You are on page 1of 45

Project Reality Manual

Download other language versions (availability varies)

Project Reality has been in development by dozens of people over a period of more than 5 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. In the 0.95 version I have decided to integrate new topics into this document. Players unfamiliar with Battlefield 2 will find them most useful since they include a keyboard reference and more information about the main menu. Chapters 1-4 are intended to get new players started as fast as possible. Later chapters continue on to more and more advanced subjects. By the end of chapter 8, you should know how everything important works. Providing gameplay tips and strategies is beyond the scope of this manual. Chapter 9 gives you some pointers on where to find in-depth information about Project Reality and realistic squad-level tactics. I hope this manual provides you with a good start into the challenging world of Project Reality. If you have any feedback or unanswered questions concerning this document feel free to contact me on the forums. Eike Spearhead Hanus

July 12, 2011

Project Reality 0.96 Manual

Table of Contents
1. Set-Up............................................................................................4
System Requirements......................................................................................................4 Software Installation........................................................................................................4 Start-Up and Configuration...............................................................................................5 Troubleshooting..............................................................................................................5 Default Game Controls.....................................................................................................6

2. Game Modes...................................................................................7
Advance and Secure (AASv4)............................................................................................7 Vehicle Warfare...............................................................................................................8 Skirmish........................................................................................................................8 Command & Control (CnC)...............................................................................................8 Co-Operative..................................................................................................................8 Insurgency.....................................................................................................................9

3. The First Minutes on a Server...........................................................10


Kit selection and spawning..............................................................................................10 Interface changes..........................................................................................................11 Health management.......................................................................................................13 Ammunition..................................................................................................................14 Score Penalties:............................................................................................................14 Battlefield navigation.....................................................................................................15 Vehicle must-knows.......................................................................................................16

4. Weapons & Equipment....................................................................17


General weapons & equipment changes............................................................................17 Weapons......................................................................................................................17 Equipment....................................................................................................................21

5. Kits Galore....................................................................................23
Kits available in Project Reality........................................................................................23 The civilian Collaborator.................................................................................................25 Kit request procedure.....................................................................................................26

6. The squad leader............................................................................28


Spotting enemies...........................................................................................................28 The GLTD.....................................................................................................................28 Rally point placement.....................................................................................................28 Requesting Support.......................................................................................................29 Construction work..........................................................................................................30 Deployable structures.....................................................................................................31

7. Vehicles........................................................................................35
General vehicle changes.................................................................................................35 Armored Vehicles...........................................................................................................37 Helicopters...................................................................................................................38 Aircraft........................................................................................................................39

8. Commander...................................................................................41 9. Further reading..............................................................................43 10. Credits........................................................................................44

July 12, 2011

Project Reality 0.96 Manual

1. Set-Up
System Requirements
Operating System: Windows XP, Windows Vista or Windows 7 Processor: 2 GHz minimum. A Dual-Core CPU with 2.4 GHz is recommended Memory: 1 GB RAM. 2 GB recommended Hard Disk: 8 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: 128 kbps or faster connection required for online play Input: Mouse, Keyboard Optional: Joystick, Headset (strongly recommended for voice communication)

Software Installation Before installing Project Reality 0.96, make sure you install Battlefield 2 and update it to Version 1.5. The correct installation order is listed below:
1) 2) 3) 4) 5) 6) 7) Battlefield 2 Add-On: Special Forces (if available) BF2 Patch to 1.41 BF2 Patch to version 1.5 Project Reality 0.95 full installer part 1 Project Reality 0.95 full installer part 2 Project Reality 0.95 full installer part 3

If you have a previous installation of Project Reality on your computer, you should completely remove the PR directory which is located in the mods folder of your BF2 installation. Also if you have a previous installation of Project Reality, you should delete the existing shortcuts before installing a newer version. Please use the shortcut provided by the PR 0.96 installers to start the game. PR 0.96 includes the option to install PR Mumble which is a customized variant of the Mumble VOIP client. This tool allows users to communicate across squads and also offers positional audio effects. If you have trouble with Punkbuster, the PR installer gives you the option to update it's files after the installation is complete.

July 12, 2011

Project Reality 0.96 Manual

Start-Up and Configuration Start PR with the Desktop shortcut provided by the installers. Battlefield 2 and Project Reality require you to create a player profile. When first starting BF2 or PR you will be prompted to create a profile. To play on the internet you need to create an online profile. After creating a profile and logging in, you are presented with the main menu. The menu on the left left border of the screen gives you these options: Co-operative: Allows you to play PR 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 64 human players. Barracks: This menu gives you access to replays and PR's credits. Options: Here you can configure the audio and video options as well as the keyboard layout. Logout: Logging out brings you back to the log-in screen where you can change to another player profile. Exit: Use this button to exit the game and return to Windows. The main screen also provides a news ticker with announcements of upcoming events in the Project Reality community. Troubleshooting Our sound artists have been stretching the BF2 sound engine to its limits. In order to have the best possible experience with Project Reality it is very important that you enable EAX in your BF2 sound options. If you can't connect to a server, then it is probably running an older version. Try another server in this case. PR needs to be started using the PR.EXE. Trying to launch it using BF2.EXE will not work. This means joining games via Xfire will not work. In addition to the built-in server browser you can use the web-based PR Spy to browse and join PR servers. PR Spy also features a buddylist which makes locating your friends much easier. 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.

July 12, 2011

Project Reality 0.96 Manual

Default Game Controls


General
E J/K/L B V Page Up/Down Caps Lock Return Tab Print Screen M N Q T Alt Gr C Enter/exit a vehicle or emplacement Send chat message to everyone/your team/your squad Squad member/squad leader: Transmit voice to your squad Commander: Transmit voice to selected squad Squad leader: Transmit voice to commander Commander: Transmit voice to all squad leaders Vote with YES/NO Squad member/squad leader: Open/close squad screen with map Commander: Open/close commander map screen Open/close spawn screen with map Show scoreboard while key is pressed Take screen shot Show/hide map of the battlefield Switch zoom level of map or mini-map Display main radio menu while key is pressed Display secondary radio menu while key is pressed Show/hide navigational 3D markers (only displayed at close range) Change camera (if secondary camera view is available)

Movement & Combat


W/S Infantry: Move forward/back Ground vehicles & aircraft: Accelerate/decelerate Helicopters: Increase/decrease lift Infantry: Strafe left/right Vehicles: Turn left/right Infantry: Jump Vehicles: Fire primary weapon Infantry: Sprint Aircraft: Engage afterburner Fire primary weapon / select first menu option Fire secondary weapon / select second menu option Infantry: Aim down your weapon's sights Infantry: Drop grenade instead of throwing it Cycle through weapons & equipment Select weapon/equipment from list (confirm selection with left mouse) Directly select a weapon/piece of equipment (re-selecting your current weapon switches the fire mode if available) Helicopters & Aircraft: Select alternate views Normal infantry: Select field dressings Airborne infantry & pilots: Open parachute Reload weapon Infantry: Swap your kit with the one next to you on the ground Infantry & some vehicle gunners: Crouch Infantry: Go prone Land vehicles and aircraft gunners: Zoom view Aircraft & Helicopter pilots: Deploy countermeasure flares Vehicles: Switch to another position inside the vehicle

A/D Space Left Shift Left Mouse Right Mouse

F Mouse wheel 1-9 7-9 9 R G Left Ctrl Z X F1-F8

July 12, 2011

Project Reality 0.96 Manual

2. Game Modes
Project Reality (from now on just PR) features 6 different game modes with different objectives. The common goal of all game modes is to reduce the enemy team's reinforcement 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.

Advance and Secure (AASv4) This mode is the closest to the original BF2 Conquest mode. The objective is to capture all of the control points (CPs) while losing fewer tickets than the enemy. CPs can only be captured in a certain order to simulate a shifting front line and focus the fights. The CPs that may 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 would start bleeding tickets after losing a CP it's marker will be blue. A CP that will cause the enemy team to bleed tickets after it's loss is indicated by a red marker. At least 2 men need to to be in the CP radius to capture it and it can take more than a minute to secure a CP. Although you can not capture CPs out of the order, if you already started neutralizing or capturing a CP you can always finish the current stage of 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. Most maps feature 3 variations with different vehicles & support availability. The standard layout usually has the heaviest vehicles while the infantry version only uses transport vehicles. Some maps also feature a randomized control point selection and offer additional variety when playing them multiple times.

July 12, 2011

Project Reality 0.96 Manual

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. Destroyed vehicles already 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 This game mode is a scaled down version of Advance and Secure, intended for about 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, fewer CPs, no vehicles or deployable assets as well as fewer tickets. Rally points rearm automatically after 2 minutes. If a team loses a CP to the enemy they will be penalized by 10 tickets. Command & Control (CnC) This new game mode features large freeform battles. There are no capturable CPs. Both teams can place a single forward outpost (FO). The objective is to defend the team's FO while trying to find and destroy the enemy FO. When a team loses their FO they will suffer a huge ticket penalty and continue to lose tickets until they can build a new one. Building the FO closer to the map's center increases the ticket loss that the enemy will suffer while his FO is down. The FO must be placed at least 200m from the map's borders. Both teams can build more defenses near their outpost than in other game modes. Co-Operative In this mode it is possible for one or more human players to march into battle alongside and against AIcontrolled bots. This mode is ideal for practicing with equipment and vehicles before using them in fullscale battles with human players. To accommodate the use of bots some rules and items have been modified in this mode.

July 12, 2011

Project Reality 0.96 Manual

Insurgency This mode is very different from the others. The objective of the coalition force is to find and destroy insurgent weapons caches while the opposition tries to stop them until the coalition runs out of tickets. The defending team only loses tickets when a weapons cache is destroyed and can't be defeated in any other way. There are always 2 weapons caches present on the map. When one of them is destroyed, a new one will be created. The coalition troops need to gather intelligence by killing or capturing insurgent fighters. The coalition wins if they manage to destroy 7 weapons caches before they run out of time or tickets. Otherwise the insurgent team wins the game.
Intelligence & weapons caches

To reveal the approximate location of insurgent weapons caches while playing Insurgency, intelligence has to be gathered. The following list shows the amount of intelligence points (IP) gained or lost due to different actions.
Insurgent killed: +1 IP Civilian collaborator or insurgent arrested: +10 IP Civilian collaborator killed (violating rules of engagement): -10 IP

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 were gained by the coalition. The second location is revealed when reaching 50 IP. The total amount of IP needed to see 7 locations is 300. Once all 2 caches in the world are located no further IP will be earned until one of them is destroyed. If there are less than 32 players on the server the IP needed to reveal a cache are halved. The location of the weapons caches is highlighted for the insurgents using purple defendmarkers. Once a cache location is compromised, it's marker changes to a blue diamond. About 5 minutes later the coalition will see a red diamond on their map which indicates the cache's approximate location (offset by up to 35m). The caches can be destroyed by using one pack of C4 or three incendiary grenades. Once it is destroyed the coalition team gains 30 tickets and a message will inform you about how many caches remain to be demolished.

Insurgent weapons cache

July 12, 2011

Project Reality 0.96 Manual

3. The First Minutes on a Server


Most importantly you should join a squad. Some servers even enforce squadding 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 VOIP. It is commonly used in PR. 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. Kit selection and spawning
Kits that are more difficult to use effectively are limited and can only be obtained if certain conditions are met (for details see chapter 5). Try playing as rifleman, militant, warrior or insurgent in the beginning and only start using limited kits and vehicles once you are familiar with the infantry basics. If you want to try out new equipment and vehicles you can do so easily in the co-op mode without risking your team's assets.

In PR you can not spawn at every control point that your team controls. Spawn points available in Project Reality are:
1) Your squad's rally point (RP). After the squad leader places the RP it will only stay active for 1 minute and only if no enemies are close by. RPs are available to conventional forces, militia, Taliban and Hamas. 2) Map-specific team rally points. These usually expire 5 minutes after the round starts and can be used by the whole team. 3) The commander rally point. This RP can only be placed be the commander if multiple squads are near him. 4) Squad leader deployable forward outposts or hideouts can be used by the whole team but must be constructed before players can spawn there. If enemies get close to them, spawning is blocked for a few minutes. 5) In the insurgency game mode the defending team may spawn at weapons caches that haven't been revealed to the enemy. This spawn is also blocked if enemies are close. 6) Your team's head quarters or your team's operations base. This is the only spawn point that is always available.

July 12, 2011

Project Reality 0.96 Manual

10

Squad rally points have the squad number next to them on the spawn screen. If you try to spawn at another squad's rally point, you will end up at your own rally point (if it is up) or at the head quarters. Try to spawn as close to your squad as possible so you can assist each other more effectively.

Interface changes After you die you need to click on the Done-button of the spawn screen to re-enter the game. Just waiting for the timer to expire will not automatically respawn you. New to the Project Reality interface are player-specific messages that can only be seen by the player they are sent to. They are used to give players feedback about different events including for example:

The reason why the player is not issued the kit he requested The reason why the 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 are written in big orange letters. These notifications give you updates on the current objectives, mission progress and other essential messages. There are no cross-hairs on the screen. If you want to shoot precisely, you need to use the alternate fire key to aim down your weapon's sights. Name tags for friends are shown only at close distance or when watching them long enough. Enemy name tags are not shown at all. It is vital to check whom you are shooting at since identifying your target is much more important now. There is no health bar indicating your vital status. When you lose more than 25% of your health you will start to see the screen flash in black and hear screams of pain. When this happens, you will continue to lose health until you are being healed or you die. The ammo counter only displays the weapon's fire mode and the number of remaining magazines. You have to estimate the number of rounds that are left in your weapon. There are no kill messages (friendly fire is an exception). Even the scoreboard update is delayed until the victim respawns. If you need to know whether someone is dead, you should look for his body. Only vehicles use a mini-map. The full map overlay is available for everybody but it takes about one second to open up. The remaining tickets of your team and the time left can only be be viewed from the squad screen. The enemy tickets are not displayed.

July 12, 2011

Project Reality 0.96 Manual

11

When you are under distant fire by rifles or heavy weapons, the screen will turn darker and become blurred. This effect simulates the reduced capability to return effective fire while being suppressed by the enemy.

Normal view of the game (left) and suppression effect in action (right)

Dead and critically wounded players see a black screen instead of their surroundings. This will go away after their respawn or revival. The automatic spotting system has been removed from infantry. Vehicles can still automatically spot air vehicles. Officers can send a contact report to the commander or use their radio to place a marker on the team's map. Normal soldiers can only shout a generic warning when they spot enemy units. The radio menus (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. When holding some equipment the main radio menu 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.

July 12, 2011

Project Reality 0.96 Manual

12

Health management Weapons in Project Reality are highly lethal. Since soldiers also move relatively slow, it is only a matter of time until you are shot and start bleeding. Once your health drops below 75% there will be several cues (black screen, coughing, blurry vision) to warn you. If your injuries are not treated, you will slowly bleed to death. To prevent this you have two ways of regaining health. Almost every kit includes a field dressing which is selected by pressing the 9-key. Pressing fire throws it onto the ground. The player standing next to it will regain 25% of his total health. The best way to regain health is to be treated by a medic. He will be able to completely heal a player with his first aid kit. You need to stand directly in front of him to be healed. Depending on the severity of your wounds this will take about 10-20 seconds. Should you become critically wounded a medic can still revive you within 5 minutes. If no medics are around you can skip the mandown time by selecting Give up/Call Medic on the spawn screen. Right clicking this button calls out for a medic, again. Some players shot in the head can't be revived by a medic. Once revived you are in bad shape (9% health) and need to be healed immediately. If you are shot within 2 minutes after being revived, you die immediately and can't be revived anymore. Staying alive is one of the most important aspects in Project Reality. Your team will lose one ticket whenever a soldier is critically wounded and another one if a soldier dies. A player's respawn time is at least 30 seconds and at most 45 seconds plus temporary penalties. Time spent while waiting for a medic is subtracted from the timer. Once a player dies he has to wait at least 5 seconds before spawning. This gives him some time to adjust his spawn location if needed. These actions influence the respawn time:

Player death: Player kills enemy near objective: Team completes objective: Squad built forward outpost:

+3s -1s -3s -10s

A temporary spawn time penalty which only affects the next time you die (stacking up to 5 minutes) is added by these actions:

Teamkill: Suicide: Civilian killed violating ROE: Own weapons cache destroyed:

15 seconds per TK 30 seconds 120 seconds per civilian 300 seconds

July 12, 2011

Project Reality 0.96 Manual

13

Ammunition If you run low on ammunition, you can resupply from these places: 1) The rifleman, militant, warrior and some insurgent kits contain bags with extra ammunition that can be dropped for other soldiers or themselves. It should be conserved for tight situations. These bags can also be used to resupply deployable weapons emplacements. 2) Light transport vehicles can drop one large ammunition box. IFVs and other support vehicles can drop more of those. 3) Logistics trucks and large helicopters can drop supply crates. They contain a large but limited amount of ammunition. New supply crates can be loaded at the supply depot or helipad. 4) Insurgency maps contain weapons caches which provide an unlimited amount of ammunition to the insurgents. 5) You can also resupply from the supply depot provides an unlimited supply of ammunition to the team and can also rearm vehicles.

Resupplying is not instant but takes about 10-30 seconds. It is not possible to get supplies from enemy supply crates. Ammo bags should be able to supply new ammunition for one soldier while ammo boxes and crates contain increasingly more supplies.

Score Penalties: A player's positive score and teamwork score will be reduced to 0 if he commits one of the following acts:
Two punished teamkills in one life Shooting a civilian collaborator outside of the rules of engagement (ROE). Those rules are explained in detail in chapter 5 Destroying a weapons cache as insurgent

The total score of a player can never go below 0 but the teamwork score can become negative. If you teamkill someone and pick up a limited kit identical to your victim's kit (other than medic and within 3 minutes), you die instantly.
July 12, 2011 Project Reality 0.96 Manual 14

Battlefield navigation It is pretty easy to get lost on the large maps of Project Reality. The slow pacing and team coordination also require players to communicate locations in a clear way. PR offers three 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 125m of the marker you'll also see an icon which shows the maker's location. 2) PR adds a precision compass to the lower border of the interface. This can be used to give exact directions to nearby squad members. The directions are labeled every 15 with major divisions every 5. If you just want to communicate a general direction it is best to say the name of the closest major label (north, south-west, etc). If you want to be more precise you refer to the bearing in degrees.
If the target is next to a numbered bearing you simply communicate that number. If the target is one big divider to the left of a numbered bearing you subtract 5 from that number. If the target is on the right you add 5. If you do not remember the bearings for the main directions you can use the numbered bearing to it's left and add 15.

3) The maps in project reality contain grid reference labels and keypad subgrids. The Grid labels are found on the upper and the 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 the numbers on the computer's keypad 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. D6KP2). KP tells the other person that you add the keypad number to the description. Grid references are mostly used to communicate locations between squads. When using VOIP the first letter of the Grid reference is usually spoken as it's NATO phonetic alphabet codeword. 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. 4) The length of each grid square is written on the bottom right of the map. (Depending on the map 75m, 150m or 300m). You can use this knowledge to estimate distances on the map. The squad leader's squad screen also displays the approximate distance to your current squad marker below the map of the battlefield.
July 12, 2011 Project Reality 0.96 Manual 15

Vehicle must-knows Many vehicles behave quite differently compared to BF2 and require more advanced knowledge to use. Since they also have very long spawn times (up to 20 minutes) it is vital to know how to keep them from harm. If a team loses a vehicle it also loses tickets:

Jeep or truck: Transport helicopter: APC: Tank or IFV: Jet or attack helicopter:

2 5 5 10 10

tickets tickets tickets tickets tickets

Vehicles are side-locked. You can't steal enemy IFVs, aircraft, boats or cars. Vehicles can only be entered from appropriate positions around them (e.g. doors or hatches). Normal soldiers are allowed to drive small unarmored vehicles (jeeps, trucks, boats, etc) without the need for any special 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 10 seconds, Examples of APC/IFV entry points you will die. When exiting a moving or burning vehicle you will take damage. The faster the vehicle moves the more damage you will take. 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 some seconds before they are ready to fire:
MG: Anti-Air Missile: AT-emplacement: Armor main gun:

5 seconds 7 seconds 15 seconds 30 seconds

Stationary AT-Weapons have optics with 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. Armored vehicles are more vulnerable when attacked from their flanks. The armor on their back is even weaker. A single well-placed shot can take them out.

July 12, 2011

Project Reality 0.96 Manual

16

4. Weapons & Equipment


General weapons & equipment changes
Weapons take some time (typically up to 5 seconds) to shoot accurately after movement. Short movements (less than 5 seconds) will not affect the accuracy much. This allows players to make small positional corrections without suffering the full penalty. Going prone greatly reduces the player's accuracy for a few seconds but provides the highest accuracy 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).

Assault rifles are usually available in several variants with different sights. Sighting in with magnified optics makes is accompanied by greatly reduced peripheral vision compared to reflex sights or iron sights.
Kits: all that do not use another primary weapon or are unarmed

Fragmentation grenades have a large blast radius but they are not accurate when thrown while moving or jumping and their range is relatively short. They take about 5 seconds until they detonate. The RKG-3 grenade explodes on impact and is best used 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.
Kits (grenades): most infantry kits, especially officers and riflemen Kits (stone): civilian collaborator and several insurgents

Shotguns are deadly when used in close quarters. They can also be used to breach locked doors. Insurgent collaborators shot with buckshot count as being arrested. This behavior is intended for cases where collaborators hide in hard to reach places. The British shotgun L128A1 can also fire solid slugs which are effective at long ranges. Some shotguns use breaching slugs which can only be used to breach locked doors.
Kits: rifleman specialist, Taliban warrior (AK-74), Hamas warrior (AKS-47), insurgent (Remington 870), Taliban/Hamas combat engineer, militia alternate combat engineer

July 12, 2011

Project Reality 0.96 Manual

17

Melee attacks are instantly lethal if they hit the enemy. Enemies killed by them count as being arrested when playing insurgency. Unarmed melee attacks take about 5 hits to kill an enemy.
Kits (armed melee): all except for pilot, civilian collaborator and unarmed Kits (unarmed melee): pilot and unarmed

Light machine guns (LMGs) are used to suppress the enemy and can devastate an enemy squad when used in an ambush. They can be deployed to greatly increase their accuracy and stability. When using the deployed LMG, accuracy suffers less from shooting but a lot more from moving around. The player's stance (standing, crouched or prone) does not affect accuracy while the LMG is deployed.
Kits: automatic rifleman, insurgent PKM & RPK (pickup kits)

Designated marksman rifles (DMRs) are used to engage distant targets with rapid accurate fire. They can be deployed to greatly increase their accuracy at the cost of mobility. The player's stance does not influence accuracy while the DMR is deployed. When firing at targets up to 600m away it is not needed to compensate for the bullet drop. It is still vital to compensate for the movement of distant targets. To maximize accuracy the marksman should wait about one second between shots.
Kits: marksman, insurgent Dragunov (pickup kit)

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 not influence the sniper rifle's 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 activate a breathing sound 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, insurgent SMLE No.4 (pickup kit)

July 12, 2011

Project Reality 0.96 Manual

18

Side arms are traditionally used by squad leaders of conventional forces as a sign of authority. Snipers in PR use them 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, insurgent demolitions expert & anti-aircraft (pickup kits)

Underbarrel grenade launchers (UGLs) attached to standard assault rifles 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 30-40m to arm themselves or they won't explode. UGLs can also fire smoke grenades that are used to obscure the enemy's view. The grenades can be aimed by using a ladder sight attached to the weapon. While aiming down this sight, the main radio menu (default: Q) can be used to change the target distance. When engaging higher or lower targets it is important to compensate for this (Aim above the target if it is higher than you are and vice versa).
Kits: grenadier

Mines are proximity-triggered explosive devices used to destroy enemy ground vehicles. Some soldiers using the F1 hand grenade can build a grenade trap instead of throwing the grenade. A trip flare can be used to alert the team about enemy movement through an area. All these devices can be triggered by enemy or friendly units. They must be placed while lying down and they arm themselves 5 seconds after placement (mines after 15s). A single player may place up to 30 mines, 10 trip flares and 4 grenade traps. These devices remain active until 10 minutes after the soldier deploying them has died (20mins for mines). Soldiers can avoid triggering a grenade trap or trip flare by staying prone while moving past it. While holding a mine or grenade trap, the main radio menu can be used to place a red warning marker on the team's map. Up to 3 mine markers can be placed by a player. These markers can also be placed and deleted by the commander.
Kits (mine): combat engineer, insurgent sapper, insurgent demolitions expert (pickup kit) Kits (grenade trap): scout, Taliban warrior (AK47), Hamas warrior (M16A1), militia/Taliban/Hamas sniper, insurgent sapper, insurgent demolitions expert (pickup kit) Kits (tripflare): conventional forces sniper & conventional forces rifleman anti-personnel

July 12, 2011

Project Reality 0.96 Manual

19

Remote detonated explosives are very strong and affect a large area. C4 and anti-personnel mines take 5 seconds to arm after placing. When changing to 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 placed while prone. 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.
Kits (C4): conventional forces combat engineer Kits (IED): militia/Taliban/Hamas rifleman AP, insurgent sapper Kits (artillery IED): militia/Taliban/Hamas combat engineer, insurgent demolitions expert (pickup kit) Kits (AP mine): rifleman AP, militia/Taliban/Hamas combat engineer

Light anti-tank launchers (LATs) are used against unarmored and lightly armored targets. They are not effective against medium or heavy armor. The player needs to stand still and aim with them for about 4 seconds before they can be fired accurately. Depending on the model they are usually accurate to about 100m range.
Kits: rifleman AT, militia/Taliban/Hamas anti-tank, RPG-7 (pickup kit)

Heavy anti-tank launchers (HATs) are used to engage armored vehicles. They can destroy light and medium armor with a single hit while tanks take multiple hits to destroy unless they are engaged from behind or above. It takes some time to ready these weapons for firing. To hit a target accurately you need have to stand still for a short while. Once the two target markers are centered in the sight you are shooting with maximum accuracy. Some launchers allow you to track a target by keeping the fire button pressed after shooting. Other HATs are unguided and won't display the target markers. The AT-missile needs to travel at least 30m or it won't detonate.
Kits: conventional forces anti-tank

Surface-to-air missiles (SAMs) need to lock onto a target in order to be effective. This takes several seconds and if the target uses flares, the lock will be broken. In PR enemy pilots will receive a warning sound a few seconds after they have been locked-on by a SAM.
Kits: anti-aircraft, insurgent anti-aircraft (pickup kit) July 12, 2011 Project Reality 0.96 Manual 20

Field dressings restore 25% health. They are tossed onto the ground to heal the player standing closest to them. Field dressings are selected by pressing the 9-key. The first aid kit can fully heal a person 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. To heal yourself with the first aid kit press and hold fire while standing and looking down. Players inside a vehicle with a medic will heal automatically over time. Resuscitate can be applied to untangle critically wounded soldiers from the ground. The epipen is then used to revive them. Freshly revived soldiers need immediate medical treatment to prevent them from bleeding out.
Kits (field dressing): all soldiers Kits (first aid kit, resuscitate, epipen): combat medic/corpsman, civilian collaborator

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, militant, warrior, insurgent #1 & #2

Smoke grenades are used to conceal troop movement or to signal friendly aircraft. The smoke screen takes about 30 seconds to build up and lasts for more than one minute before dissipating.
Kits (smoke grenade): rifleman, combat medic/corpsman, automatic rifleman, militant, antitank, anti-aircraft, grenadier, rifleman AT, marksman, crewman, militia/Taliban/Hamas sniper Kits (signal smoke): officer, conventional forces sniper, pilot

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 (GLTD) is used to mark targets for engagement by friendly aircraft and mortar sites.
Kits (binoculars): all except for conventional forces officer, sniper, pilot & unarmed Kits (GLTD): conventional forces officer, conventional forces sniper

July 12, 2011

Project Reality 0.96 Manual

21

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, sniper, civilian collaborator

The entrenching tool is used to construct deployable structures for the team. It can't be used offensively. To construct a structure you need to look at it and hold the fire button until the digging animation stops. Incendiary grenades are used to demolish enemy deployable structures and to destroy hostile supply crates. They can also be used against stationary light vehicles but they can't be thrown at distant targets. Paratrooper variants of kits do not contain incendiary grenades. The wrench is only used to remove explosives like mines, trip flares and grenade traps. In Project Reality the wrench can not repair damaged vehicles.
Kits (entrenching tool): all except for officer, combat medic/corpsman, sniper, pilot, cell leader, civilian collaborator & unarmed Kits (incendiary grenades): Only in use by conventional forces: part of all kits except pilot, crewman and unarmed Kits (wrench): conventional forces combat engineer

The grappling hook is thrown over walls or on top of structures to allow scaling them. After the hook has successfully attached itself to a surface, any player can climb it by pressing the enter/exit key (default: E) and moving forward or back. They remain in position for 3 minutes and can be retrieved by the player throwing it using the pickup kit key (default: G).
Kits: rifleman specialist, scout, civilian collaborator

Parachutes are used by pilots and paratroopers. They are used by pressing the 9-key. Parachutes need to be opened 20 seconds before hitting the ground to avoid injury. Opening less than about 8 seconds before touchdown is fatal. After a paratrooper squad leader lands on the ground, 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

July 12, 2011

Project Reality 0.96 Manual

22

5. Kits Galore
There are many different kits in Project Reality. You can pick up any kit that you find on the battlefield but you can't utilize specialized kits that are used by the enemy. If you pick up such a kit you will be warned and have about 30 seconds to drop it to avoid being killed. Kits can be grouped by 2 characteristics: Obtainment: Restrictions: Spawnable / Requestable / Pick-up Unlimited / Specialist / Infantry

All spawnable kits can be obtained by selecting them on the spawn screen or by requesting them after spawning. Requestable kits have to be requested after spawning. Each requestable specialist & infantry kit is only available to a few players on each team at the same time. Insurgents can not request any kits but have access to pick-up kits in their bases and at weapons caches.

Unlimited kits can be obtained by anyone. Specialist kits are only available to soldiers in a squad of 2 or more players. There can be only one of each specialist kit in one squad. Infantry kits are obtainable in a squad of at least 4 people. There can be only one of each infantry kit in one squad.

Kits available in Project Reality Spawnable Unlimited:


The Rifleman/Militant/Warrior/Insurgent is the basic infantry soldier of each faction. He is typically equipped with an assault rifle and some grenades. The Civilian Collaborator is an unarmed insurgent who can assist his team with his first aid kit and grappling hook. He can also use his cellphone to report enemy units to his team. Since he is a civilian there are several special rules about him, which are described in detail later in this chapter. The insurgent Sapper sets grenade traps and places IEDs. He is vital when preparing an ambush.

Spawnable Specialist:
The Officer/Cell Leader kit can only be obtained by the squad leader. He is responsible for commanding his squad, communicating with the remaining team and deploying forward outposts. Detailed use of this kit is covered in chapter 6. The Combat Medic/Corpsman is responsible for keeping his squad healthy and fills one of the most important roles on the battlefield.

July 12, 2011

Project Reality 0.96 Manual

23

Spawnable Infantry:
The Rifleman Specialist/Scout uses a grappling hook to allow his squad to scale walls and buildings. The rifleman specialist is also equipped with a shotgun which can be used to breach some locked doors. The Automatic Rifleman soldier provides suppressive fire for the squad and is ideal for compromising the enemy's ability to move and return effective fire.

Requestable Unlimited:
The Crewman is the only soldier that is able to operate armored vehicles in Project Reality. He only has a compact weapon for self-defense. The Pilot is the only class that can fly helicopters and aircraft. He is equipped with a parachute but is only armed with a sidearm. The Unarmed kit can be used as an intermediate when swapping kits with another squad member. If an insurgent or Hamas player uses the unarmed kit he will be treated as a civilian after one minute has passed.

Requestable Specialist:
The Anti-Tank soldier engages enemy armored vehicles. The Sniper provides reconnaissance for the team and is also able to engage high-value targets from long distances. The Anti-Aircraft soldier is able to engage and deter enemy aircraft. The Combat Engineer is able to lay minefields, demolish enemy assets and disable explosive devices.

Requestable Infantry:
The Rifleman Anti-Tank can use a light anti-tank weapon (LAT) to engage unarmored and lightly armored vehicles. The Rifleman Anti-Personnel is equipped with a remote detonated antipersonnel mine that can be used to set ambushes. The Grenadier uses an underbarrel grenade launcher to engage groups of hostiles at range or inside buildings. The Designated Marksman provides rapid precision fire for his squad and can engage targets beyond the rifleman's effective range.

Pickup Unlimited:
The Demolitions Expert uses an artillery IED instead of the pipebomb variant. The RPG-7 kit can be used against vehicles and contains no firearms. The RPK/PKM LMGs are employed like the automatic rifleman. The Dragunov is used as a designated marksman rifle. The SMLE No.4 is the insurgent's equivalent of a sniper rifle. The SA-7 kit is used against enemy aircraft.
July 12, 2011 Project Reality 0.96 Manual 24

The civilian Collaborator The insurgent players can choose a Collaborator kit which does not contain any weapons. Collaborators can only throw rocks at their enemies. They can use their cellphone to spot enemy troops for their team. Civilians take 2 minutes to respawn if they are arrested (temporary spawn time penalties still apply). You can arrest civilians (and other insurgents) with the restrainer which replaces the knife on insurgency maps. Shotguns with buckshot can also be used to arrest the civilian. Civilians that suicide are counted as arrested and give bonus IP to the coalition team but they take only 60-75 seconds to respawn.

Civilian Collaborator

Civilians and unarmed insurgents/Hamas fighters are covered by rules of engagement (ROE). Any of them doing the following within the last minute are considered combatants and may be shot without penalty:
spawn or pick up a kit use a weapon or vehicle (stones are not counted as weapons) use resuscitate or the epipen

If you shoot civilians outside of these rules, 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

As of Project Reality 0.9 running over civilians or killing them while they use ladders or ropes will also result in a penalty if done outside of the ROE.

July 12, 2011

Project Reality 0.96 Manual

25

Kit request procedure To request and receive a limited kit you need to meet the four requirements: You must be at the correct location You must be in a squad with enough players and not too many of them already using the kit you requested The requested kit must be available in the kit pool You must be allowed to do a kit request If you are at the correct location but don't meet one of the requirements, a message will tell you what is wrong.

Location requirement: Depending on the kit type you want to request you need to be at one of the following locations: All requestable kits: 1) At the supply depot (or command post) 2) At the team's supply crates and weapons caches 3) At a friendly APC or IFV Vehicle kits: 4) At a vehicle that needs the requested kit to be operated (Armor, Helicopter, Aircraft) The unarmed kit: Requestable anywhere

You can't request kits while you are in a vehicle. You also can't request the unarmed kit for 15 seconds after exiting a vehicle.

July 12, 2011

Project Reality 0.96 Manual

26

To request a limited kit at these locations you have to hold down the secondary radio key (default: T) and then select REQUEST / DROP KIT. This opens a sub-menu with a list of kits. If your request was granted, the new kit will be found directly at your feet. You need to press the pickup key (default: G) to take it. If your request was denied, you will see a playerspecific message telling you why. To request the unarmed kit you simply press the right mouse button to select the drop kit option. In the sub-menu the right mouse button can be used to request variants of many kits. Squad requirement:
Infantry kits are available to players in a squad with at least 4 players. Only one of each infantry kit can be on the same squad. Specialist kits are available to a squad with at least 2 players. Only one of each specialist kit can be on the same squad. Vehicle kits are not restricted as long as you are in a squad.

Availability requirement: Infantry and specialist kits are drawn from a pool. The number of available kits depends on the amount of players currently on your team. The spawnable and vehicle kits are not limited in number.
Kit type: Infantry Specialist 1-7 players 1 0 8-15 players 2 1 16-23 players 2 1 24-32 players 3 2

When an infantry kit has been dropped and is not picked up within 5 minutes it disappears from the world and returns to the pool. Specialist kits take another 5 minutes to return to the pool. Allowance requirement: Insurgents can't request kits. The commander of a team may only request the officer kit. Certain actions temporarily block you from requesting kits:
When you are issued a limited kit you will need to wait 2 minutes before you can request another one. If you change squads, you are blocked for 2 minutes. Teamkilling someone who carries a limited kit blocks you for 3 minutes. If you kill a civilian violating the ROE, you will be blocked for 10 minutes. If you spam kit requests, you will be blocked for 30 seconds.
July 12, 2011 Project Reality 0.96 Manual 27

6. The squad leader


Spotting enemies
The squad leader in Project Reality has many special abilities. He can mark enemy units on the map and forward contact reports to the team's commander. To mark a target on the team's map follow these steps:
1. Set an order for the squad on the target's position to estimate the contact's distance 2. Select the radio and use the alternate fire key (default: RMB) to activate it 3. Open the main radio menu (default: Q) and use the SET CONTACT DISTANCE button to select the target's distance from the list 4. Re-open the main radio menu and select the type of marker to place 5. Each player can place up to 3 markers this way. They stay for 5 minutes.

The GLTD
The squad leader kit (and the sniper kit) used by conventional forces contain the GLTD (Ground Laser Target Designator) which can be used to look for enemy units and to designate them for attack by allied air units. When using the GLTD simply left-click to place a laser target marker. The marker will stay for 30 seconds and it will stick to vehicles. If you place a new marker, the old one will disappear. While using the GLTD you can use the main radio menu to set map markers requesting close air support (CAS) and mortar strikes. Doing so will automatically transmit a text message to your team detailing the request. You need to specify the distance to the target using the same method as described for spotting enemies. Unconventional factions can use the green binoculars to spot enemies and request mortar attacks.

Rally point placement


When one or more members of the squad have died the squad leader can place a rally point (RP) to speed up the squad's regrouping. To place a RP you need to press the secondary radio key (default: 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 using the officer kit You can only place one RP before you need to rearm this ability Another squad member is within 25 meters of your position No enemy is within 100m

The rally point automatically disappears after 60 seconds. To rearm the rally point the squad leader needs to wait 5 minutes, respawn or get close to a friendly forward outpost, the command post or the supply depot. Right-clicking PLACE RALLY POINT gives your squad the order to gather around your position (to allow you to place the rally point)

July 12, 2011

Project Reality 0.96 Manual

28

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 (default: 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 a tactical air strike or 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 some time until it is available for use again:
Tactical air strike: Artillery barrage: 60 minutes 40 minutes

Area attacks can be quite devastating and should not be ordered if friendly units are within 300-400m of the targeted location.

Tactical air strike impact viewed from safe distance

July 12, 2011

Project Reality 0.96 Manual

29

Construction work An essential aspect of the squad leader and the team's commander is their ability to deploy structures for their team. When deploying a forward outpost, they need to be using the officer kit and a supply crate has to be within 50m of their position. Insurgents, Taliban and the Hamas can only deploy hideouts, mortars and anti-tank positions for their team. To do so they need to use the cell leader or collaborator kit. They do not need supplies to deploy their structures. 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 once you request it. 3) Press the secondary radio menu key (default: T). 4) Select DEPLOY ASSET. 5) Select the structure you want to place.

Players currently standing where the deployable is being placed will die. So make sure your squad knows what you intend to do. Soldiers need to use the entrenching tool to build assets. Construction is complete once the digging animation stops. Place the deployables on open terrain to avoid undesirable effects and unwanted placement locations. The deployable will only appear if it's placement location isn't too far above or below your position. If a structure is not completely built within 5 minutes, it will disappear. You can also right-click DEPLOY ASSET to remove any unbuilt/wrecked deployables within 5m of your position. Deployable weapons can be rearmed by dropping ammunition bags next to them. Several bags are needed to completely rearm one deployable.

July 12, 2011

Project Reality 0.96 Manual

30

Deployable structures Here is a list of the deployable structures and the requirements for placing them. Deployable assets can be wrecked (rendering them unusable) with incendiary grenades, C4, IEDs, tank shells, bombs or heavy missiles . They can be completely destroyed by further damaging the wreck. Forward outposts and hideouts can also be wrecked by knifing the radio in them. Forward Outpost (FO): The forward outpost serves as a deployable spawn position for the team. If 2 or more enemies are close by, spawning is disabled until 2-3 minutes after they leave or die. Requirements:
Must be constructed within 50m of a friendly 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 200m from the map border in CnC mode

Hideout: Insurgents use the hideout as a spawn location. If 2 or more enemies are close to the hideout, spawning is disabled until 2-3 minutes after they leave or die. Requirements:
Requested further than 200m from the closest hideout and the insurgent HQ The team may have up to 6 hideouts at the same time

Heavy MG: A deployable heavy machine gun. Requirements:


Must be placed within 200m of a FO and at least 200m from the team's HQ 2 supply crates must be within 200m Only one other heavy MG may be within 200m distance The team can have up to 24 heavy MGs

July 12, 2011

Project Reality 0.96 Manual

31

Anti-Tank: A deployable anti-tank missile launcher. This weapon features thermal imaging and multiple levels of magnification. Reloading takes 20s. Requirements:
Must be placed within 200m of a FO and at least 200m from the team's HQ 2 supply crates must be within 200m No other anti-tank emplacement may be within 200m distance The team can have up to 2 anti-tank positions at the same time

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:
Must be placed within 200m of a FO/hideout and at least 200m from the team's HQ 2 supply crates must be within 200m (only for the militia faction) No other anti-tank emplacement may be within 200m distance The team can have up to 2 anti-tank positions at the same time

Anti-Air: A deployable surface-to-air missile launcher. Requirements:


Must be placed within 200m of a FO and at least 200m from the team's HQ 2 supply crates must be within 200m No other anti-air emplacement may be within 200m distance The team can emplacements have up to 12 anti-air

Foxhole: A sandbagged foxhole provides cover against small arms and artillery strikes. Requirements:
Must be placed within 200m of a FO and at least 200m from the team's HQ 2 supply crates must be within 200m A maximum of 9 other foxholes or segments of razor wire are within 200m The team can have up to 100 foxholes and segments of razor wire in total

July 12, 2011

Project Reality 0.96 Manual

32

Wire: A 10m stretch of razor wire and tank traps. Requirements:


Must be placed within 200m of a FO and at least 200m from the team's HQ 2 supply crates must be within 200m A maximum of 9 other foxholes or segments of razor wire are within 200m The team can have up to 100 foxholes and segments of razor wire in total

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. The mortar can only be used when a fire-mission has been requested. Requirements:
Must be placed within 200m of a FO/hideout and at least 200m from the team's HQ 2 supply crates must be within 200m (only needed for conventional forces and the militia) The team can have up to 2 mortar positions at the same time Both mortar positions must be placed within 50m of each other

Once a fire mission has been requested, the mortar's calculator can be used for 3 minutes. Cycle the ammo types (default: F) to activate the calculator. 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. 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.

July 12, 2011

Project Reality 0.96 Manual

33

Close Support Bridge (CSB): Conventional forces can deploy these bridges using their logistics trucks. They can be used to create new crossings or to span the gaps in damaged bridges. The deployment process for CSBs is very simple:
Drive a logistics truck to the position where the CSB will be deployed. Position the back of the truck as close a possible to the deployment position. Select the CSB as active equipment of the truck. Press alternate fire to deploy the bridge.

The CSB can only be used at predetermined positions. These are indicated by small heaps of sand positioned across a natural obstacle. Some obstacles require multiple CSBs to span the complete distance. Deploying a CSB uses all supplies on the truck. The truck needs to be fully loaded for the bridge to deploy. (Both supply crates must still be on the truck). The CSB is very narrow, so drive carefully when crossing the bridge.

July 12, 2011

Project Reality 0.96 Manual

34

7. Vehicles
General vehicle changes Light vehicles, trucks and boats 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. Vehicles must be entered at their real entry points:
IFV: Tank: Anti-Air:

Depending on model on the rear or side of vehicle Hatch on top of the turret Hatch is on the upper front or rear hull Crewman kit Pilot kit

Vehicle operation restrictions:


Armored vehicles: Helicopters & aircraft:

External views for vehicles have been removed. In some vehicles you can switch to a rear view camera that allows you to look back by pressing the change camera key (default: C). You can aim down the sights of static and vehicle-mounted MGs by pressing the change camera key (default: C). Vehicle-mounted automatic weapons have no heat indicator. MGs can fire about 100 shots before overheating while automatic cannons overheat after about 25 consecutive shots. Static and vehicle-mounted MGs use ammunition belts. They are reloaded automatically but are limited in number. Vehicles can be resupplied at the supply depot. Vehicles can be repaired at the supply depot or by standing next to the repair drop. Aircraft and Helicopters automatically repair and rearm at their spawn location. Insurgents have suicide vehicles. These include:
Orange dumpster trucks loaded with explosives Cars with a pack of C4 on the back seat

They are detonated when the driver presses the alternate fire key. When exiting a moving ground vehicle you take damage depending on it's speed. When exiting a burning vehicle you will be severely injured.
Suicide Truck

When vehicles take much damage they may become unable to move or traverse their turret until fully repaired.

July 12, 2011

Project Reality 0.96 Manual

35

Logistics trucks can unload two supply crates which can be dropped by the driver by selecting it and pressing the alternate fire key. Large helicopters can also drop a single supply crate (the Chinook can drop two). Each unit can deploy up to 10 crates simultaneously before old crates start disappearing. IFVs and transport trucks can drop four ammunition boxes that contain significantly less ammunition than the crates. Light transport vehicles can drop one or two of those. Each vehicle can drop 16 boxes simultaneously. Logistics vehicles can deploy a repair drop which repairs vehicles standing close to it. The repair drop does not need to be refilled but if the truck deploys a second repair drop, the old one will vanish. Repair drops also vanish automatically after 5 minutes. After selecting the repair drop it can be deployed using the alternate fire key. Conventional forces can use their logistics trucks to deploy close support bridges (CSBs) at predetermined positions. Those bridges can be used to open up new paths or move across demolished stone bridges. Details on the use of the CSBs can be found in the Deployable structures sub-chapter of this manual. Vehicles that fire wire-guided missiles need to be stationary for about 10-15 seconds before they can fire their weapon.

July 12, 2011

Project Reality 0.96 Manual

36

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. Drivers and gunners can zoom their view by pressing the pop smoke key (default: X). Some tank drivers must first change to the commander view by pressing the 2 key. 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 (default: T) and selecting DAY / THERMAL Armored vehicles have no warning sound when they are targeted by rocket launchers or when missiles are fired at them. Tanks and IFVs usually have up to 4 types of ammunition:

Armor-piercing (standard): For attacking enemy armored vehicles Explosive (loaded by pressing 2): Effective against soft targets (jeeps, houses, helicopters, covered infantry, ) 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 deploy smoke by pressing the alternate fire key; tank & IFV gunners deploy it by selecting it's 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)

July 12, 2011

Project Reality 0.96 Manual

37

Helicopters Helicopters have a warm-up time of 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 7; 8 and 9 keys. The rudder controls are just effective at very low speeds. At higher speeds you need to bank the helicopter to turn. Players using the pilot kit can not occupy any of the passenger seats The pilot of attack helicopters can fire the unguided rockets as well as some air-to-air missiles while the gunner controls the cannon and the guided missiles. The attack-helicopter's gunner has 4 different modes to choose from: 1. First-person view in the cockpit 2. Gun-camera which controls the helicopter's gun 3. Laser-guided fire mode allows to fire the missiles and correct the direction while the missile is in-flight (similar to the TOW-Launcher) 4. Laser-targeted fire mode (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. Gunners in attack helicopters can zoom their weapons camera by pressing the cycle camera key (default: C). They can also switch to a thermal image by using the secondary radio menu (default: T) Helicopter crews need to be in the same squad. Helicopters must return to the helipad and land to be rearmed. To successfully drop supplies from a large transport helicopter the pilot needs to conduct the drop from an altitude smaller than 15 feet by pressing the alternate fire key. Countermeasure flares are limited and need to be rearmed when expended. Helicopters fire them in large volleys.

July 12, 2011

Project Reality 0.96 Manual

38

Aircraft Like helicopters 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. The plane takes some time to react to changes in the throttle setting. Plan your landing maneuvers well in advance. To slowly taxi on the ground keep the throttle neutral and push the stick forward to slowly move in that direction. Pull the stick back to reverse. To steer left and right use the rudder controls. 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 gun while the alternate fire key will fire the currently selected weapon. To rearm you do need to land the aircraft at your airfield. It takes quite some time to rearm completely. Flying low over the runway just gives you a few bullets for the main gun at most. On some maps you can only rearm in the open area next to the aircraft hangars. 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:

Ground troops find a suitable target for an air attack The troops contact the pilot either directly or by placing a CAS marker (4 arrows pointing at a common center) The pilot informs the ground troops of his approach using the ON THE WAY command from his main radio menu As the pilot approaches the target, the ground troops mark the target with a GLTD laser designator When the target is locked-on the pilot receives a sound cue. He may now release the bomb/missile

Two seated aircraft allow the weapons systems officer (WSO) to identify 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.

July 12, 2011

Project Reality 0.96 Manual

39

Aircraft don't have a nose camera but you can still look back by pressing the cycle camera key (default: C). Flares are triggered individually 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 Project Reality 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) 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. For more detailed instructions on their different landing procedures as of Project Reality 0.9 check out this instructional video: http://www.youtube.com/watch?v=2GB9GjfnIOU

July 12, 2011

Project Reality 0.96 Manual

40

8. Commander
The commander can not score by any normal activities but he will get score points depending on his team's performance in the field. The main task of the commander is to coordinate the team and give guidance to the individual squads. He monitors the overall situation and decides the strategy. He also grants or denies requests sent to him by the squad leaders. These include contact reports and area attacks. To talk to a single squad open the command map and select it. Press the squad-VOIP key (Default: B) and only the selected squad will hear you. The commander-VOIP should only be used when information is important to all squads on your team. To guide the team the commander can give the each squad orders and has the ability to place several markers on the map:

The delete marker option removes unneeded markers from the team's map The enemy infantry, , enemy AA markers are used to mark enemy contacts for the team The destroyed bridge marker informs the team about impassable bridges The mine field marker warns friendly players about AT mines in a location The close air support marker places a laser target on the map which can be used by bombers to attack fixed targets with laser guided bombs. This marker only lasts for 30 seconds The waypoint markers are permanent markers that assist the commander in communicating important locations to the team. The commander can place up to 7 of them on the map The UAV option sends a reconnaissance drone to the marked location The demolish order removes any friendly assets within 200m of it's placement

The commander can only place one marker per minute using his command map. If the squad leader think the commander is not doing a good job, they have the option to start a mutiny. If it succeeds, a new player can take this position. The Commander can set a rally point which can be used by the whole team. He 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 distance. (However, it can still be overrun by enemies like all other RPs)

July 12, 2011

Project Reality 0.96 Manual

41

The commander of conventional forces and the militia is able to control an unmanned aerial vehicle (UAV) from his team's command post or armored command vehicle (ACV). The UAV in Project Reality does not reveal enemy positions automatically but gives the commander the means to survey the battlefield visually. 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. It takes 3 minutes for the UAV to reach the target area. The camera has three magnification settings switched with the pop smoke key (default: X) and can operate in normal and thermal mode (selectable using 1 & 2). In thermal mode it can be used to mark targets with a laser. These targets stay marked for 30 seconds. The UAV can be relocated by assigning it a new position on the map. It will take another 3 minutes to reach the new location. After a flight time of about 20 minutes the UAV needs to be refueled. Refueling the UAV takes 10 minutes.

The militia's UAV only offers a greyscale TV picture and limited magnification. Thermal imaging and laser targeting are not available to the militia. Insurgents and other irregular forces (except for the militia) do not have access to the UAV. They can gain some intelligence on enemy troop movement by sending out informants. This is simply done by placing waypoints at the locations where you want the informants to head to. About 5 minutes after placing a waypoint the informant will be on location and report if there are multiple enemies in his area (6 or more). The reports take about 30 to 60 seconds to reach the commander and can be used to determine where the opposition is approaching from.

The commander's UAV camera

July 12, 2011

Project Reality 0.96 Manual

42

9. Further reading
If you are looking for details on maps, weapons, tactics and other guides, the official Project Reality wiki is the place you want to go. You find it at this location: http://www.realitymod.com/guide/

If your questions have not been answered there, the official forums are the place to go. Just make sure you use the search function before posting new threads. http://realitymod.com/forum/

If you are interested in a tactical guide, check out the ShackTac ArmA II Tactics, Techniques, and Procedures Guide which can be applied to Project Reality in many areas. http://ttp2.dslyecxi.com/

July 12, 2011

Project Reality 0.96 Manual

43

10. Credits
Project Reality
A Black Sand Studios modification for Battlefield 2 http://realitymod.com http://blacksandstudio.com Modelling
SashaSK8 Vaiski

Testing Leadership Team Lead Tester EU


Duke 0 Sgt.Smeg

Texture Artist
Pride

UI Artist

Lead Tester US
crazy11 Portable.Cougar

AncientMan ohnomelon

Development / Core Team [R-DEV]


Senior Management Team Senior Operations
Eggman Jaymz UK_Force

UV Mapping Coding Team Lead Coder


dbzao

Tournament Team Management


Alex L. Gaz Hitperson

Coding
AfterDune AncientMan Falkun Guedoe Hauteclocque jarleif J.F.Leusch69 MAINERROR Mosquill Sniperdog TrahnLee Twisted Helix Wolfe ZZEZ

Website & Server Team Website/Forum Admin


2Slick4U Gaz

Website/Forum Admin
2Slick4U Gaz

Server Admin
TheRealFritz epoch bosco

Management Group Release Manager


AncientMan dbzao

Server Admin/Licensing News Bot


prbot

Programming Manager Asset Management


fuzzhead Katarn

Translation/Guide Documentation
Spearhead

Mapping Management
CodeRedFox IronTaxi J.F.Leusch Masaq

PRSP Coder
ballard_44

Mapping Team Lead Mapping


CodeRedFox IronTaxi

Community Faction Manager HR Manager PRSP Manager

Contributors & Contractors [R-CON]


Art Assets Modelling
-kodiakExec Lachtan matty ReadMenace Tomato-Rifle TrueSpirit

Mapping

Hans Martin Slayer epoch

Server & Licensing Manager Art Team Lead Artist


Stigger Katarn

Deputy Lead Artist 2D Art

~KILL~Pirate Deer Dr Rank DuckHunt Hans Martin Slayer marcoelnk OkitaMakoto Outlawz Paramedic.ca Rhino Rudd

Texture Art
Sgt_Doctor Shiftys1023 tupla_s

Military Advisor Team Lead Advisor


Eddie Baker

Audio Team Sound Art


Chammy

2Slick4U Bosco Matrox AfterDune

Cinematics Modelling

Advisement
Gaz Ninja2dan Nosferatu Strima UK_Force

Coding Team Coding


Chael JuniperM40 nedlands1 9cookie_monster AFSoccer Amok@ndy RoyalMarines_joe

77SiCaRiO77 Cheeseman DankE_SPB Drav foul_killer GhostDance101 jarleif Kaijleor motherdear

Mapping Team

Sound Effects & Music Team Sound Art


Alkali Jaymz sofad

July 12, 2011

Project Reality 0.96 Manual

44

Community Faction Leads African Forces


Sgt_Doctor

Alumni [Past Developers & Contributors]


Advisor
EvilHomer Chuc

Wybl Zaku Z-trooper

Australian Forces
tonnie

Operations
IRONxMortlock Wolfmaster

Brazilian/FARC Forces
FPaiva

Animations Cinematics
RipFire

PRSP Lead
MacNeill_USA Outlaw22

Dutch Forces
Glimmerman

French Forces
Hauteclocque

Coding
ArchEnemy BigD CAS_117 Dizzy e-Gor GeZe Hailo Happy King of Camelot M.J.Patterson MasterTom SatNav Stinger Wolfe

PRT Admin
Fullforce

New Zealand Forces


HangMan H.sta

Public Relations
BlakeJr Dre Rico

Norwegian Forces Polish Forces


Ragni

R-PUB Lead Senior Operations


JS.Fortnight.A

Private Sec. Forces


BloodBane611

Sound Art
D|sciple Mixnmojo

General Military Advisor


RCRcmdo creepin

Texture Art

Deputy Lead Coder


GhostRider

PRSP Navmesher

Lead Tester
LeadMagnet

Media Support & Community Team


Management Team Media Operations Lead
2Slick4U

Deputy Lead Testing


AtlantaFalcons Brummy Wraith

Airforce Exel Galen LeatherFace Millenia Riki_Rude_BYTC Spush qwerty4030

UV Mapper Web Admin


Drew

Lead Coder
Paladin-X

Community Events Lead


Robbi

Lead Mapping
Alpha Lima BrokenArrow

Special Thanks To
Advance & Secure v1.0
Jarkko Santala Dark Angel DERILIENT JONES KNIFEINFACE Letranger Men Dake Mr-Yellow Nordstern Rising Conflicts SPARTAN117GW

Lead Forum Moderator


Dunehunter

Mapping
Ali-Tom FRIJJ JavaMoose Nickbond592 Nikovk Thomazz

PRT Team

Aquiller Dunehunter Eddiereyes909 Grayeknight Jigsaw MooMoob Scot Smuke VoXiNaTiOn Wilkinson AgentJadeD Darkpowder SnipingCoward SocketMan thepalerider

Military Advisement
Black Beret Cpt. Sniper Dr. Spangle Dr. Zero Greenie Beanie Hickman LeadMagnet TR Undies

Tech Team

All Project Reality Testers US Intervention All BSS Devs & Testers Digital Illusions CE & Electronic Arts for the Battlefield series Big Thanks to all of the PR community for their continued support

Mod Founder
requiem

Forum Moderators Moderator Team


Bloodbane611 Bob_Marley DesertFox Eddiereyes909 Jigsaw KP Mongolian_dude Saobh Thermis

Modelling
HellSpike Matt.b PRC_Heavy_Z RetardedMonkey Salmonella Samonius Shepeiro tonnie THE.FIST

July 12, 2011

Project Reality 0.96 Manual

45

You might also like