reality: +Les kits dans Project Reality définissent votre classe, votre équipement et votre rôle dans l'équipe. PR propose une large sélection de kits que vous pouvez emporter. De manière générale, il existe 2 types de kits dans Project Reality : -* **Standard Kits**, which are the standard infantry squad roles and can be selected directly from the spawn screen -* **Specialist Kits**, which are more specialised roles and can only be obtained through a special [request procedure](kits.md#kit-request) +* **Kits standard** , qui sont les rôles standard de l'escouade d'infanterie et peuvent être sélectionnés directement à partir de l'écran d'apparition +* **Kits de spécialistes** , qui sont des rôles plus spécialisés et ne peuvent être obtenus que via une [procédure de demande spécial](kits.md#kit-request) -## _Where to start_ {#where-to-start} +## _Par ou commencer_ {#where-to-start} -As a new player, you should always join an infantry squad and take the **Rifleman** kit. The Rifleman represents the basic infantry grunt and can be used without restrictions by as many people as desired in a squad/team. All other kits are associated to more specialised roles and have rigid restrictions regarding the number of them that can be simultaneously used in a squad/team. +En tant que nouveau joueur, vous devez toujours rejoindre une escouade d'infanterie et prendre le kit **Rifleman** . Le fusilier représente le grognement de base de l'infanterie et peut être utilisé sans restriction par autant de personnes que souhaité dans une escouade/équipe. Tous les autres kits sont associés à des rôles plus spécialisés et ont des restrictions rigides concernant le nombre d'entre eux pouvant être utilisés simultanément dans une escouade/équipe. -Due to these restrictions, and in order to avoid negatively affecting your team performance by misusing a limited kit, it is **strongly recommended that you start playing with the Rifleman kit**. As you get more experienced and learn the basics of infantry gameplay, if you feel up to the task, you can ask your Squad Leader to assign you a different role. In any case, **you should ALWAYS ask your Squad Leader before changing kits**. +En raison de ces restrictions, et afin d'éviter d'affecter négativement les performances de votre équipe en utilisant à mauvais escient un kit limité, il est fortement recommandé de commencer à jouer avec le kit Rifleman . Au fur et à mesure que vous gagnez en expérience et que vous apprenez les bases du jeu d'infanterie, si vous vous sentez à la hauteur de la tâche, vous pouvez demander à votre chef d'escouade de vous attribuer un rôle différent. Dans tous les cas, vous devez **TOUJOURS demander à votre Squad Leader avant de changer de kit** . -## _Standard Kits_ {#standard_kits} +## _Kit standard_ {#standard_kits} -The **Standard Kits** are the 7 kits shown in the spawn screen and they represent the roles that typically make an infantry squad. In the following table you can see an overview of the 7 standard kits as well as information regarding how many kits of this type can be in a single squad and how many people need to be in the squad in order to be able to spawn with them. +Les **kits standard** sont les 7 kits affichés dans l'écran d'apparition et ils représentent les rôles qui composent généralement une escouade d'infanterie. Dans le tableau suivant, vous pouvez voir un aperçu des 7 kits standard ainsi que des informations sur le nombre de kits de ce type pouvant être dans une seule équipe et le nombre de personnes qui doivent être dans l'équipe pour pouvoir apparaître avec eux. . -| Kit | Limitation per squad | Minimum Squad Size | +| Kit | Limitation par equipe | taille minimal de l'équipe | | --- | --- | --- | | **Officer** | 1 | 2 | | **Medic** | 2 | 2 | From 645f5f6bdb56f5bc8c6227a36d0ecb16f3fe478f Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Fri, 8 Jul 2022 16:33:38 +0200 Subject: [PATCH 23/46] Update kits.md --- fr - Copie/kits.md | 27 +++++++++++++-------------- 1 file changed, 13 insertions(+), 14 deletions(-) diff --git a/fr - Copie/kits.md b/fr - Copie/kits.md index 0e47343..24a6c93 100644 --- a/fr - Copie/kits.md +++ b/fr - Copie/kits.md @@ -25,26 +25,25 @@ Les **kits standard** sont les 7 kits affichés dans l'écran d'apparition et il | **Light Anti-Tank** | 1 | 4 | | **Rifleman** | Unlimited | 1 | -Having these limitations in mind, it can be said that the typical 8-man squad usually has the a composition of 1 of each of those kits but with 2 medics. +Compte tenu de ces limitations, on peut dire que l'équipe typique de 8 hommes a généralement une composition de 1 de chacun de ces kits mais avec 2 médecins. +Notez que chaque kit dans le menu de sélection de l'écran de spawn possède deux boutons : **"Standard"** et **"Alternative"** . En effet, il existe deux variantes de chaque kit. Selon la faction, cela **affecte généralement le choix de l'optique** \(portée, réflexe ou aucune\), bien que dans certains cas, les variantes Standard et Alternative soient simplement équipées d'armes différentes. -Note that each kit in the selection menu of the spawn screen has two buttons: **"Standard"** and **"Alternative"**. This is because there are two variants of each kit. Depending on the faction, this **typically affects the choice of optics** \(scope, reflex or none\), although in some cases, the Standard and Alternative variations simply come equipped with different weapons. +Notez également que, pour des raisons de jouabilité, en plus des limitations d'équipe ci-dessus, les kits **Grenadier** et **Light Anti-Tank** sont également limités à un nombre maximum d'entre eux par équipe, en fonction du nombre de joueurs : -Note as well that, for playability purposes, in addition to the squad limitations above, the **Grenadier** and the **Light Anti-Tank** kits are also limited to a maximum number of them per team, depending on the number of players: - -| Kit | 1-7 Players | 8-15 Players | 16-23 Players | 24-31 Players | 32- 50+ Players | +| Kit | 1-7 joueurs | 8-15 joueurs| 16-23 joueurs| 24-31 joueurs | 32- 50+ joueurs | | --- | --- | --- | --- | --- | --- | -| **Light Anti-Tank** | 1 | 2 | 4 | 5 | 8 | +| **Antichar léger** | 1 | 2 | 4 | 5 | 8 | | **Grenadier** | 1 | 2 | 4 | 5 | 8 | -Here follow a more detailed explanation of each kit: +Voici une explication plus détaillée de chaque kit : -* ![](../assets/rifleman.png)**Rifleman**. Unlimited kit, representing the standard infantry grunt. Typically, it is equipped with an assault rifle, fragmentation and smoke grenades. Lacking a specialized role, the rifleman is ideal for more aggressive positions and maneuvers. It is also the only class with an ammo bag, which allows him to resupply teammates. -* ![](../assets/officer.png)**Officer**. Limited to 1 per squad and only available to the Squad Leader. In addition of the standard fighting equipment, this kit comes with a side weapon, an officer radio and binoculars. He can have direct voice communication with the other officers in the team, place markers on the map, build emplacements and fortifications, and request support missions \(artillery, mortar fire, armor or air support, etc\). You can find more detailed information about this crucial role in the [**Squad Leader**](../the_squad_leader.md#the_squad_leader) section of this manual. -* ![](../assets/medic.png)**Medic**. Limited to 2 per squad. He is responisble of providing medical assitance in the battlefield, and therefore, it is one of the roles that affect squad performance the most. Battle-awareness and a survival instinct are essential for this role. In addition to an assault rifle, it comes equipped with several smoke grenades, a first-aid kit, epipens and field dressings. It is the only kit capable of dragging wounded teammates. -* ![](../assets/ar.png)**Automatic Rifleman \(AR\)**. Limited to 1 per squad. Equipped with a light machine gun, the Automatic Rifleman \(or AR\), is a less mobile and less versatile \(it has no frag grenades\) rifleman who provides, on the other hand, superior firepower. His speciality is an accurate and deadly suppressive fire, which is also very effective to restrict the movement of enemies. -* ![](../assets/breacher.png)**Breacher**. Limited to 1 per squad. He is a demolition specialist who also acts as pointman in the breaching of buildings. His equipment includes an assault rifle, a grappling hook to climb over obstacles, a shotgun and a few loads of C4 explosive for tactic demolitions. -* ![](../assets/at.png)**Light Anti-Tank \(LAT\)**. Limited to 1 per squad and to **8 per team**. The LAT is a rifleman equipped with an assault rifle and a handheld light anti-tank weapon system. His main role is to act as an ultra-light anti-tank element, with capacity to deter and neutralize light vehicles and vehicles with light armor. **It is however NOT effective against Heavy Armored Vehicles or Tanks.** -* ![](../assets/grenadier.png)**Grenadier**. Limited to 1 per squad and to **8 per team**. Usually equipped with an underbarrel grenade launcher attached to its assault rifle. His main job is to hostigate low visibility areas where enemy presence is suspected as well as to harass light vehicles. It is specially useful for long distance engagements and to fight enemies digged up inside of buildings. +* ![](../assets/rifleman.png)**Rifleman**. Kit illimité, représentant le grognement d'infanterie standard. En règle générale, il est équipé d'un fusil d'assaut, de grenades à fragmentation et fumigènes. N'ayant pas de rôle spécialisé, le carabinier est idéal pour les positions et les manœuvres plus agressives. C'est aussi la seule classe avec un sac de munitions, ce qui lui permet de ravitailler ses coéquipiers. +* ![](../assets/officer.png)**Officer**. Kit illimité, représentant le grognement d'infanterie standard. En règle générale, il est équipé d'un fusil d'assaut, de grenades à fragmentation et fumigènes. N'ayant pas de rôle spécialisé, le carabinier est idéal pour les positions et les manœuvres plus agressives. C'est aussi la seule classe avec un sac de munitions, ce qui lui permet de ravitailler ses coéquipiers. [**Squad Leader**](../the_squad_leader.md#the_squad_leader) de ce manuel. +* ![](../assets/medic.png)**Medic**. Limité à 2 par équipe. Il est chargé de fournir une assistance médicale sur le champ de bataille et, par conséquent, c'est l'un des rôles qui affecte le plus les performances de l'équipe. La conscience du combat et l'instinct de survie sont essentiels pour ce rôle. En plus d'un fusil d'assaut, il est équipé de plusieurs grenades fumigènes, d'une trousse de premiers soins, d'épipens et de pansements de campagne. C'est le seul kit capable de traîner des coéquipiers blessés. +* ![](../assets/ar.png)**Automatic Rifleman \(AR\)**. Limité à 1 par équipe. Équipé d'une mitrailleuse légère, le Automatic Rifleman \(ou AR\), est un carabinier moins mobile et moins polyvalent (il n'a pas de grenades à fragmentation) qui fournit, en revanche, une puissance de feu supérieure. Sa spécialité est un tir de suppression précis et mortel, qui est également très efficace pour restreindre le mouvement des ennemis. +* ![](../assets/breacher.png)**Breacher**. Limited Limité à 1 par équipe. C'est un spécialiste de la démolition qui agit également comme aiguilleur dans la brèche de bâtiments. Son équipement comprend un fusil d'assaut, un grappin pour franchir les obstacles, un fusil de chasse et quelques charges d'explosif C4 pour les démolitions tactiques. +* ![](../assets/at.png)**Light Anti-Tank \(LAT\)**. Limité à 1 par équipe et à **8 par équipe** . Le LAT est un carabinier équipé d'un fusil d'assaut et d'un système d'arme légère antichar portatif. Son rôle principal est d'agir comme un élément antichar ultra-léger, avec la capacité de dissuader et de neutraliser les véhicules légers et les véhicules à blindage léger. **Il n'est cependant PAS efficace contre les véhicules blindés lourds ou les chars**. +* ![](../assets/grenadier.png)**Grenadier**. Limité à 1 par équipe et à **8 par équipe** . Habituellement équipé d'un lance-grenades sous le canon attaché à son fusil d'assaut. Son travail principal est d'héberger les zones à faible visibilité où la présence ennemie est suspectée ainsi que de harceler les véhicules légers. Il est particulièrement utile pour les combats à longue distance et pour combattre les ennemis déterrés à l'intérieur des bâtiments.. ## _Specialist Kits_ {#specialist_kits} From 4ef4467c4f2b0ea36e4167c593eb772e93ec7d92 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Fri, 8 Jul 2022 17:01:00 +0200 Subject: [PATCH 24/46] Update kits.md --- fr - Copie/kits.md | 65 +++++++++++++++++++++++----------------------- 1 file changed, 33 insertions(+), 32 deletions(-) diff --git a/fr - Copie/kits.md b/fr - Copie/kits.md index 24a6c93..e1a3cbc 100644 --- a/fr - Copie/kits.md +++ b/fr - Copie/kits.md @@ -30,7 +30,7 @@ Notez que chaque kit dans le menu de sélection de l'écran de spawn possède de Notez également que, pour des raisons de jouabilité, en plus des limitations d'équipe ci-dessus, les kits **Grenadier** et **Light Anti-Tank** sont également limités à un nombre maximum d'entre eux par équipe, en fonction du nombre de joueurs : -| Kit | 1-7 joueurs | 8-15 joueurs| 16-23 joueurs| 24-31 joueurs | 32- 50+ joueurs | +| Kit | 1-7 joueurs | 8-15 Joueurs| 16-23 Joueurs| 24-31 Joueurs | 32- 50+ Joueurs | | --- | --- | --- | --- | --- | --- | | **Antichar léger** | 1 | 2 | 4 | 5 | 8 | | **Grenadier** | 1 | 2 | 4 | 5 | 8 | @@ -45,13 +45,13 @@ Voici une explication plus détaillée de chaque kit : * ![](../assets/at.png)**Light Anti-Tank \(LAT\)**. Limité à 1 par équipe et à **8 par équipe** . Le LAT est un carabinier équipé d'un fusil d'assaut et d'un système d'arme légère antichar portatif. Son rôle principal est d'agir comme un élément antichar ultra-léger, avec la capacité de dissuader et de neutraliser les véhicules légers et les véhicules à blindage léger. **Il n'est cependant PAS efficace contre les véhicules blindés lourds ou les chars**. * ![](../assets/grenadier.png)**Grenadier**. Limité à 1 par équipe et à **8 par équipe** . Habituellement équipé d'un lance-grenades sous le canon attaché à son fusil d'assaut. Son travail principal est d'héberger les zones à faible visibilité où la présence ennemie est suspectée ainsi que de harceler les véhicules légers. Il est particulièrement utile pour les combats à longue distance et pour combattre les ennemis déterrés à l'intérieur des bâtiments.. -## _Specialist Kits_ {#specialist_kits} +## _Kits de spécialistes _ {#specialist_kits} -In addition to the above described Standard Kits, in PR there exists a wide selection of **Specialist Kits** capable of highly specialized tasks. Some of these kits include the Heavy Anti-Tank, the Combat Engineer, the Marksman, the Sniper or the Anti-Air Rifleman, among others. +En plus des kits standard décrits ci-dessus, il existe dans PR une large sélection de **kits spécialisés**capables de tâches hautement spécialisées. Certains de ces kits incluent le Heavy Anti-Tank, le Combat Engineer, le Marksman, le Sniper ou le Anti-Air Rifleman, entre autres. -It is not possible to directly spawn with one of these highly restricted, specialised kits. In order to get them, a player needs to request them from allied supply crates or vehicles following a procedure described [below](kits.md#kit-request). Furthermore, depending on the number of players in the team, each one of **these kits are limited to a specific number of them per team**. In the following table, these restrictions are summarized: +Il n'est pas possible d'apparaître directement avec l'un de ces kits spécialisés hautement restreints. Pour les obtenir, un joueur doit les demander dans des caisses de ravitaillement ou des véhicules alliés en suivant la procédure décrite ci-[dessous](kits.md#kit-request). De plus, en fonction du nombre de joueurs dans l'équipe, **chacun de ces kits est limité à un nombre spécifique d'entre eux par équipe** . Dans le tableau suivant, ces restrictions sont résumées : -| Kit | 1-7 Players | 8-15 Players | 16-23 Players | 24-31 Players | 32- 50+ Players | +| Kit | 1-7 Joueurs | 8-15 Joueurs | 16-23 Joueurs| 24-31 Joueurs | 32- 50+ Joueurs | | --- | --- | --- | --- | --- | --- | | **Machine Gunner** | 1 | 2 | 3 | 3 | 4 | | **Marksman** | 1 | 2 | 3 | 3 | 4 | @@ -62,47 +62,48 @@ It is not possible to directly spawn with one of these highly restricted, specia | **Sniper** | 0 | 1 | 1 | 2 | 2 | | **Heavy Anti-Tank** | 0 | 1 | 1 | 1 | 1 | -Due to the highly restricted nature of these kits, it is **strongly recommended** that new and unexperienced players **DO NOT** use them. If they do, they risk wasting and losing these crucial team assets, leaving the team in a notable disadvantage. **Remember to ALWAYS ask your Squad Leader before taking any of these kits**. +En raison de la nature très restreinte de ces kits, il est **fortement recommandé** aux joueurs nouveaux et inexpérimentés de **NE PAS** les utiliser. S'ils le font, ils risquent de gaspiller et de perdre ces actifs d'équipe cruciaux, laissant l'équipe dans un désavantage notable. N'oubliez pas de **TOUJOURS demander à votre chef d'escouade avant de prendre l'un de ces kits** . -Here follows a more detailed description of each specialized kit: +Voici une description plus détaillée de chaque kit spécialisé : -* ![](../assets/mlg.png)**Machine Gunner \(MG\)**. Although a heavier and more cumbersome version of the Automatic Rifleman \(AR\), thanks to his greater firepower, the Machine Gunner is a lethal soldier cappable of pinning down entire squads and is unparalelled in long-distance engagements. -* ![](../assets/marskman.png)**Marksman**. The Marksman excels providng his squad with low rate but high accuracy fire. He is a proficient shooter while engaging objectives or enemies beyond the rifleman range. -* ![](../assets/ap.png)**Anti-Personnel Rifleman \(AP\)**. The AP Rifleman comes with powerful anti-personnel mines equipped with remote detonators. He is most useful preparing ambushes or using his explosives to defend tactical objectives. -* ![](../assets/sniper.png)**Sniper**. The sniper shines while in reconnaissance missions and providing the team with intel regarding enemy movements and positions. Equipped with a high precision sniper rifle, he is also capable of engaging enemies from very long distances. Due to its limitation of 2 per team, in PR, taking the sniper kit for arcadish solo missions is highly frowned upon. -* ![](../assets/spotter.png)**Spotter**. Issued with a grappling hook and binoculars, the Spotter is able to position himself in vantage points in order to gather key intel from the battlefield. He is also capable of using his laser designator to set targets for air strikes. His role typically involves supporting Armor and Close Air Support elements, as well as snipers. -* ![](../assets/combat_engineer.png)**Combat Engineer**. Specialist in explosives and demolitions. Equipped with Anti-Vehicle Landmines, he is the designated person to establish mine fields or to defuse them. Be mindful that mines are activated by both allies and enemy troops! He also comes with several explosives for demolitions and can repair light vehicles. -* ![](../assets/aa.png)**Anti-Air Rifleman \(AA\)**. He comes equipped with a handheld Anti-Air weapon system, making him the person to deter and take down enemy air elements. His restriction to 2 per team makes him a highly critical asset. Do not waste this kit! -* ![](../assets/hay.png)**Heavy Anti-Tank \(HAT\)**. The HAT is a highly effective threat against armor and can destroy vehicles with extreme prejudice even at long ranges. The high limitation of this kit \(**1 per team**\) makes this an absolutely critical kit. Losing or wasting it can change the course of a battle. For this reason, players without the required experience are **emphatically asked** to stay away from it. +* ![](../assets/mlg.png)**Machine Gunner \(MG\)**. Bien qu'il s'agisse d'une version plus lourde et plus encombrante du Automatic Rifleman \(AR\), grâce à sa plus grande puissance de feu, le Machine Gunner est un soldat mortel capable d'immobiliser des escouades entières et est sans précédent dans les engagements à longue distance. +* ![](../assets/marskman.png)**Marksman**. Le tireur d'élite excelle en fournissant à son escouade des tirs à faible cadence mais de grande précision. Il est un tireur compétent tout en engageant des objectifs ou des ennemis au-delà de la portée du carabinier. +* ![](../assets/ap.png)**Anti-Personnel Rifleman \(AP\)**. L'AP Rifleman est livré avec de puissantes mines antipersonnel équipées de détonateurs télécommandés. Il est très utile pour préparer des embuscades ou utiliser ses explosifs pour défendre des objectifs tactiques. +* ![](../assets/sniper.png)**Sniper**. Le tireur d'élite brille lors de missions de reconnaissance et fournit à l'équipe des informations sur les mouvements et les positions de l'ennemi. Équipé d'un fusil de sniper de haute précision, il est également capable d'engager des ennemis à très longue distance. En raison de sa limitation de 2 par équipe, en RP, prendre le kit de tireur d'élite pour les missions solo arcadiques est très mal vu. +* ![](../assets/spotter.png)**Spotter**. Équipé d'un grappin et de jumelles, le Spotter est capable de se positionner dans des points de vue afin de recueillir des informations clés sur le champ de bataille. Il est également capable d'utiliser son désignateur laser pour définir des cibles pour les frappes aériennes. Son rôle consiste généralement à soutenir les éléments blindés et d'appui aérien rapproché, ainsi que les tireurs d'élite. +* ![](../assets/combat_engineer.png)**Combat Engineer**. Spécialiste des explosifs et des démolitions. Equipé de mines anti-véhicules, il est la personne désignée pour établir des champs de mines ou les désamorcer. N'oubliez pas que les mines sont activées à la fois par les alliés et les troupes ennemies ! Il est également livré avec plusieurs explosifs pour les démolitions et peut réparer les véhicules légers. +* ![](../assets/aa.png)**Anti-Air Rifleman \(AA\)**. Il est équipé d'un système d'arme anti-aérien portable, ce qui en fait la personne pour dissuader et abattre les éléments aériens ennemis. Sa restriction à 2 par équipe fait de lui un atout très critique. Ne gaspillez pas ce kit ! +* ![](../assets/hay.png)**Heavy Anti-Tank \(HAT\)**. Le HAT est une menace très efficace contre les blindés et peut détruire des véhicules avec des préjugés extrêmes, même à longue distance. La limitation élevée de ce kit \( **1 par équipe** \) en fait un kit absolument critique. Le perdre ou le gaspiller peut changer le cours d'une bataille. Pour cette raison, les joueurs sans l'expérience requise sont **instamment priés** de rester à l'écart. -## _Other Kits_ {#other-kits} +## _Autres Kits_ {#other-kits} -In addition to the kits already described, there are some special kits that have special rules. These are the Crewman, the Pilot, the Civilian and all the Insurgent kits. The Civilian and Insurgent kits pertain to the **Insurgency Game Mode** and are thus described in the corresponding section of the manual {\#Insurgency}. +En plus des kits déjà décrits, il existe des kits spéciaux qui ont des règles particulières. Ce sont les kits Crewman, Pilot, Civilian et tous les kits Insurgent. Les kits Civil et Insurgent appartiennent au **mode de jeu Insurgency** et sont donc décrits dans la section correspondante du manuel \{#Insurgency\}. -Regarding the **Pilot** \(Air Vehicles\) and the **Crewman** \(Armored Vehicles\), both are needed in order to operate the corresponding vehicles. As they are a type of Specialist Kit, it is not possible to directly spawn with them and must be requested as usual {\#kit\_request}. They have, however, no restriction about the number of them that can simultaneously be in a team and thus can also be considered unlimited kits. +En ce qui concerne le pilote \(véhicules aériens\) et le membre d' équipage \(véhicules blindés\), les deux sont nécessaires pour faire fonctionner les véhicules correspondants. Comme il s'agit d'un type de kit de spécialiste, il n'est pas possible d'apparaître directement avec eux et doit être demandé comme d'habitude {#kit_request}. Ils n'ont cependant aucune restriction quant au nombre d'entre eux qui peuvent simultanément faire partie d'une équipe et peuvent donc également être considérés comme des kits illimités. -* ![](../assets/pilot.png)**Pilot**. The pilot is the only kit capable of operating helicopters and fixed-wing aircrafts. It comes equipped with a side arm, a parachute and a signal smoke grenade. Do not attempt to operate aircraft without proper experience. -* ![](../assets/crewman.png)**Crewman**. It is the only kit capable of operating armored vehicles. The crewman is equipped with a compact weapon for self-defense and with binoculars to study the battlefield. Normally, both the driver and the gunner in an armored vehicle need the crewman kit. +* ![](../assets/pilot.png)**Pilot**. Le pilote est le seul kit capable de piloter des hélicoptères et des aéronefs à voilure fixe. Il est équipé d'une arme latérale, d'un parachute et d'une grenade fumigène de signalisation. N'essayez pas d'utiliser un avion sans expérience appropriée. +* ![](../assets/crewman.png)**Crewman**.C'est le seul kit capable de faire fonctionner des véhicules blindés. Le membre d'équipage est équipé d'une arme compacte pour l'autodéfense et de jumelles pour étudier le champ de bataille. Normalement, le conducteur et le mitrailleur d'un véhicule blindé ont besoin du kit de l'homme d'équipage. -## _Kit Request Procedure_ {#kit-request} +## _Procédure de demande de kit_ {#kit-request} -Once spawned, and if certain conditions are met, it is possible to request a new kit \(both Standard or Specialist\) from an allied supply crate or armored vehicle. Usually, in order to request a kit, these 3 conditions need to be met: +Une fois apparu, et si certaines conditions sont remplies, il est possible de demander un nouveau kit (standard ou spécialiste) à partir d'une caisse de ravitaillement alliée ou d'un véhicule blindé. Habituellement, pour demander un kit, ces 3 conditions doivent être remplies : -* **Permission**. You have the Squad Leader's permission. He gets to decide who gets what -* **Location**. You are in the right place to request a kit - next to an allied supply crate or armored vehicle -* **Required Numbers**. You are part of a squad with the required minimum number of members +* **Permission** . Vous avez l'autorisation du chef d'escouade. Il décide qui obtient quoi +* **Emplacement** . Vous êtes au bon endroit pour demander un kit - à côté d'une caisse de ravitaillement alliée ou d'un véhicule blindé +* **Numéros requis** . Vous faites partie d'une équipe avec le nombre minimum de membres requis -The following actions can temporarily restrict your right to request kits: +Les actions suivantes peuvent restreindre temporairement votre droit de demander des kits : | Condition | Time Penalty | | --- | --- | -| You either spawn, or request and get granted, a limited kit | Unable to request a kit for 2 minutes | -| You change squads | Blocked for +2 minutes | -| You kill a teammate \(teamkilling\) carrying a limited kit | Blocked for +3 minutes | -| You spam several kit requests in a short time | Blocked for +30 seconds | -| You kill a civilian violating the Rules of Engagement \(Insurgency\) | Blocked for +10 minutes | +| Soit vous générez, soit vous demandez et obtenez un kit limité | Impossible de demander un kit pendant 2 minutes | +| Vous changez d'équipe | Bloqué pendant +2 minutes | +|Vous tuez un coéquipier \(teamkilling\) portant un kit limité | Bloqué pendant +3 minutes| +| Vous spammez plusieurs demandes de kit en peu de temps | Bloqué pendant +30 secondes | +| Vous tuez un civil en violant les règles d'engagement (insurrection) | Bloqué pendant +10 minutes | + +Pour demander un kit, une séquence de touches spécifique doit être suivie : -To request a kit a specific key sequence needs to be followed: | Key Sequence to Request a Kit | | --- | From 2072cb23c27108c34484db3dbd7cd93be1f3f665 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Fri, 8 Jul 2022 17:08:07 +0200 Subject: [PATCH 25/46] Update kits.md --- fr - Copie/kits.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/fr - Copie/kits.md b/fr - Copie/kits.md index e1a3cbc..3fa9209 100644 --- a/fr - Copie/kits.md +++ b/fr - Copie/kits.md @@ -100,17 +100,17 @@ Les actions suivantes peuvent restreindre temporairement votre droit de demander | Vous changez d'équipe | Bloqué pendant +2 minutes | |Vous tuez un coéquipier \(teamkilling\) portant un kit limité | Bloqué pendant +3 minutes| | Vous spammez plusieurs demandes de kit en peu de temps | Bloqué pendant +30 secondes | -| Vous tuez un civil en violant les règles d'engagement (insurrection) | Bloqué pendant +10 minutes | +| Vous tuez un civil en violant les règles d'engagement \(insurrection\) | Bloqué pendant +10 minutes | Pour demander un kit, une séquence de touches spécifique doit être suivie : -| Key Sequence to Request a Kit | +| Séquence de touches pour demander un kit| | --- | -| 1. Press and hold the **Secondary Radio key /\(T/\)** \(it will bring up a _Comm Rose_\), | -| 2. With the mouse, select the central option of the Comm Rose \(**REQUEST / DROP KIT"**\) and **left-click** on it. This will open a menu list with all kits in it | -| 3. Move your mouse to highlight the desired kit and **left-click** on it for the standard version OR **right-click** for the alternative one | -| 4. If all conditions are met, a yellow text will appear saying **“Your kit has been ALLOCATED and is at your feet”**. Pick it up by **pressing the G key** | +| 1. Appuyez et maintenez la touche radio secondaire /(T/) \(cela fera apparaître une rose de communication \), | +| 2. Avec la souris, sélectionnez l'option centrale de la Comm Rose \( **“REQUEST / DROP KIT"** \) et faites un **“clic gauche dessus"**. Cela ouvrira une liste de menu avec tous les kits qu'il contient | +| 3. Déplacez votre souris pour mettre en surbrillance le kit souhaité et **“cliquez"** dessus avec le bouton gauche pour la version standard OU cliquez avec le **“bouton droit"** pour la version alternative | +|4. Si toutes les conditions sont remplies, un texte jaune apparaîtra disant **"Votre kit a été ATTRIBUÉ et est à vos pieds"** . Ramassez-le en **appuyant sur la touche G** | If your request is denied, you will see a yellow text message explaining why: From 57d8ccb11bab6cd839779ee5fd1aea60a4e3f9d6 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Fri, 8 Jul 2022 17:08:59 +0200 Subject: [PATCH 26/46] Update kits.md --- fr - Copie/kits.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/fr - Copie/kits.md b/fr - Copie/kits.md index 3fa9209..453f19e 100644 --- a/fr - Copie/kits.md +++ b/fr - Copie/kits.md @@ -109,7 +109,7 @@ Pour demander un kit, une séquence de touches spécifique doit être suivie : | --- | | 1. Appuyez et maintenez la touche radio secondaire /(T/) \(cela fera apparaître une rose de communication \), | | 2. Avec la souris, sélectionnez l'option centrale de la Comm Rose \( **“REQUEST / DROP KIT"** \) et faites un **“clic gauche dessus"**. Cela ouvrira une liste de menu avec tous les kits qu'il contient | -| 3. Déplacez votre souris pour mettre en surbrillance le kit souhaité et **“cliquez"** dessus avec le bouton gauche pour la version standard OU cliquez avec le **“bouton droit"** pour la version alternative | +| 3. Déplacez votre souris pour mettre en surbrillance le kit souhaité et “**cliquez**" dessus avec le bouton gauche pour la version standard OU cliquez avec le **“bouton droit"** pour la version alternative | |4. Si toutes les conditions sont remplies, un texte jaune apparaîtra disant **"Votre kit a été ATTRIBUÉ et est à vos pieds"** . Ramassez-le en **appuyant sur la touche G** | If your request is denied, you will see a yellow text message explaining why: From 44e6c682e0fe7183db0a06dd375469dd9647e3d7 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Fri, 8 Jul 2022 17:18:35 +0200 Subject: [PATCH 27/46] Update kits.md --- fr - Copie/kits.md | 55 +++++++++++++++++++++++----------------------- 1 file changed, 27 insertions(+), 28 deletions(-) diff --git a/fr - Copie/kits.md b/fr - Copie/kits.md index 453f19e..36f8b8d 100644 --- a/fr - Copie/kits.md +++ b/fr - Copie/kits.md @@ -108,47 +108,46 @@ Pour demander un kit, une séquence de touches spécifique doit être suivie : | Séquence de touches pour demander un kit| | --- | | 1. Appuyez et maintenez la touche radio secondaire /(T/) \(cela fera apparaître une rose de communication \), | -| 2. Avec la souris, sélectionnez l'option centrale de la Comm Rose \( **“REQUEST / DROP KIT"** \) et faites un **“clic gauche dessus"**. Cela ouvrira une liste de menu avec tous les kits qu'il contient | -| 3. Déplacez votre souris pour mettre en surbrillance le kit souhaité et “**cliquez**" dessus avec le bouton gauche pour la version standard OU cliquez avec le **“bouton droit"** pour la version alternative | +| 2. Avec la souris, sélectionnez l'option centrale de la Comm Rose \( **REQUEST / DROP KIT** \) et faites un **clic gauche dessus**. Cela ouvrira une liste de menu avec tous les kits qu'il contient | +| 3. Déplacez votre souris pour mettre en surbrillance le kit souhaité et **cliquez** dessus avec le bouton gauche pour la version standard OU cliquez avec le **bouton droit** pour la version alternative | |4. Si toutes les conditions sont remplies, un texte jaune apparaîtra disant **"Votre kit a été ATTRIBUÉ et est à vos pieds"** . Ramassez-le en **appuyant sur la touche G** | -If your request is denied, you will see a yellow text message explaining why: +Si votre demande est refusée, vous verrez un message texte jaune expliquant pourquoi : -If you requested the kit in the wrong location: +Si vous avez demandé le kit au mauvais endroit : -* **“You need to be close to a friendly SUPPLY CRATE or APC to request this kit”**, OR -* **“You need to be close to a friendly SUPPLY CRATE or VEHICLE to request this kit”** +* **"Vous devez être proche d'une CAISSE D'APPROVISIONNEMENT ou d'un APC amical pour demander ce kit"** , OU +* **"Vous devez être proche d'une CAISSE D'APPROVISIONNEMENT ou d'un VÉHICULE amical pour demander ce kit"** - If the squad that you are in fails the squad requirements: + Si l'escouade dans laquelle vous vous trouvez ne remplit pas les conditions d'escouade : -* **“Unavailable due to squad limitations”** +* **"Indisponible en raison des limitations de l'équipe"** - If all allowed kits have already been granted to the team: + "Indisponible en raison des limitations de l'équipe" -* **“All of these kits have been issued”** +* **“"Tous ces kits ont été distribués"”** - Other possible reasons: + Autres raisons possibles : -* **“Unavailable for your forces”** -* **“You can't get another limited kit so soon after your last”** -* **“You are new to this squad, request again in a minute”** +* **"Indisponible pour vos forces"** +* **"Vous ne pouvez pas obtenir un autre kit limité si peu de temps après votre dernier"** +* **"Vous êtes nouveau dans cette équipe, redemandez dans une minute"** +* +## _Procédure de dépôt du kit_ {#drop-kit} -## _Kit drop procedure_ {#drop-kit} +Dans certaines situations, vous voudrez peut-être déposer votre kit. Le plus souvent : -In certain situations, you might want to drop your kit. Most typically: +* Vous avez intentionnellement ou non choisi un kit ennemi (qui vous tuera après 30 secondes à moins que vous ne le laissiez tomber), +* Vous êtes un médecin blessé et souhaitez donner votre kit à quelqu'un d'autre pour qu'il puisse vous soigner, +* Vous souhaitez échanger des kits avec quelqu'un de plus expérimenté ou compétent que vous, +* Vous voulez devenir un civil en jouant en mode Insurrection. +* Suivez simplement cette séquence : -* You intentionally or unintentionally picked an enemy kit \(which **will kill you after 30 seconds** unless you drop it\), -* You are a wounded medic and want to give your kit to someone else so that they can heal you, -* You wish to swap kits with someone more experienced or skillful than you, -* You want to become a Civilian while playing in Insurgency mode. - -Simply follow this sequence: - -| Key Sequence to Drop your Kit | +| Séquence clé pour déposer votre kit | | --- | -| 1. **Press and hold down the Secondary Radio key /\(T/\)** | -| 2. Select the middle option of the _Comm Rose_ \(**REQUEST / DROP KIT"**\) and to **right-click** in it. This will drop below you an invisible Unarmed Kit | -| 3. Pick it up by pressing the **pickup key \(G\)** | +| 1. Maintenez enfoncée la touche Radio secondaire (T) | +| 2. Sélectionnez l'option du milieu de la Comm Rose (** REQUEST / DROP KIT **) et faites un **clic droit** dedans. Cela fera tomber en dessous de vous un invisible Unarmed Kit | +| 3. Ramassez-le en appuyant sur **la touche de ramassage (G)** | -Note that a kit on the ground will disappear after 5-10 minutes and will then become available to the squad/team again. +Notez qu'un kit au sol disparaîtra au bout de 5 à 10 minutes et redeviendra alors disponible pour le peloton/l'équipe. From 5fb943f712c236c6eceab5cd5c55272324ae4391 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Sat, 9 Jul 2022 19:38:18 +0200 Subject: [PATCH 28/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index 10b3790..7007984 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -2,7 +2,7 @@ ## _General Vehicle Information_ {#general-vehicle-information} -* Light vehicles, trucks and boats & most jeeps \(except light armored ones\) can be operated by any soldier. Armored vehicles, helicopters and aircraft need specified vehicle kits to operate. Players not using the correct kit will not be able to steer the vehicle or use the weapons. You can't enter or use enemy vehicles. For ground vehicles you then require a **Crewman** kit. For aircraft & helicopters it’s the **Pilot** kit. These are either requestable by the vehicle or by a supply crate. +*Les véhicules légers, les camions et les bateaux et la plupart des jeeps \(à l'exception des blindés légers\) peuvent être conduits par n'importe quel soldat. Les véhicules blindés, les hélicoptères et les avions ont besoin de kits de véhicules spécifiques pour fonctionner. Les joueurs qui n'utilisent pas le bon kit ne pourront pas diriger le véhicule ni utiliser les armes. Vous ne pouvez pas entrer ou utiliser des véhicules ennemis. Pour les véhicules terrestres, vous avez alors besoin d'un kit **Crewman** . Pour les avions et les hélicoptères, c'est le kit **Pilot** . Ceux-ci peuvent être demandés soit par le véhicule, soit par une caisse de ravitaillement. * External views for vehicles have been removed. But for certain vehicles there are custom cameras like the trucks can watch behind them \(**C**\). * You can **aim down the sights** of static and vehicle-mounted MGs by pressing the change camera key\(**C**\). * Vehicle-mounted automatic weapons often have **overheating**. Watch the heat-HUD element on the lower right corner. ![](../assets/overheat.png) @@ -135,4 +135,4 @@ If the distance to the target is greater than physically achieveable by the sele * When crewing a SPAAA with radar equipment, the FCS will display a circle indicating the correct target lead after aquiring a lock on the target. The enemy aircraft can deploy flares to break the lock, which removes the aiming circle temporarily. ### Fixed Wing Aircraft -The FCS is not limited to ground vehicles, fixed wing aircraft have their own versions for (automated) firing solutions. As such modern jets utilize Constantly Computed Impact Point (CCIP) which will show where bombs will land on the ground. Additionally ground attack jets will also utilize CCIP to show the impact of their main gun. Fighter jets supporting radar targeting will be able to lock onto aircraft with their guns to show a marker predicting where to aim and hit the target. This radar locking will also trigger the victims radar warning receivers and can be countered using flares. \ No newline at end of file +The FCS is not limited to ground vehicles, fixed wing aircraft have their own versions for (automated) firing solutions. As such modern jets utilize Constantly Computed Impact Point (CCIP) which will show where bombs will land on the ground. Additionally ground attack jets will also utilize CCIP to show the impact of their main gun. Fighter jets supporting radar targeting will be able to lock onto aircraft with their guns to show a marker predicting where to aim and hit the target. This radar locking will also trigger the victims radar warning receivers and can be countered using flares. From f19cf983453657d7793f1ce43716d67a8c62da24 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Sat, 9 Jul 2022 20:57:19 +0200 Subject: [PATCH 29/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index 7007984..8fcfc28 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -3,19 +3,19 @@ ## _General Vehicle Information_ {#general-vehicle-information} *Les véhicules légers, les camions et les bateaux et la plupart des jeeps \(à l'exception des blindés légers\) peuvent être conduits par n'importe quel soldat. Les véhicules blindés, les hélicoptères et les avions ont besoin de kits de véhicules spécifiques pour fonctionner. Les joueurs qui n'utilisent pas le bon kit ne pourront pas diriger le véhicule ni utiliser les armes. Vous ne pouvez pas entrer ou utiliser des véhicules ennemis. Pour les véhicules terrestres, vous avez alors besoin d'un kit **Crewman** . Pour les avions et les hélicoptères, c'est le kit **Pilot** . Ceux-ci peuvent être demandés soit par le véhicule, soit par une caisse de ravitaillement. -* External views for vehicles have been removed. But for certain vehicles there are custom cameras like the trucks can watch behind them \(**C**\). -* You can **aim down the sights** of static and vehicle-mounted MGs by pressing the change camera key\(**C**\). -* Vehicle-mounted automatic weapons often have **overheating**. Watch the heat-HUD element on the lower right corner. ![](../assets/overheat.png) -* Vehicle-mounted MGs use ammunition belts. They are reloaded automatically but are limited in number. -* Vehicles can be **resupplied & repaired** at the supply depot. Or use the repair drop that any logistics truck can drop. Aircraft and Helicopters are automatically repaired and rearmed at their spawn location. -* Insurgents have **suicide vehicles** like an orange dumpster truck or small civilian cars packed with C4. You can detonate these with the alternative fire key. -* When exiting a moving ground vehicle you’ll take damage depending on its speed. You’ll be severely wounded if you exit a burning vehicle. -* When vehicles take much damage they may become unable to move or traverse their turret until fully repaired. -* Vehicles that **fire wire-guided missiles** need to be stationary for about 7 seconds before they can fire their weapon. -* Switching vehicle-weapons \(ammo type\) will usually cause a delay before you can fire. -* You can use **Left CTRL+Mouse movement** to freelook when operating most vehicles such as helicopters, jets, jeeps, boats and trucks. APCs and IFVs do not have this feature as they use dedicated cameras. -* On public servers (not in local gamemodes) you can quickly switch to the next available free seat in a vehicle by pressing **F8**. -* When in a vehicle, you can see the information on the occupied seats in the bottom left of the the HUD. It shows only important crew seats as squared markers. This includes driver and gunner positions. Passenger seats do not have such markers and are shown as a seperate counter. +* Les vues externes des véhicules ont été supprimées. Mais pour certains véhicules, il existe des caméras personnalisées comme les camions peuvent regarder derrière eux\(**C**\). +* Vous pouvez **viser les mires** statiques et montées sur véhicule en appuyant sur la touche de changement de caméra (\**C**\). +* Les armes automatiques montées sur véhicule ont souvent une **surchauffe** Regardez l'élément heat-HUD dans le coin inférieur droit. ![](../assets/overheat.png) +* Les MG montées sur véhicule utilisent des ceintures de munitions. Ils sont rechargés automatiquement mais sont en nombre limité. +* Les véhicules peuvent être réapprovisionnés et réparés au dépôt de ravitaillement. Ou utilisez le dépôt de réparation que n'importe quel camion logistique peut déposer. Les avions et les hélicoptères sont automatiquement réparés et réarmés à leur emplacement d'apparition.repaired and rearmed at their spawn location. +* Les insurgés ont des **véhicules suicides** comme un camion benne orange ou de petites voitures civiles remplies de C4. Vous pouvez les faire exploser avec la touche de tir alternative. +* Lorsque vous quittez un véhicule terrestre en mouvement, vous subirez des dégâts en fonction de sa vitesse. Vous serez gravement blessé si vous sortez d'un véhicule en feu. +* Lorsque les véhicules subissent beaucoup de dégâts, ils peuvent devenir incapables de se déplacer ou de traverser leur tourelle jusqu'à ce qu'ils soient entièrement réparés. +* Les véhicules qui tirent des** missiles filoguidés** doivent être immobiles pendant environ 7 secondes avant de pouvoir tirer avec leur arme +* Changer d'arme de véhicule \(type de munitions\) entraînera généralement un délai avant que vous puissiez tirer. +* Vous pouvez utiliser le **mouvement CTRL gauche + souris** pour regarder librement lorsque vous utilisez la plupart des véhicules tels que des hélicoptères, des jets, des jeeps, des bateaux et des camions. Les APC et les IFV n'ont pas cette fonctionnalité car ils utilisent des caméras dédiées. +* Sur les serveurs publics \(pas dans les modes de jeu locaux\), vous pouvez rapidement passer au prochain siège libre disponible dans un véhicule en appuyant sur **F8** . +* Lorsque vous êtes dans un véhicule, vous pouvez voir les informations sur les sièges occupés en bas à gauche du HUD. Il ne montre que les sièges d'équipage importants sous forme de marqueurs carrés. Cela comprend les postes de conducteur et de mitrailleur. Les sièges passagers n'ont pas de tels marqueurs et sont affichés comme un compteur séparé. ## _Armored Vehicles_ {#armored-vehicles} * Tanks and IFVs have separate driver & gunner seats. To use the gunner's position a driver or cupola gunner must be present. After switching to the gunner seat you must wait 30 seconds before you can aim the cannon. From 213b47da8f6d0c47d5e80f8a7c446fe68ad117fc Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Sat, 9 Jul 2022 21:36:08 +0200 Subject: [PATCH 30/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index 8fcfc28..643c33d 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -1,6 +1,6 @@ # Operating Vehicles -## _General Vehicle Information_ {#general-vehicle-information} +## _Informations générales sur les véhicules_ {#general-vehicle-information} *Les véhicules légers, les camions et les bateaux et la plupart des jeeps \(à l'exception des blindés légers\) peuvent être conduits par n'importe quel soldat. Les véhicules blindés, les hélicoptères et les avions ont besoin de kits de véhicules spécifiques pour fonctionner. Les joueurs qui n'utilisent pas le bon kit ne pourront pas diriger le véhicule ni utiliser les armes. Vous ne pouvez pas entrer ou utiliser des véhicules ennemis. Pour les véhicules terrestres, vous avez alors besoin d'un kit **Crewman** . Pour les avions et les hélicoptères, c'est le kit **Pilot** . Ceux-ci peuvent être demandés soit par le véhicule, soit par une caisse de ravitaillement. * Les vues externes des véhicules ont été supprimées. Mais pour certains véhicules, il existe des caméras personnalisées comme les camions peuvent regarder derrière eux\(**C**\). @@ -16,9 +16,9 @@ * Vous pouvez utiliser le **mouvement CTRL gauche + souris** pour regarder librement lorsque vous utilisez la plupart des véhicules tels que des hélicoptères, des jets, des jeeps, des bateaux et des camions. Les APC et les IFV n'ont pas cette fonctionnalité car ils utilisent des caméras dédiées. * Sur les serveurs publics \(pas dans les modes de jeu locaux\), vous pouvez rapidement passer au prochain siège libre disponible dans un véhicule en appuyant sur **F8** . * Lorsque vous êtes dans un véhicule, vous pouvez voir les informations sur les sièges occupés en bas à gauche du HUD. Il ne montre que les sièges d'équipage importants sous forme de marqueurs carrés. Cela comprend les postes de conducteur et de mitrailleur. Les sièges passagers n'ont pas de tels marqueurs et sont affichés comme un compteur séparé. -## _Armored Vehicles_ {#armored-vehicles} +## _Les Véhicules blindés_ {#armored-vehicles} -* Tanks and IFVs have separate driver & gunner seats. To use the gunner's position a driver or cupola gunner must be present. After switching to the gunner seat you must wait 30 seconds before you can aim the cannon. +* Les chars et les VCI ont des sièges séparés pour le conducteur et le tireur. Pour utiliser le poste de tireur, un conducteur ou un tireur de coupole doit être présent. Après être passé au siège du mitrailleur, vous devez attendre 30 secondes avant de pouvoir viser le canon. * The driver and gunner in a vehicle must be in the same squad. * Tank drivers and certain APC/IFVs have a **commander view mode** which provides a 360° view around the turret. This can be accessed by pressing 2. * Drivers and gunners can **zoom** their view by pressing the pop smoke key \(**X**\). Some tank drivers must first change to the commander view. From 675d132279b51c25f5574f1053e9b362db2da737 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Sat, 9 Jul 2022 22:13:58 +0200 Subject: [PATCH 31/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 17 ++++++++--------- 1 file changed, 8 insertions(+), 9 deletions(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index 643c33d..536c973 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -18,15 +18,14 @@ * Lorsque vous êtes dans un véhicule, vous pouvez voir les informations sur les sièges occupés en bas à gauche du HUD. Il ne montre que les sièges d'équipage importants sous forme de marqueurs carrés. Cela comprend les postes de conducteur et de mitrailleur. Les sièges passagers n'ont pas de tels marqueurs et sont affichés comme un compteur séparé. ## _Les Véhicules blindés_ {#armored-vehicles} -* Les chars et les VCI ont des sièges séparés pour le conducteur et le tireur. Pour utiliser le poste de tireur, un conducteur ou un tireur de coupole doit être présent. Après être passé au siège du mitrailleur, vous devez attendre 30 secondes avant de pouvoir viser le canon. -* The driver and gunner in a vehicle must be in the same squad. -* Tank drivers and certain APC/IFVs have a **commander view mode** which provides a 360° view around the turret. This can be accessed by pressing 2. -* Drivers and gunners can **zoom** their view by pressing the pop smoke key \(**X**\). Some tank drivers must first change to the commander view. -* Most tanks and IFVs can use **thermal optics** in addition to their normal views. You can switch to the thermal mode by using secondary radio menu \(**T**\) and selecting **“DAY / THERMAL”.** Some will also allow you to switch between thermal variations like WHOT/BHOT. - -{% figure "../assets/thermalz.png" %} -Thermal Vision. -{% endfigure %} +* Les chars et les VCI ont des sièges séparés pour le conducteur et le tireur. Pour utiliser le poste de tireur, un conducteur ou un tireur de coupole doit être présent. Après être passé au siège du mitrailleur, vous devez attendre 30 secondes avant de pouvoir viser le canon.Les conducteurs de chars et certains APC/IFV ont un mode de vue commandant qui offre une vue à 360° autour de la tourelle. Vous pouvez y accéder en appuyant sur 2. +* Les conducteurs de chars et certains APC/IFV ont un **mode de vue commandant** qui offre une vue à 360° autour de la tourelle. Vous pouvez y accéder en appuyant sur 2. +* Les pilotes et les artilleurs peuvent **agrandir** leur vue en appuyant sur la touche de fumée pop \( X \). Certains conducteurs de chars doivent d'abord passer en vue commandant. +*La plupart des chars et des IFV peuvent utiliser des **optiques thermiques** en plus de leurs vues normales. Vous pouvez passer en mode thermique en utilisant le menu radio secondaire \( **T** \) et en sélectionnant « **JOUR / THERMIQUE** ». Certains vous permettront également de basculer entre les variations thermiques comme WHOT/BHOT. + +> ![](../assets/thermalz.png) +> +> vision thermique * Armored vehicles have no warning sound when they are targeted by rocket launchers or when missiles are fired at them. * Armored vehicles have realistic materials. This means that front and turret armor is stronger than the one in the rear and top of the vehicle. Sides of vehicles and the tracks usually have the middle ground when it comes to armor strength. From ec03354ddaed5ad160277383be82eb6575dedb43 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Sat, 9 Jul 2022 22:43:27 +0200 Subject: [PATCH 32/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index 536c973..e6d7f8d 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -27,10 +27,10 @@ > > vision thermique -* Armored vehicles have no warning sound when they are targeted by rocket launchers or when missiles are fired at them. -* Armored vehicles have realistic materials. This means that front and turret armor is stronger than the one in the rear and top of the vehicle. Sides of vehicles and the tracks usually have the middle ground when it comes to armor strength. -* Tanks and IFVs usually have up to 4 types of ammunition: - * **Armor-piercing \(AP\):** For attacking enemy armored vehicles. +* Les véhicules blindés n'émettent aucun son d'avertissement lorsqu'ils sont ciblés par des lance-roquettes ou lorsque des missiles leur sont tirés dessus. +* Les véhicules blindés ont des matériaux réalistes. Cela signifie que le blindage de l'avant et de la tourelle est plus solide que celui de l'arrière et du haut du véhicule. Les côtés des véhicules et les chenilles ont généralement un terrain d'entente en ce qui concerne la résistance du blindage. +* Les chars et les VCI ont généralement jusqu'à 4 types de munitions: + * **Perforant (AP)** : Pour attaquer les véhicules blindés ennemis. * **High Explosive \(HE\)** \(loaded by pressing 2\): Effective against soft targets \(jeeps, houses, helicopters, covered infantry, etc.\) * **Anti-tank missiles** \(loaded by pressing 3\): Used against heavy armor. * **Co-axial MG** \(fired using the alternate fire key\): Used against infantry. From fc19991ab9e37ec2544a00316088f3521e9249e3 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Sun, 10 Jul 2022 11:54:38 +0200 Subject: [PATCH 33/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index e6d7f8d..077ee9e 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -31,18 +31,18 @@ * Les véhicules blindés ont des matériaux réalistes. Cela signifie que le blindage de l'avant et de la tourelle est plus solide que celui de l'arrière et du haut du véhicule. Les côtés des véhicules et les chenilles ont généralement un terrain d'entente en ce qui concerne la résistance du blindage. * Les chars et les VCI ont généralement jusqu'à 4 types de munitions: * **Perforant (AP)** : Pour attaquer les véhicules blindés ennemis. - * **High Explosive \(HE\)** \(loaded by pressing 2\): Effective against soft targets \(jeeps, houses, helicopters, covered infantry, etc.\) - * **Anti-tank missiles** \(loaded by pressing 3\): Used against heavy armor. - * **Co-axial MG** \(fired using the alternate fire key\): Used against infantry. -* Tank drivers or gunners \(depending on vehicle\) and certain other vehicles can **deploy smoke** by pressing the alternate fire key. + * **High Explosive (HE)** \(chargé en appuyant sur 2\) : Efficace contre les cibles molles \(jeeps, maisons, hélicoptères, infanterie couverte, etc.\) + * **Missiles antichars** \(chargés en appuyant sur 3\) : utilisés contre les blindés lourds. + * **MG coaxial** \(tiré à l'aide de la touche de tir alternative\) : utilisé contre l'infanterie. +* Les conducteurs de chars ou les artilleurs \(selon le véhicule\) et certains autres véhicules peuvent **déployer de la fumée** en appuyant sur la touche de tir alternatif. -Tank & IFV gunners deploy it by selecting its weapon slot \(usually 3\) and pressing the fire key to launch a volley of smoke bombs. Each of them can fire 2 volleys \(the gunner has to wait 60s between volleys\). +Les artilleurs de chars et d'IFV le déploient en sélectionnant son emplacement d'arme (généralement 3) et en appuyant sur la touche de tir pour lancer une volée de bombes fumigènes. Chacun d'eux peut tirer 2 volées (le tireur doit attendre 60 secondes entre les volées). -* For certain vehicles the smoke will be **IR-blocking** meaning it will also block on thermal vision. For other \(older vehicles\) you will be able to see through the smoke on thermal vision. +* Pour certains véhicules, la fumée **bloquera les infrarouges**, ce qui signifie qu'elle bloquera également la vision thermique. Pour les autres (véhicules plus anciens), vous pourrez voir à travers la fumée en vision thermique. -{% figure "../assets/vehiclesmoke.png" %} -Vehicle deployed smoke. -{% endfigure %} +> ![](../assets/vehiclesmoke.png) +> +> véhicule deployant de la fumée ## _Helicopters_ {#helicopters} From 5a0053b20c9f8f44fa19777d2083dd603c6c9d67 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Sun, 10 Jul 2022 12:18:16 +0200 Subject: [PATCH 34/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 47 ++++++++++++++++---------------- 1 file changed, 23 insertions(+), 24 deletions(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index 077ee9e..8e81e84 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -44,30 +44,29 @@ Les artilleurs de chars et d'IFV le déploient en sélectionnant son emplacement > > véhicule deployant de la fumée -## _Helicopters_ {#helicopters} - -* Helicopters have a **warm-up time** of around 30 seconds. If too much thrust is generated while the rotor blades spin up, the pilot will lose control and crash. To start the helicopter you have to leave the throttle at idle for at least 30 seconds before trying to lift off. -* Helicopter pilots can look in other directions while flying by pressing the 6, 7, 8 and 9 keys which you can map to a joystick POV HAT Switch. To look forwards again press 1 or select any other weapon your aircraft has. -* The rudder controls are mostly effective at low speeds. At higher speeds you need to bank the helicopter to turn. -* Players using **the pilot kit cannot occupy any of the passenger seats** of an aircraft. This is to stop players using the pilot kit as some kind of SF paratrooper assault kit because it has a parachute. If you have had to bail out of your aircraft and then receive a pickup from another aircraft, ensure you drop your pilot kit before entering the aircraft’s passenger seat otherwise you will be forced out of the helicopter. -* The pilot of Heavy Attack Helicopters aka Gunships can fire the **unguided rockets** while the gunner controls the cannon and guided missiles. -* Gunners in attack helicopters can zoom their weapons camera by pressing the cycle camera key \(**C**\) or by pressing the F9 to F11 keys. They can also switch to a thermal imaging mode by using the secondary radio menu \(**T**\) and selecting **“DAY / THERMAL”** to toggle between the two. -* The attack-helicopter's **gunner** has 4 different modes to choose from: -* First-person view in the cockpit -* Gun-camera which controls the helicopter's gun -* **Laser-guided fire mode \(LG\)** allows a semi-manual targeting mode, where you can click on the target and the missile will guide itself towards it and click again to update the targets location to the missile in flight. -* **Laser-targeted fire mode** **\(LT\)** \(fire-and-forget\) locks the missile onto a laser target provided by ground troops or a scout helicopter. The laser targeted mode is the best choice if a spotter can designate the target. It allows minimal exposure of the helicopter. The laser guided mode allows the best tracking of moving targets. However if the target hasn’t been “lazed” correctly or badly, or simply for some reason the missile can’t see the target after launch like if a building gets in the way, the missile may miss. -* Helicopter crews need to be in the same squad. -* Helicopters must return to the helipad and land to be **rearmed/repaired**. On Carriers you can only reload on the “ramp” of the carrier, off the runway, this doesn't include the lifts. -* To successfully **drop supplies** from a transport helicopters the pilot needs to conduct the drop from an altitude under 5m / 15 feet by pressing the alternate fire key. -* **Countermeasure flares** are limited and need to be rearmed when expended. Every time you deploy flare\(**X**\) one flare will be deployed. - -## _Fixed Wing Aircraft_ {#fixed-wing-aircraft} - -* Aircraft have a **warm-up time** of 30 seconds before they can take off from the ground. -* Jet pilots can look in other directions while flying by pressing the 7, 8 and 9 keys which you can map to a joystick POV HAT Switch. To look forwards again press 1 or select any other weapon your aircraft has. -* To slowly **taxi** on the ground keep the throttle neutral and push the stick forward or press the up arrow key, to slowly move in that direction. Pull the stick back or press the down arrow key to reverse. To steer left and right use the rudder controls \(**A & D**\). -* Your maximum altitude is 10km. +## _Hélicoptères_ {#helicopters} + +* Les hélicoptères ont un **temps de préchauffage** d'environ 30 secondes. Si trop de poussée est générée pendant que les pales du rotor tournent, le pilote perdra le contrôle et s'écrasera. Pour démarrer l'hélicoptère, vous devez laisser la manette des gaz au ralenti pendant au moins 30 secondes avant d'essayer de décoller. +* Les pilotes d'hélicoptère peuvent regarder dans d'autres directions pendant le vol en appuyant sur les touches 6, 7, 8 et 9 que vous pouvez mapper sur un joystick POV HAT Switch. Pour regarder à nouveau vers l'avant, appuyez sur 1 ou sélectionnez n'importe quelle autre arme dont votre hélicoptères dispose. +* Les joueurs utilisant le **kit pilote ne peuvent occuper aucun des sièges passagers** d'un Hélicoptères. C'est pour empêcher les joueurs d'utiliser le kit pilote comme une sorte de kit d'assaut de parachutiste SF car il a un parachute. Si vous avez dû sauter de votre avion et que vous avez ensuite été pris en charge par un autre avion, assurez-vous de déposer votre kit de pilote avant d'entrer dans le siège passager de l'avion, sinon vous serez forcé de quitter l'hélicoptère. +* Le pilote d'hélicoptères d'attaque lourds aka Gunships peut tirer les **roquettes non guidées** tandis que le tireur contrôle le canon et les missiles guidés. +* Les artilleurs dans les hélicoptères d'attaque peuvent zoomer leur caméra d'armes en appuyant sur la touche de cycle de caméra \( **C** \) ou en appuyant sur les touches F9 à F11. Ils peuvent également passer en mode d'imagerie thermique en utilisant le menu radio secondaire \( **T** \) et en sélectionnant « **JOUR / THERMIQUE** » pour basculer entre les deux. +* **Le mitrailleur** de l'hélicoptère d'attaque a le choix entre 4 modes différents : +* Vue à la première personne dans le cockpit +* Gun-caméra qui contrôle le canon de l'hélicoptère +* **Le mode de tir guidé par laser \(LG\)** permet un mode de ciblage semi-manuel, où vous pouvez cliquer sur la cible et le missile se guidera vers elle et cliquera à nouveau pour mettre à jour l'emplacement des cibles sur le missile en vol. +* Le **mode de tir ciblé par laser \(LT\)**\(fire-and-forget\) verrouille le missile sur une cible laser fournie par des troupes au sol ou un hélicoptère de reconnaissance. Le mode laser ciblé est le meilleur choix si un observateur peut désigner la cible. Il permet une exposition minimale de l'hélicoptère. Le mode guidé par laser permet le meilleur suivi des cibles en mouvement. Cependant, si la cible n'a pas été "lazée" correctement ou mal, ou simplement pour une raison quelconque, le missile ne peut pas voir la cible après le lancement, comme si un bâtiment se mettait en travers du chemin, le missile peut manquer. +* Les équipages d'hélicoptères doivent être dans la même escouade. +* Les hélicoptères doivent retourner à l'héliport et atterrir pour être réarmés/réparés . Sur les transporteurs, vous ne pouvez recharger que sur la "rampe" du transporteur, hors piste, cela n'inclut pas les ascenseurs. +* Pour réussir le **largage de ravitaillement** d'un hélicoptère de transport, le pilote doit effectuer le largage à une altitude inférieure à 5 m / 15 pieds en appuyant sur la touche de tir alternatif. +* **Les fusées éclairantes de contre-mesure** sont limitées et doivent être réarmées lorsqu'elles sont utilisées. Chaque fois que vous déployez une fusée \( **X** \), une fusée sera déployée. + +## _Aéronef à voilure fixe_ {#fixed-wing-aircraft} + +* ALes avions ont un **temps de préchauffage** de 30 secondes avant de pouvoir décoller du sol. +* Les pilotes de jet peuvent regarder dans d'autres directions pendant le vol en appuyant sur les touches 7, 8 et 9 que vous pouvez mapper sur un joystick POV HAT Switch. Pour regarder à nouveau vers l'avant, appuyez sur 1 ou sélectionnez n'importe quelle autre arme dont votre avion dispose. +* **Pour rouler** lentement au sol, maintenez la manette des gaz neutre et poussez le manche vers l'avant ou appuyez sur la touche fléchée vers le haut pour vous déplacer lentement dans cette direction. Tirez le manche vers l'arrière ou appuyez sur la flèche vers le bas pour reculer. Pour diriger à gauche et à droite, utilisez les commandes de gouvernail \( A & D \). +* Votre altitude maximale est de 10 km. * To **take off** you need to put the throttle on maximum and then wait a little for the plane to start accelerating. When you are down 2/3 of the runway gently start pulling on the stick and maybe add some afterburner. * Most aircraft come equipped with a **cannon and several external weapons**. The primary fire key will fire the cannon \(if your aircraft has one\) while the alternate fire key will fire the currently selected weapon such as bombs and missiles. * To **re-arm and repair** you do need to land the aircraft at your airbase and taxi to the “ramp” or on some very few maps, on the runway. It takes quite some time to rearm completely. On Carriers you can only reload on the “ramp” of the carrier, off the runway. This doesn't include the lifts. From ff559b39df406127d48d843b50f20722c0d489ec Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Sun, 10 Jul 2022 12:30:41 +0200 Subject: [PATCH 35/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index 8e81e84..fc1c1a5 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -67,8 +67,8 @@ Les artilleurs de chars et d'IFV le déploient en sélectionnant son emplacement * Les pilotes de jet peuvent regarder dans d'autres directions pendant le vol en appuyant sur les touches 7, 8 et 9 que vous pouvez mapper sur un joystick POV HAT Switch. Pour regarder à nouveau vers l'avant, appuyez sur 1 ou sélectionnez n'importe quelle autre arme dont votre avion dispose. * **Pour rouler** lentement au sol, maintenez la manette des gaz neutre et poussez le manche vers l'avant ou appuyez sur la touche fléchée vers le haut pour vous déplacer lentement dans cette direction. Tirez le manche vers l'arrière ou appuyez sur la flèche vers le bas pour reculer. Pour diriger à gauche et à droite, utilisez les commandes de gouvernail \( A & D \). * Votre altitude maximale est de 10 km. -* To **take off** you need to put the throttle on maximum and then wait a little for the plane to start accelerating. When you are down 2/3 of the runway gently start pulling on the stick and maybe add some afterburner. -* Most aircraft come equipped with a **cannon and several external weapons**. The primary fire key will fire the cannon \(if your aircraft has one\) while the alternate fire key will fire the currently selected weapon such as bombs and missiles. +* Pour **décoller**, vous devez mettre les gaz au maximum, puis attendre un peu que l'avion commence à accélérer. Lorsque vous êtes aux 2/3 de la piste, commencez à tirer doucement sur le manche et ajoutez peut-être un peu de postcombustion. +* La plupart des avions sont équipés d'un **canon et de plusieurs armes externes** . La touche de tir principale tirera le canon (si votre avion en a un) tandis que la touche de tir secondaire tirera l'arme actuellement sélectionnée, comme les bombes et les missiles. * To **re-arm and repair** you do need to land the aircraft at your airbase and taxi to the “ramp” or on some very few maps, on the runway. It takes quite some time to rearm completely. On Carriers you can only reload on the “ramp” of the carrier, off the runway. This doesn't include the lifts. * Most fixed wing aircraft feature **ejection seats** when you press E. It will automatically deploy the parachute when below 750m. * **Air-to-ground weapons** in single seat aircraft need an established laser lock to hit a target. The recommended procedure for an attack with them is explained below: From c760966bd3a08f10f697e4a97c507940fb12db79 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Mon, 17 Oct 2022 19:09:04 +0200 Subject: [PATCH 36/46] Update commander.md --- fr - Copie/commander.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/fr - Copie/commander.md b/fr - Copie/commander.md index af652b0..f8156ce 100644 --- a/fr - Copie/commander.md +++ b/fr - Copie/commander.md @@ -52,9 +52,9 @@ Le commandant des forces conventionnelles et la milice sont en mesure de contrô L'UAV est lancé en plaçant le marqueur UAV sur la carte de commande. Cela peut être fait en appuyant sur l'icône UAV en haut à gauche de l'écran du commandant ou en faisant un clic droit sur la carte et en plaçant l'icône UAV. Ensuite, pour le faire fonctionner, vous devez entrer dans le véhicule ACV à la base principale de votre équipe. -{% figure "../assets/acvv.png" %} -Armored Command Vehicle. -{% endfigure %} +> ![](../assets/acvv.png) +> +> Véhicule blindé de commandement **Le drone ne sera pas éternellement en place**. L'UAV perd 0,2 % de carburant/s en déplacement, 0,1 % de carburant/s en fonctionnement et se ravitaille à 0,2 % de carburant/s à la base. Vous pouvez surveiller le carburant en regardant la barre "FUEL" en haut à gauche de l'écran de commande. From df6b17a6d7971fa8c6efc7d11edd09796b076775 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Mon, 17 Oct 2022 19:10:17 +0200 Subject: [PATCH 37/46] Update commander.md --- fr - Copie/commander.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/fr - Copie/commander.md b/fr - Copie/commander.md index f8156ce..a24c123 100644 --- a/fr - Copie/commander.md +++ b/fr - Copie/commander.md @@ -27,15 +27,15 @@ Pour maintenir la cohésion de l'équipe, le seul objectif du commandant est de * **Ordres d'escouade** * Les mêmes marqueurs sont disponibles pour les chefs d'escouade. Lorsque vous sélectionnez une équipe dans le menu de gauche, vous pouvez les commander. S'ils acceptent \(**PAGE UP**\) , il remplacera le marqueur de cette escouade. **** -![](../assets/build.png)**Construir** +![](../assets/build.png)**Construire** -![](../assets/observe.png)**Observar** +![](../assets/observe.png)**Observer** -![](../assets/defendmarker.png)**Defender** +![](../assets/defendmarker.png)**Defendre** ![](../assets/demolish.png)**Demolir** -![](../assets/move.png)**Mover** +![](../assets/move.png)**bouger** * **Infanterie \| Véhicules \| Emplacements \| Divers.** * Divers marqueurs pouvant être placés pour marquer l'infanterie ennemie, les ressources et les ressources déployées. From 44be168466af90f77f69d72339ab8b29d8b8104b Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Mon, 17 Oct 2022 19:13:38 +0200 Subject: [PATCH 38/46] Update commander.md --- fr - Copie/commander.md | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/fr - Copie/commander.md b/fr - Copie/commander.md index a24c123..5cbfdfe 100644 --- a/fr - Copie/commander.md +++ b/fr - Copie/commander.md @@ -68,6 +68,7 @@ Le drone prend 45 secondes pour démarrer/atterrir. Le drone peut être déplacé instantanément en lui attribuant une nouvelle position sur la carte. Le drone ne fonctionne que sur des cartes de 2 km et 4 km car il est trop puissant pour les petites cartes. -{% figure "../assets/uav.png" %} -The commander’s UAV Camera. -{% endfigure %} +> ![](../assets/uav.png) +> +> _Vue de la caméra UAV depuis le commandant_ + From 1c987ca1f12e23222f39d415de42757acd822213 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Wed, 25 Oct 2023 12:10:37 +0200 Subject: [PATCH 39/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index fc1c1a5..d617118 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -63,20 +63,20 @@ Les artilleurs de chars et d'IFV le déploient en sélectionnant son emplacement ## _Aéronef à voilure fixe_ {#fixed-wing-aircraft} -* ALes avions ont un **temps de préchauffage** de 30 secondes avant de pouvoir décoller du sol. +* Les avions ont un **temps de préchauffage** de 30 secondes avant de pouvoir décoller du sol. * Les pilotes de jet peuvent regarder dans d'autres directions pendant le vol en appuyant sur les touches 7, 8 et 9 que vous pouvez mapper sur un joystick POV HAT Switch. Pour regarder à nouveau vers l'avant, appuyez sur 1 ou sélectionnez n'importe quelle autre arme dont votre avion dispose. * **Pour rouler** lentement au sol, maintenez la manette des gaz neutre et poussez le manche vers l'avant ou appuyez sur la touche fléchée vers le haut pour vous déplacer lentement dans cette direction. Tirez le manche vers l'arrière ou appuyez sur la flèche vers le bas pour reculer. Pour diriger à gauche et à droite, utilisez les commandes de gouvernail \( A & D \). * Votre altitude maximale est de 10 km. * Pour **décoller**, vous devez mettre les gaz au maximum, puis attendre un peu que l'avion commence à accélérer. Lorsque vous êtes aux 2/3 de la piste, commencez à tirer doucement sur le manche et ajoutez peut-être un peu de postcombustion. * La plupart des avions sont équipés d'un **canon et de plusieurs armes externes** . La touche de tir principale tirera le canon (si votre avion en a un) tandis que la touche de tir secondaire tirera l'arme actuellement sélectionnée, comme les bombes et les missiles. -* To **re-arm and repair** you do need to land the aircraft at your airbase and taxi to the “ramp” or on some very few maps, on the runway. It takes quite some time to rearm completely. On Carriers you can only reload on the “ramp” of the carrier, off the runway. This doesn't include the lifts. -* Most fixed wing aircraft feature **ejection seats** when you press E. It will automatically deploy the parachute when below 750m. -* **Air-to-ground weapons** in single seat aircraft need an established laser lock to hit a target. The recommended procedure for an attack with them is explained below: - 1. Ground troops find a suitable target for an air attack. - 2. The troops contact the pilot either directly through mumble/text chat and/or by placing a CAS marker. ![](../assets/marker.png) - 3. The pilot informs the ground troops of his approach using the **“ON THE WAY”** command from his main radio menu and/or through mumble/text chat. - 4. As the pilot approaches the target, the ground troops mark the target with a **GTLD laser** designator, if the laser is slightly off from the target, the missile may miss. - 5. When the target is locked-on the pilot receives a sound cue. He may now release the bomb/missile. +* Pour **réarmer et réparer**, vous devez faire atterrir l'avion sur votre base aérienne et rouler jusqu'à la « rampe » ou sur quelques très rares cartes, sur la piste. Il faut un certain temps pour se réarmer complètement. Sur les porte-avions, vous ne pouvez recharger que sur la « rampe » du porte-avions, hors piste. Cela n'inclut pas les ascenseurs. +* La plupart des avions à voilure fixe sont équipés de **sièges éjectables** lorsque vous appuyez sur E. Ils déploieront automatiquement le parachute en dessous de 750 m. +* **Les armes air-sol** des avions monoplaces nécessitent un verrouillage laser établi pour atteindre une cible. La procédure recommandée pour une attaque avec eux est expliquée ci-dessous : + 1. Les troupes terrestres trouvent une cible appropriée pour une attaque aérienne. + 2. Les troupes contactent le pilote soit directement par chat marmonné/texto et/ou en plaçant un marqueur CAS. ![](../assets/marker.png) + 3.Le pilote informe les troupes au sol de son approche en utilisant la commande **« ON THE WAY »** depuis son menu radio principal et/ou via le chat marmonné/texté. + 4.Lorsque le pilote s'approche de la cible, les troupes au sol marquent la cible avec un désignateur laser GTLD ; si le laser est légèrement éloigné de la cible, le missile peut rater. + 5. Lorsque la cible est verrouillée, le pilote reçoit un signal sonore. Il peut maintenant larguer la bombe/le missile. * **Two-seater aircraft** allow the weapons systems officer \(WSO\) to identify and engage targets by himself while using the TV targeting mode. The targeting modes work in the same way as in attack helicopters. * The commander can place a laser target from his map. Since this method is not very precise it should only be used to bomb static targets. * Aircrafts don't have a nose camera but you can still look back by pressing the cycle camera key \(**C**\) or F11 to look back, and F9 or a weapon key to look forwards again. From 7e2693c0959b7980e7f903e2bbe644f1d4544676 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Wed, 25 Oct 2023 12:14:16 +0200 Subject: [PATCH 40/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index d617118..8b7f837 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -73,7 +73,7 @@ Les artilleurs de chars et d'IFV le déploient en sélectionnant son emplacement * La plupart des avions à voilure fixe sont équipés de **sièges éjectables** lorsque vous appuyez sur E. Ils déploieront automatiquement le parachute en dessous de 750 m. * **Les armes air-sol** des avions monoplaces nécessitent un verrouillage laser établi pour atteindre une cible. La procédure recommandée pour une attaque avec eux est expliquée ci-dessous : 1. Les troupes terrestres trouvent une cible appropriée pour une attaque aérienne. - 2. Les troupes contactent le pilote soit directement par chat marmonné/texto et/ou en plaçant un marqueur CAS. ![](../assets/marker.png) + 2. Les troupes contactent le pilote soit directement par chat marmonné/texto et/ou en plaçant un marqueur CAS. ![](../assets/marker.png). 3.Le pilote informe les troupes au sol de son approche en utilisant la commande **« ON THE WAY »** depuis son menu radio principal et/ou via le chat marmonné/texté. 4.Lorsque le pilote s'approche de la cible, les troupes au sol marquent la cible avec un désignateur laser GTLD ; si le laser est légèrement éloigné de la cible, le missile peut rater. 5. Lorsque la cible est verrouillée, le pilote reçoit un signal sonore. Il peut maintenant larguer la bombe/le missile. From ede028ceb52f91c65076bc4b9cb3c38c18f7869e Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Wed, 25 Oct 2023 12:15:24 +0200 Subject: [PATCH 41/46] Update operating_vehicles.md From 980e58ffa16790e4a5f2e2355709a4e0c94b040e Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Wed, 25 Oct 2023 12:33:29 +0200 Subject: [PATCH 42/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 91 +++++++++++++++----------------- 1 file changed, 44 insertions(+), 47 deletions(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index 8b7f837..056fa44 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -77,60 +77,57 @@ Les artilleurs de chars et d'IFV le déploient en sélectionnant son emplacement 3.Le pilote informe les troupes au sol de son approche en utilisant la commande **« ON THE WAY »** depuis son menu radio principal et/ou via le chat marmonné/texté. 4.Lorsque le pilote s'approche de la cible, les troupes au sol marquent la cible avec un désignateur laser GTLD ; si le laser est légèrement éloigné de la cible, le missile peut rater. 5. Lorsque la cible est verrouillée, le pilote reçoit un signal sonore. Il peut maintenant larguer la bombe/le missile. -* **Two-seater aircraft** allow the weapons systems officer \(WSO\) to identify and engage targets by himself while using the TV targeting mode. The targeting modes work in the same way as in attack helicopters. -* The commander can place a laser target from his map. Since this method is not very precise it should only be used to bomb static targets. -* Aircrafts don't have a nose camera but you can still look back by pressing the cycle camera key \(**C**\) or F11 to look back, and F9 or a weapon key to look forwards again. -* **Flares** are triggered individually\(**X**\) and need to be rearmed after all of them have been dropped. Since the warning sound is only played once the enemy has already locked onto your aircraft for half a second, it is recommended to use them while on an attack run to reduce the chance of the enemy establishing a lock. -* **To land** in PR:BF2 you need to plan ahead much longer than in BF2. Here are some tips on how to make your first landings easier: -* You need to reduce your speed in advance until you can just stay level without falling out of the sky \(about 40% power\) with the stall airspeed being different for each aircraft. \(You can find the stall speed of your aircraft yourself by just going up high and slowing your aircraft down until it starts to lose control and fall, but doing it up high will mean you can regain control by opening up the throttle and pointing your nose down, then just stay above that stall speed while landing, until your wheels hit the ground.\) -* When you are at this speed you should start your approach. -* Imagine a point on the map by extending the runway by about 1km. -* Fly to this point and turn towards the runway. -* When you are about 200m from the runway cut your throttle. -* Once you have touched the ground pull back on the stick to slow down, the planes all handle individually. - -## _Fire Control Systems_ {#fire-control-systems} -Vehicles in Project Reality use an authentic ballistic system for vehicle projectiles. Depending on the vehicle several variations of Fire Control Systems (FCS) computers can be used by the gunner. In principle, the FCS can calculate required adjustments to fire at the target exactly where you want to. Not only does the firing solution consider the drop of the projectile due to gravity, it also includes friction slowing down projectiles. Further it can account for the offset between the operator camera and barrel, the height difference to the target, banking of the vehicle as well as speed of the vehicle. Just as their real life counterparts, not every vehicle will have the same capabilities for their FCS. This section will delve deeper into some of the use-cases of our FCS implementations. - -### Ground Vehicles -* In short, there are 3 types of FCS for ground vehicles: - * Static sight: You have to rely on range markings in the sight. - * Adjusting sight: The crosshair moves to show where to aim. - * Adjusting barrel: The barrel moves to hit where you are aiming. -* The vehicle gunner‘s view (the sight in the HUD) will greatly vary from vehicle to vehicle depending on their specifications. Some vehicles, mostly older generation ones, but not limited to age, simply offer a graticule overlay with lines indicating the necessary point of aim for a given distance. -The markings on the scope itself will usually clarify which lines are to be used for which type of armament specifically. The gunner then has to correctly estimate the range to the target and adjust the gun’s pitch in order to hit. -* Other vehicles come with the ability to set up the gun sight’s zero to indicate the point of aim for the intended point of impact. By holding the commo-rose **\(default: Q\)**, the gunner can dial into the desired range by increasing or subtracting the indicated range. He can also reset the gun into neutral position, which is indicated by the display of **- - - -** in the HUD as range setting. - +* **Les avions biplaces** permettent à l'officier des systèmes d'armes (WSO) d'identifier et d'engager lui-même des cibles tout en utilisant le mode de ciblage TV. Les modes de ciblage fonctionnent de la même manière que dans les hélicoptères d'attaque. +* Le commandant peut placer une cible laser depuis sa carte. Cette méthode n’étant pas très précise, elle ne doit être utilisée que pour bombarder des cibles statiques. +* Les avions n'ont pas de caméra frontale, mais vous pouvez toujours regarder en arrière en appuyant sur la touche de caméra cycle ( C ) ou sur F11 pour regarder en arrière, et sur F9 ou sur une touche d'arme pour regarder à nouveau vers l'avant. +* **Moyen de contre mesure** sont déclenchées individuellement ( X ) et doivent être réarmées une fois qu'elles ont toutes été larguées. Étant donné que le son d'avertissement n'est émis qu'une fois que l'ennemi s'est déjà verrouillé sur votre avion pendant une demi-seconde, il est recommandé de l'utiliser lors d'une attaque afin de réduire les chances que l'ennemi établisse un verrouillage. +* **Pour atterrir dans PR:BF2**, vous devez planifier beaucoup plus longtemps que dans BF2. Voici quelques conseils pour faciliter vos premiers atterrissages : +* Vous devez réduire votre vitesse à l'avance jusqu'à ce que vous puissiez simplement rester à niveau sans tomber du ciel (environ 40 % de puissance), la vitesse de décrochage étant différente pour chaque avion. (Vous pouvez trouver vous-même la vitesse de décrochage de votre avion en montant simplement en haut et en ralentissant votre avion jusqu'à ce qu'il commence à perdre le contrôle et à tomber, mais le faire en haut signifie que vous pourrez reprendre le contrôle en ouvrant les gaz et en pointant votre nez. vers le bas, puis restez simplement au-dessus de cette vitesse de décrochage lors de l'atterrissage, jusqu'à ce que vos roues touchent le sol.) +* Lorsque vous êtes à cette vitesse, vous devez commencer votre approche. +* Imaginez un point sur la carte en prolongeant la piste d'environ 1 km. +* Volez jusqu'à ce point et tournez-vous vers la piste. +* Lorsque vous êtes à environ 200 m de la piste, coupez les gaz. +* Une fois que vous avez touché le sol, tirez sur le manche pour ralentir, les avions se manipulent tous individuellement. + +## _Systèmes de contrôle de tire_ {#fire-control-systems} +Les véhicules de Project Reality utilisent un système balistique authentique pour les projectiles des véhicules. En fonction du véhicule, plusieurs variantes d'ordinateurs de systèmes de contrôle de tir (FCS) peuvent être utilisées par le tireur. En principe, le FCS peut calculer les ajustements nécessaires pour tirer sur la cible exactement là où vous le souhaitez. Non seulement la solution de tir prend en compte la chute du projectile due à la gravité, mais elle inclut également le ralentissement des projectiles par friction. En outre, il peut tenir compte du décalage entre la caméra de l'opérateur et le canon, de la différence de hauteur par rapport à la cible, de l'inclinaison du véhicule ainsi que de la vitesse du véhicule. Tout comme leurs homologues réels, tous les véhicules n’auront pas les mêmes capacités pour leur FCS. Cette section approfondira certains des cas d'utilisation de nos implémentations FCS. + +### Véhicules terrestres +* En bref, il existe 3 types de FCS pour les véhicules terrestres : + * Viseur statique : vous devez vous fier aux marquages ​​de portée dans le viseur. + * Réglage de la visée : le réticule se déplace pour indiquer où viser. + * Canon réglable : Le canon se déplace pour frapper là où vous visez. +* La vue du tireur du véhicule (la vue dans le HUD) variera considérablement d'un véhicule à l'autre en fonction de ses spécifications. Certains véhicules, pour la plupart d'ancienne génération, mais sans s'y limiter, proposent simplement une superposition de réticule avec des lignes indiquant le point de visée nécessaire pour une distance donnée. Les marquages ​​sur la lunette elle-même précisent généralement quelles lignes doivent être utilisées pour quel type d'armement en particulier. Le tireur doit alors estimer correctement la distance jusqu'à la cible et ajuster le pas du canon pour toucher. +* D'autres véhicules ont la possibilité de régler le zéro du viseur du pistolet pour indiquer le point de visée du point d'impact prévu. En maintenant la commo-rose **\(default: Q\)** , le tireur peut accéder à la portée souhaitée en augmentant ou en soustrayant la portée indiquée. Il peut également remettre le cannon en position neutre, ce qui est indiqué par l'affichage de - - - - dans le HUD comme réglage de portée., {% figure "../assets/fcs_manual.png" %} -Using the commo-rose to manually change the set range. + Utilisation de la commo-rose pour modifier manuellement la plage définie. {% endfigure %} -* The most sophisticated setup found on most modern vehicles comes with access to a fully automated FCS, complete with a laser range finder. They will show the icon for the laser as active:![](../assets/fcs_cap_laser.png). -* After aiming the crosshair at the desired target(distance), vehicles that have it, the laser range finder can be used with the change camera key **\(default: C\)** which will set the gun automatically to be set in the correct position to fire at the center crosshair. -* In the bottom right of the HUD the current set range and available capabilities of your vehicle is shown. - +* Les icônes dans la vue du tireur sur les véhicules utilisant un FCS affichent un certain nombre d'icônes en échelle blanche ou grise. Ces icônes indiquent chacune un certain type de correction de visée dont le FCS tiendra compte lors du réglage correct du pistolet. Les corrections tiennent compte des imprécisions de visée suivantes : ![](../assets/fcs_cap_laser.png). +* Après avoir pointé le réticule sur la cible (distance) souhaitée, les véhicules qui en disposent, le télémètre laser peut être utilisé avec la touche de changement de caméra **\(default: C\)** qui réglera automatiquement le pistolet pour qu'il soit placé dans la bonne position pour tirer sur le réticule central. +* En bas à droite du HUD, la plage définie actuelle et les capacités disponibles de votre véhicule sont affichées. {% figure "../assets/fcs_main.png" %} The set range and FCS capability icons being shown in the bottom right of the HUD. {% endfigure %} * The icons in the gunner view on vehicles using a FCS show a number of icons in either white or grey scale. These icons each indicate a certain type of aiming correction the FCS will account for when setting the gun up correctly. The corrections account for the following aiming inaccuracies: - * ![](../assets/fcs_cap_velocity.png) Speed compensation: Compensating for the vehicle’s own movement. Does NOT correct the lead on a moving enemy target vehicle. - * ![](../assets/fcs_cap_height.png) Height compensation: Compensates for the difference in altitude between your vehicle and the target. - * ![](../assets/fcs_cap_parallax.png) Parallax compensation: Compensating the mismatch between gun position and gunner camera position. - * ![](../assets/fcs_cap_roll.png) Roll compensation: Compensates the vehicle sitting at an angle. -* When switching to the coaxial machine gun, the gun’s pitch will automatically to fire the machine gun to fire at the center. The same will happen when switching to other types of munitions. To switch between main gun and coaxial MG use the switch weapon key **\(default: F\)**. -* Although the desired mode of operation is for the weapon to be set automatically, the gunner has also the ability to dial manually. This will however not correct for aiming mismatches(see below). -If the distance to the target is greater than physically achieveable by the selected weapon, the HUD will display a red lettering of the current range setting or **^ ^ ^ ^** as the error indication. -* A small number of vehicles will utilize a laser range finder to receive the correct distance to the target, but instead of shifting the gun to aim in the center crosshair, the position of the crosshair within the scope will change. Changing to the coaxial machine gun or other types of ammunition will change the crosshair position automatically again. Just like above, manually dialing is also possible. -* There is a very, very brief period after lasing and the gun entering the correct position. If you’re too hasty you may end up missing. -* The laser range finder has a cool down period of about one second in between uses, indicated by the icon turning red. -* It cannot be used to set up the gun for distances under 150m. Lasing at such a low distance or into the horizon will revert the gun to settle into neutral position, with the range indicator showing **v v v v**. -* The laser has an error of around ± 5m. - -* The game will memorize the last setting of the gunner, regardless of whether he left it or was killed in it. -* The gun’s warm up phase does not prevent the gunner from using the laser range finder or the manual range dialing. -* The FCS on SPAAA (Self-Propelled Anti-Aircraft Artillery) vehicles is always active and does not require any additional input from the player. -* When crewing a SPAAA with radar equipment, the FCS will display a circle indicating the correct target lead after aquiring a lock on the target. The enemy aircraft can deploy flares to break the lock, which removes the aiming circle temporarily. + * ![](../assets/fcs_cap_velocity.png) Compensation de vitesse : Compensation du propre mouvement du véhicule. Ne corrige PAS l'avance d'un véhicule cible ennemi en mouvement. + * ![](../assets/fcs_cap_height.png) Compensation de hauteur : compense la différence d'altitude entre votre véhicule et la cible. + * ![](../assets/fcs_cap_parallax.png) Compensation de parallaxe : Compensation de l'inadéquation entre la position du pistolet et la position de la caméra du tireur. + * ![](../assets/fcs_cap_roll.png) Compensation de roulis : compense le véhicule assis en biais. + * +* Lors du passage à la mitrailleuse coaxiale, le pas du pistolet fera automatiquement tirer la mitrailleuse pour tirer au centre. La même chose se produira lors du passage à d’autres types de munitions. Pour basculer entre le canon principal et la MG coaxiale, utilisez la touche de changement d'arme **\(default: F\)**. +*Bien que le mode de fonctionnement souhaité soit que l'arme soit réglée automatiquement, le tireur a également la possibilité de composer manuellement. Cela ne corrigera cependant pas les erreurs de visée (voir ci-dessous). Si la distance jusqu'à la cible est supérieure à celle physiquement réalisable par l'arme sélectionnée, le HUD affichera une lettre rouge du réglage de portée actuel ou **^ ^ ^ ^** comme indication d'erreur. +* Un petit nombre de véhicules utiliseront un télémètre laser pour obtenir la distance correcte par rapport à la cible, mais au lieu de déplacer le cannon pour viser dans le réticule central, la position du réticule dans la lunette changera. Le passage à la mitrailleuse coaxiale ou à d'autres types de munitions modifiera à nouveau automatiquement la position du réticule. Tout comme ci-dessus, la numérotation manuelle est également possible. +*Il y a une période très, très brève après l'application du laser et le moment où le pistolet entre dans la bonne position. Si vous êtes trop pressé, vous risquez de manquer. +* Le télémètre laser a une période de refroidissement d'environ une seconde entre les utilisations, indiquée par l'icône qui devient rouge. +* Il ne peut pas être utilisé pour régler le pistolet sur des distances inférieures à 150 m. Un laser à une distance aussi faible ou dans l'horizon ramènera le pistolet pour se stabiliser en position neutre, l'indicateur de portée indiquant **vvvv** . +* Le laser a une erreur d'environ ± 5 m. + +* Le jeu mémorisera le dernier réglage du tireur, qu'il l'ait quitté ou qu'il y ait été tué. +* La phase de préchauffage du pistolet n'empêche pas le tireur d'utiliser le télémètre laser ou la sélection manuelle de la distance. +* Le FCS sur les véhicules SPAAA (Self-Propelled Anti-Aircraft Artillery) est toujours actif et ne nécessite aucune intervention supplémentaire de la part du joueur. +* Lors de l'équipage d'un SPAAA avec un équipement radar, le FCS affichera un cercle indiquant la bonne avance de la cible après avoir acquis un verrouillage sur la cible. L'avion ennemi peut déployer des fusées éclairantes pour briser le verrou, ce qui supprime temporairement le cercle de visée. ### Fixed Wing Aircraft -The FCS is not limited to ground vehicles, fixed wing aircraft have their own versions for (automated) firing solutions. As such modern jets utilize Constantly Computed Impact Point (CCIP) which will show where bombs will land on the ground. Additionally ground attack jets will also utilize CCIP to show the impact of their main gun. Fighter jets supporting radar targeting will be able to lock onto aircraft with their guns to show a marker predicting where to aim and hit the target. This radar locking will also trigger the victims radar warning receivers and can be countered using flares. +Le FCS ne se limite pas aux véhicules terrestres, les avions à voilure fixe ont leurs propres versions pour les solutions de tir (automatisées). En tant que tels, les avions à réaction modernes utilisent le point d'impact constamment calculé (CCIP) qui indiquera où les bombes atterriront sur le sol. De plus, les avions d'attaque au sol utiliseront également le CCIP pour montrer l'impact de leur canon principal. Les avions de combat prenant en charge le ciblage radar pourront se verrouiller sur les avions avec leurs canons pour afficher un marqueur prédisant où viser et atteindre la cible. Ce verrouillage radar déclenchera également les récepteurs d'avertissement radar des victimes et pourra être contré à l'aide de fusées éclairantes. From 08ee9b9dd02e5810b7aad29d1603cdddf3ec3562 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Wed, 10 Jan 2024 23:01:06 +0100 Subject: [PATCH 43/46] Update set-up.md --- fr - Copie/set-up.md | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/fr - Copie/set-up.md b/fr - Copie/set-up.md index 7ecd03c..22c4532 100644 --- a/fr - Copie/set-up.md +++ b/fr - Copie/set-up.md @@ -13,29 +13,29 @@ * **Input:** Mouse, Keyboard * **Optional:** Joystick, Headset, microphone \(strongly recommended for voice communication\) -## _Game Installation_ {#game-installation} +## _Installation du jeu_ {#game-installation} -With PR:BF2 it is **no longer required to have Battlefield 2** installed. PR:BF2 works as a standalone game. If you have a version of PR:BF2 installed before v1.3 you will need to uninstall this before you install the current version PR:BF2. +Avec PR:BF2, il **n'est plus nécessaire d'installer Battlefield 2** . PR:BF2 fonctionne comme un jeu autonome. Si vous avez une version de PR:BF2 installée avant la v1.3, vous devrez la désinstaller avant d'installer la version actuelle PR:BF2. -You have to download the full PR:BF2 installer from our website. There won’t be a requirement to have Battlefield 2 installed. +Vous devez télécharger le programme d’installation complet de PR:BF2 depuis notre site Web. Il ne sera pas nécessaire d'installer Battlefield 2. [**Download the latest version**](http://www.realitymod.com/downloads) -There are 2 installation methods. You can use the **Download Assistant application** which makes it a lot easier to install PR:BF2 or you can manually download and install the Installer through a **Torrent**. With either method there are 2 steps: Download and Install: +Il existe 2 méthodes d'installation. Vous pouvez utiliser l' application Download Assistant qui facilite grandement l'installation de PR:BF2 ou vous pouvez télécharger et installer manuellement le programme d'installation via un torrent . Quelle que soit la méthode, il y a 2 étapes : Télécharger et installer : -**1\) Download** +**1\) Télécharger** -The Download Assistant will download the Installer using the Torrent protocol. So make sure this isn't blocked by your ISP. Simply download the Download Assistant from our [PR:BF2 Download Section](http://www.realitymod.com/downloads) and follow the instructions in the application. +L'assistant de téléchargement téléchargera le programme d'installation à l'aide du protocole Torrent. Assurez-vous donc que cela n'est pas bloqué par votre FAI. Téléchargez simplement l'assistant de téléchargement depuis notre [PR:BF2 Download Section](http://www.realitymod.com/downloads) et suivez les instructions de l'application. -If you downloaded the Torrent version \(and now the Download Assistant\), this is **NOT** the full install. You use the small .torrent file with a BitTorrent client to actually download the full .iso file. We recommend [qBittorrent](http://www.qbittorrent.org/download.php). Once the torrent is downloaded through your selected Torrent software, you will be presented with a folder with all installation files, move on to step 2 after the application finishes the download. +Si vous avez téléchargé la version Torrent (et maintenant l'assistant de téléchargement), il ne s'agit **PAS** de l'installation complète. Vous utilisez le petit fichier .torrent avec un client BitTorrent pour télécharger le fichier .iso complet. Nous recommandons [qBittorrent](http://www.qbittorrent.org/download.php). Une fois le torrent téléchargé via votre logiciel Torrent sélectionné, un dossier contenant tous les fichiers d'installation vous sera présenté. Passez à l'étape 2 une fois le téléchargement terminé par l'application. **2\) Installation** -The downloaded folder that you now have through either the Download Assistant or the manual Torrent download now have a _setup.exe_ file. Launch this one to start the installation process. The Download Assistant however does has an automated system so after downloading there should be a button to start the installation automatically. +Le dossier téléchargé que vous avez maintenant via l'assistant de téléchargement ou le téléchargement manuel du torrent contient désormais un fichier setup.exe . Lancez celui-ci pour démarrer le processus d’installation. L'assistant de téléchargement dispose cependant d'un système automatisé, donc après le téléchargement, il devrait y avoir un bouton pour démarrer l'installation automatiquement. -A few more points: +Quelques points supplémentaires : -* With the new standalone version there is also no longer a requirement to install it in the Battlefield 2 folder. Feel free to install PR:BF2 in a drive and folder of your choosing. -* If you have BF2 installed you can continue to play it and player other BF2 modifications as well. PR:BF2 does not interfere with them. +* Avec la nouvelle version autonome, il n'est plus nécessaire de l'installer dans le dossier Battlefield 2. N'hésitez pas à installer PR:BF2 dans un lecteur et un dossier de votre choix. +* Si BF2 est installé, vous pouvez continuer à y jouer ainsi qu'à d'autres modifications de BF2. PR:BF2 ne les gêne pas. * PR:BF2 features **an auto-updater.** So once you have installed PR:BF2 you can use the updater to automatically update your game to newer versions when they are released. * PR:BF2 includes PR Mumble in its installation. So there is no need to download this separately. * If you don’t want to use Torrents you will find mirrors for direct HTTP downloads through our forums. @@ -238,4 +238,4 @@ Here are a couple of forum links from realitymod.com to use for various common r {% figure "../assets/mumblekeys.png" %} Creating profile page. -{% endfigure %} \ No newline at end of file +{% endfigure %} From 5588634d8325abe82205eb5d3080e59522b8be17 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Fri, 12 Jan 2024 09:31:01 +0100 Subject: [PATCH 44/46] Update operating_vehicles.md --- fr - Copie/operating_vehicles.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/fr - Copie/operating_vehicles.md b/fr - Copie/operating_vehicles.md index 056fa44..621a59c 100644 --- a/fr - Copie/operating_vehicles.md +++ b/fr - Copie/operating_vehicles.md @@ -10,7 +10,7 @@ * Les véhicules peuvent être réapprovisionnés et réparés au dépôt de ravitaillement. Ou utilisez le dépôt de réparation que n'importe quel camion logistique peut déposer. Les avions et les hélicoptères sont automatiquement réparés et réarmés à leur emplacement d'apparition.repaired and rearmed at their spawn location. * Les insurgés ont des **véhicules suicides** comme un camion benne orange ou de petites voitures civiles remplies de C4. Vous pouvez les faire exploser avec la touche de tir alternative. * Lorsque vous quittez un véhicule terrestre en mouvement, vous subirez des dégâts en fonction de sa vitesse. Vous serez gravement blessé si vous sortez d'un véhicule en feu. -* Lorsque les véhicules subissent beaucoup de dégâts, ils peuvent devenir incapables de se déplacer ou de traverser leur tourelle jusqu'à ce qu'ils soient entièrement réparés. +* Lorsque les véhicules subissent beaucoup de dégâts, ils peuvent devenir incapables de se déplacer ou de faire tourner leur tourelle jusqu'à ce qu'ils soient entièrement réparés. * Les véhicules qui tirent des** missiles filoguidés** doivent être immobiles pendant environ 7 secondes avant de pouvoir tirer avec leur arme * Changer d'arme de véhicule \(type de munitions\) entraînera généralement un délai avant que vous puissiez tirer. * Vous pouvez utiliser le **mouvement CTRL gauche + souris** pour regarder librement lorsque vous utilisez la plupart des véhicules tels que des hélicoptères, des jets, des jeeps, des bateaux et des camions. Les APC et les IFV n'ont pas cette fonctionnalité car ils utilisent des caméras dédiées. @@ -18,7 +18,7 @@ * Lorsque vous êtes dans un véhicule, vous pouvez voir les informations sur les sièges occupés en bas à gauche du HUD. Il ne montre que les sièges d'équipage importants sous forme de marqueurs carrés. Cela comprend les postes de conducteur et de mitrailleur. Les sièges passagers n'ont pas de tels marqueurs et sont affichés comme un compteur séparé. ## _Les Véhicules blindés_ {#armored-vehicles} -* Les chars et les VCI ont des sièges séparés pour le conducteur et le tireur. Pour utiliser le poste de tireur, un conducteur ou un tireur de coupole doit être présent. Après être passé au siège du mitrailleur, vous devez attendre 30 secondes avant de pouvoir viser le canon.Les conducteurs de chars et certains APC/IFV ont un mode de vue commandant qui offre une vue à 360° autour de la tourelle. Vous pouvez y accéder en appuyant sur 2. +* Les chars et les APC ont des sièges séparés pour le conducteur et le tireur. Pour utiliser le poste de tireur, un conducteur ou un tireur de coupole doit être présent. Après être passé au siège du mitrailleur, vous devez attendre 30 secondes avant de pouvoir viser le canon.Les conducteurs de chars et certains APC/IFV ont un mode de vue commandant qui offre une vue à 360° autour de la tourelle. Vous pouvez y accéder en appuyant sur 2. * Les conducteurs de chars et certains APC/IFV ont un **mode de vue commandant** qui offre une vue à 360° autour de la tourelle. Vous pouvez y accéder en appuyant sur 2. * Les pilotes et les artilleurs peuvent **agrandir** leur vue en appuyant sur la touche de fumée pop \( X \). Certains conducteurs de chars doivent d'abord passer en vue commandant. *La plupart des chars et des IFV peuvent utiliser des **optiques thermiques** en plus de leurs vues normales. Vous pouvez passer en mode thermique en utilisant le menu radio secondaire \( **T** \) et en sélectionnant « **JOUR / THERMIQUE** ». Certains vous permettront également de basculer entre les variations thermiques comme WHOT/BHOT. @@ -121,7 +121,7 @@ The set range and FCS capability icons being shown in the bottom right of the HU * Un petit nombre de véhicules utiliseront un télémètre laser pour obtenir la distance correcte par rapport à la cible, mais au lieu de déplacer le cannon pour viser dans le réticule central, la position du réticule dans la lunette changera. Le passage à la mitrailleuse coaxiale ou à d'autres types de munitions modifiera à nouveau automatiquement la position du réticule. Tout comme ci-dessus, la numérotation manuelle est également possible. *Il y a une période très, très brève après l'application du laser et le moment où le pistolet entre dans la bonne position. Si vous êtes trop pressé, vous risquez de manquer. * Le télémètre laser a une période de refroidissement d'environ une seconde entre les utilisations, indiquée par l'icône qui devient rouge. -* Il ne peut pas être utilisé pour régler le pistolet sur des distances inférieures à 150 m. Un laser à une distance aussi faible ou dans l'horizon ramènera le pistolet pour se stabiliser en position neutre, l'indicateur de portée indiquant **vvvv** . +* Il ne peut pas être utilisé pour régler le canon sur des distances inférieures à 150 m. Un laser à une distance aussi faible ou dans l'horizon ramènera le pistolet pour se stabiliser en position neutre, l'indicateur de portée indiquant **vvvv** . * Le laser a une erreur d'environ ± 5 m. * Le jeu mémorisera le dernier réglage du tireur, qu'il l'ait quitté ou qu'il y ait été tué. From 5f415478e6c2be29b7760dd69b4b06dbf02f951e Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Fri, 12 Jan 2024 09:47:55 +0100 Subject: [PATCH 45/46] Update set-up.md --- fr - Copie/set-up.md | 17 ++++++++--------- 1 file changed, 8 insertions(+), 9 deletions(-) diff --git a/fr - Copie/set-up.md b/fr - Copie/set-up.md index 22c4532..ecdcd4a 100644 --- a/fr - Copie/set-up.md +++ b/fr - Copie/set-up.md @@ -36,33 +36,32 @@ Quelques points supplémentaires : * Avec la nouvelle version autonome, il n'est plus nécessaire de l'installer dans le dossier Battlefield 2. N'hésitez pas à installer PR:BF2 dans un lecteur et un dossier de votre choix. * Si BF2 est installé, vous pouvez continuer à y jouer ainsi qu'à d'autres modifications de BF2. PR:BF2 ne les gêne pas. -* PR:BF2 features **an auto-updater.** So once you have installed PR:BF2 you can use the updater to automatically update your game to newer versions when they are released. -* PR:BF2 includes PR Mumble in its installation. So there is no need to download this separately. -* If you don’t want to use Torrents you will find mirrors for direct HTTP downloads through our forums. +* PR:BF2 dispose **d'un programme de mise à jour automatique.** Ainsi, une fois que vous avez installé PR:BF2, vous pouvez utiliser le programme de mise à jour pour mettre automatiquement à jour votre jeu vers des versions plus récentes dès leur sortie. +* PR:BF2 inclut PR Mumble dans son installation. Il n’est donc pas nécessaire de le télécharger séparément. +* Si vous ne souhaitez pas utiliser Torrents, vous trouverez des miroirs pour les téléchargements HTTP directs via nos forums. ## _Creating a PR Account_ {#creating-a-pr-account} -Since DICE and EA removed support for BF2 in May 2014 we now use our own account-service for PR:BF2. All your old BF2 accounts (before PR:BF2 v1.2) are no longer retrievable. Before using the PR Launcher you will need to create a PR Account in order to play online. This account is unique to you. Offline play does not require a PR Account. We use third-party services to connect and verify a PR Account with. Currently we only support Steam. You will need to have an existing Steam account or [create a new one](https://steamcommunity.com/) in order to link to your PR Account. -When you launch Project Reality:BF2 for the first time you will shown the following window: +Depuis que DICE et EA ont supprimé le support de BF2 en mai 2014, nous utilisons désormais notre propre service de compte pour PR:BF2. Tous vos anciens comptes BF2 (avant PR:BF2 v1.2) ne sont plus récupérables. Avant d'utiliser PR Launcher, vous devrez créer un compte PR pour pouvoir jouer en ligne. Ce compte vous est unique. Le jeu hors ligne ne nécessite pas de compte PR. Nous utilisons des services tiers pour connecter et vérifier un compte PR. Actuellement, nous ne prenons en charge que Steam. Vous devrez disposer d'un compte Steam existant ou [create a new one](https://steamcommunity.com/) pour vous connecter à votre compte PR. Lorsque vous lancez Project Reality:BF2 pour la première fois, la fenêtre suivante s'affiche : {% figure "../assets/creating_profile_1.png" %} Steam login prompt. {% endfigure %} -Press the Steam sign-in button to open a webpage where you will need to login to Steam in order to proceed. You will be then asked by your web browser to allow the PR Launcher to login. Depending on your browser this will look similar to the images below. Press the button that allows you to proceed. Afterwards you can close the webpage. +Appuyez sur le bouton de connexion Steam pour ouvrir une page Web sur laquelle vous devrez vous connecter à Steam pour continuer. Votre navigateur Web vous demandera ensuite d'autoriser le PR Launcher à se connecter. Selon votre navigateur, cela ressemblera aux images ci-dessous. Appuyez sur le bouton qui vous permet de continuer. Ensuite, vous pouvez fermer la page Web. {% figure "../assets/creating_profile_2.png" %} Web browsers prompts. {% endfigure %} -Your PR Account will be assigned a PR Account Level. This level determines how much your account is deemed legitimate and not a throwaway account. Servers have the option to choose which minimum level is required to play on their server. In order to determine your PR Account Level, your Steam account will need to be made partially public. You can do this in [the Privacy Settings of Steam](https://steamcommunity.com/my/edit/settings). -Please make sure the _game details_ settings are set to be public. +Votre compte PR se verra attribuer un niveau de compte PR. Ce niveau détermine dans quelle mesure votre compte est considéré comme légitime et non comme un compte jetable. Les serveurs ont la possibilité de choisir quel niveau minimum est requis pour jouer sur leur serveur. Afin de déterminer votre niveau de compte PR, votre compte Steam devra être rendu partiellement public. Vous pouvez le faire dans [the Privacy Settings of Steam](https://steamcommunity.com/my/edit/settings). +Veuillez vous assurer que les paramètres des _détails du jeu_ sont définis comme étant publics. {% figure "../assets/creating_profile_3.png" %} Steam profile's configurations. {% endfigure %} -**Your Steam profile does not have to be public while playing PR:BF2.** Only when calculating the PR Account level. This is done once automatically on the first login and afterwards only when manually calculating. You can find our privacy-notice [here](https://hq.realitymod.com/account/privacy.html). If your account level is not high enough to play on most online servers you will be shown a warning on the main PR Launcher screen which looks like the image below. +**Il n'est pas nécessaire que votre profil Steam soit public lorsque vous jouez à PR:BF2.** Uniquement lors du calcul du niveau du compte PR. Cela se fait automatiquement une fois lors de la première connexion et ensuite uniquement lors du calcul manuel. Vous pouvez trouver notre avis de confidentialité [here](https://hq.realitymod.com/account/privacy.html). Si le niveau de votre compte n'est pas suffisamment élevé pour jouer sur la plupart des serveurs en ligne, un avertissement s'affichera sur l'écran principal de PR Launcher qui ressemble à l'image ci-dessous. {% figure "../assets/creating_profile_4.png" %} Main Launcher page with account level warning. From 77ae1b0b294fb7d008470b15b2c412cc5df7f0c5 Mon Sep 17 00:00:00 2001 From: pulpo1908 <87695530+pulpo1908@users.noreply.github.com> Date: Fri, 12 Jan 2024 10:00:07 +0100 Subject: [PATCH 46/46] Update set-up.md --- fr - Copie/set-up.md | 25 ++++++++++++------------- 1 file changed, 12 insertions(+), 13 deletions(-) diff --git a/fr - Copie/set-up.md b/fr - Copie/set-up.md index ecdcd4a..31b2bdf 100644 --- a/fr - Copie/set-up.md +++ b/fr - Copie/set-up.md @@ -67,17 +67,16 @@ Steam profile's configurations. Main Launcher page with account level warning. {% endfigure %} -To recalculate your PR Account Level go to the **SUPPORT** menu and open the _Account_ tab. There you can find your unique PR Account ID as well as your current PR Account Level and a button to calculate it again. Your level can never become lower after calculation. You will always keep the highest level you have. +Pour recalculer votre niveau de compte PR, accédez au menu **SUPPORT** et ouvrez l' onglet Compte . Vous y trouverez votre identifiant de compte PR unique ainsi que votre niveau de compte PR actuel et un bouton pour le calculer à nouveau. Votre niveau ne peut jamais baisser après calcul. Vous garderez toujours le plus haut niveau que vous avez. +Le niveau de votre compte PR sera plus élevé en collectant de l'XP pour quelques indicateurs. Il s'agit par exemple de ne pas avoir d'interdictions Steam VAC actuelles, d'avoir des jeux achetés sur la boutique Steam dans votre bibliothèque et d'avoir du temps de jeu sur lesdits jeux. **Les dons à l'équipe Project Reality n'influencent pas le niveau de votre compte PR.** -Your PR Account Level will be higher by gathering XP for a few indicators. These are for example having no current Steam VAC bans, having games bought on the Steam store in your library and having playtime on said games. **Donations to the Project Reality team do not influence your PR Account Level.** - -If you do not wish to create a PR Account to play online, you can choose to play offline only on the initial login screen. +Si vous ne souhaitez pas créer de compte PR pour jouer en ligne, vous pouvez choisir de jouer hors ligne uniquement sur l'écran de connexion initial. ## _Creating a Profile_ {#creating-a-profile} -You have one PR Account that is unique. However, you can create multiple profiles under this PR Account. Each profile has a unique in-game name as well as separate settings and controls saved on your computer. You can retrieve previously created profiles as well. Older profiles created after PR:BF2 v1.2 and before v1.6 can be retrieved as well by providing the profile name and password. +Vous disposez d’un compte PR unique. Cependant, vous pouvez créer plusieurs profils sous ce compte PR. Chaque profil possède un nom unique dans le jeu ainsi que des paramètres et des commandes distincts enregistrés sur votre ordinateur. Vous pouvez également récupérer des profils créés précédemment. Les profils plus anciens créés après PR:BF2 v1.2 et avant v1.6 peuvent également être récupérés en fournissant le nom du profil et le mot de passe. -You can access the profile settings by hovering over the PLAY button in the PR Launcher and choosing _Select Profile_ and then _Manage Profiles_. You have the option to create offline profiles as well. If you didn’t log in through your online PR Account, you can only make and use offline profiles. +Vous pouvez accéder aux paramètres du profil en survolant le bouton PLAY dans le PR Launcher et en choisissant Select Profile puis _Manage Profiles_ . Vous avez également la possibilité de créer des profils hors ligne. Si vous ne vous êtes pas connecté via votre compte RP en ligne, vous ne pouvez créer et utiliser que des profils hors ligne. {% figure "../assets/creating_profile_5.png" %} Manage profiles page. @@ -91,19 +90,19 @@ Creating profile page. ## _The PR Launcher_ {#the-pr-launcher} -After installation a shortcut for Project Reality:BF2 will be provided on the desktop, double click on this icon to open the PR Launcher. +Après l'installation, un raccourci pour Project Reality:BF2 sera fourni sur le bureau, double-cliquez sur cette icône pour ouvrir le PR Launcher. {% figure "../assets/launcher_1.png" %} Main page of PR Launcher. {% endfigure %} -All main options are displayed on the right. +Toutes les options principales sont affichées à droite. -* **Play:** This will start the game. If you click the down arrow to the right, you have the option to check for updates or select a different profile. If there is an update it will be automatically displayed if you press the play button. This update will then automatically be downloaded and installed. Progress of the update and installation will be displayed whilst it is in operation. -* **Options:** In this menu you can edit your video, graphics, and audio settings. Also some other options are available as well as configuring PR Mumble keys. -* **Support:** This is handy for when you are running into issues. It offers many utilities such as clearing cached folders or giving you a detailed information display of your computer specifications. This comes in handy when contacting our support team. It also holds information on your PR Account as well as the option to recalculate your PR Account Level. -* **Credits:** Here you can see the entire PR:BF2 team who worked on this game. -* **Donate:** A direct link to our online donation page. 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](https://www.realitymod.com/forum/misc.php?do=donate). +* **Jouer:** Cela lancera le jeu. Si vous cliquez sur la flèche vers le bas à droite, vous avez la possibilité de rechercher des mises à jour ou de sélectionner un autre profil. S'il y a une mise à jour, elle sera automatiquement affichée si vous appuyez sur le bouton de lecture. Cette mise à jour sera alors automatiquement téléchargée et installée. La progression de la mise à jour et de l'installation sera affichée pendant son fonctionnement. +* **Options:** dans ce menu, vous pouvez modifier vos paramètres vidéo, graphiques et audio. D'autres options sont également disponibles ainsi que la configuration des touches PR Mumble. +* **Assistance:** Ceci est pratique lorsque vous rencontrez des problèmes. Il propose de nombreux utilitaires tels que la suppression des dossiers mis en cache ou l'affichage d'informations détaillées sur les spécifications de votre ordinateur. Cela s’avère utile lorsque vous contactez notre équipe d’assistance. Il contient également des informations sur votre compte PR ainsi que la possibilité de recalculer le niveau de votre compte PR. +* **Credits:** Vous pouvez voir ici toute l'équipe PR:BF2 qui a travaillé sur ce jeu. +* **Donate:** un lien direct vers notre page de don en ligne. L'équipe Project Reality développe cette modification entièrement gratuitement pour que sa communauté puisse la télécharger et la jouer. Si vous souhaitez montrer votre soutien, pensez à [donating to our team](https://www.realitymod.com/forum/misc.php?do=donate). * **Exit:** Use this button to close the PR Launcher and return to Windows The launcher’s main menu also provides a news ticker at the bottom highlighted in blue with announcements of upcoming events, developmental progress and developer blogs from the PR:BF2 community. Furthermore you can find links to our social media accounts on the top left.