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dima
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Everything posted by dima
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Nightblindness in Syrian SF
dima replied to missinginreality's topic in Combat Mission Shock Force 1
Sure Syrians won't see far and in detail without NV but they should see enemy and vehicles out to 50m-100m. Guerilla warfare tactics often favor ambushes done at night. missinginreality Did you see this issue with any type of Red infantry, or just specific unit? [ January 17, 2008, 09:11 PM: Message edited by: dima ] -
Have to agree - it seems that most weapon systems are over-modeled in the game, save maybe tank cannon and ATGM rounds. Small arms and unguided munitions are ridiculously effective right now, and does not match reality. RPG's are fired in salvo's for a reason, and no, it isn't because the gunners are untrained. I don't know if they're just modeling optimum "firing range" accuracy in all cases or what, but something just doesn't add up. </font>
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Russian Terminator Tank Support vehicle.
dima replied to Peter Cairns's topic in Combat Mission Shock Force 1
Actually it was announced recently that russian army itself just ordered over 100 BMD-4 and BMP-3's. -
Russian Terminator Tank Support vehicle.
dima replied to Peter Cairns's topic in Combat Mission Shock Force 1
YD, I agree. That's just the thing, this BMPT is not designed from scratch. It reuses pretty much every component: chassis, weapons. And that's probably a good thing. The concept of such vehicle is still to be proven, there are good reasons against this concept. BMPT project actually started in the late 80's. The fact that it is still not deployed probably indicates that army doesn't really consider it very useful for what it's worth. -
Russian Terminator Tank Support vehicle.
dima replied to Peter Cairns's topic in Combat Mission Shock Force 1
Well, adding larger caliber gun would, in essence turn it into a tank. 2A42 is 30 years old, tried and tested. Putting a pair of them in essence doubles the ROF without having to design new gun. ZSU-23-4 was used successfully in Chechnya in ground role and troops loved it. And that thing is only 23mm. -
Russian Terminator Tank Support vehicle.
dima replied to Peter Cairns's topic in Combat Mission Shock Force 1
Actually it is still a prototype and no decision has been made whether to put it in mass production for the Russian army. For 2008 only 2 vehicles are ordered. Exactly for the reasons you give. To support tanks you are better off with another tank or infantry on BMP-3 or BTR-80 to protect against RPG's. -
Russian Terminator Tank Support vehicle.
dima replied to Peter Cairns's topic in Combat Mission Shock Force 1
This vehicle is called BMPT (Boyevaya Mashina Podderzhki Tankov = Armored Tank Support Vehicle). Code name "Obyekt 199". Its main role is infantry and tank support, not the air defenses. The notable feature is ability to elevate cannons high enough to attack enemy in tall buildings in urban settings. Grozny in 1995 comes to mind... Armament: - Pair of 2A42 cannons (same as BMP-2). - 4 ATGMs (AT-6A "Shturm" or AT-9 "Ataka-T). There were plans to arm it with "Kornet" but no more. - Pair of AG-17 grenade launchers - 7.62mm PKTM Chasis from T-72. Crew of 5: Commander, gunner, two side gunners and driver. Here is an article in russian http://btvt.narod.ru/3/bmpt.htm And more pictures http://btvt.narod.ru/5/bmpt/bmpt.htm -
Firing rpgs inside of buildings
dima replied to mike_the_wino's topic in CMSF Strategy and Tactics Forum
During Grozny defense in 1995 a russians lost quite a lot of armor mainly due to RPG's. A lot of those were fired from upper floors of apartment buildings. Yes, firing from inside the building isn't as fun as standing in the open, but the firer still has better chance of survival than firing in the open, uncovering his position and having nowhere to hide. -
Unfortunately he bought the official russian version, localized by 1C. So he is stuck there because patches aren't released for it
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The logic behind those smoke launchers on soviet vehicles is to shoot it to blind the enemy before advancing. Soviet vehicles also have smoke generators (they dump raw fuel in the exhaust) that produces smoke for defensive purposes. But it isn't implemented in CMSF.
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A friend of mine (who is a BMP-2 commander) is trying to run the game. He can launch a mission and even setup units, but as soon as he hits Go the game hangs. Has anyone experienced something like this?
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All this in 10 minutes?
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I get slaughtered every time ****Spoiler**** Walls don't seem to protect or block LOS, RPG's take out my BMP's if I try to reach the main gate. If I do reach walls and dismount my squads next to them they also get slaughtered. Any hints would be appreciated
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Yep, exactly! And should the nose strike the bar itself it will cause premature detonation also pretty much defeating the round.
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Right So first you said the detonator is crushed. Then you said some "magic" wires are being cut. When I told you you were wrong on both accounts you say you simplified it for others to understand. Who are you kidding? Oh, right, you served in Iraq. Then, by all means, that automatically makes you a better expert on RPG-7. I apologize! [ October 26, 2007, 09:09 PM: Message edited by: dima ]
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I actually do know a thing or two about RPG-7 and how it is designed (that includes original russian docs). I am sorry to inform you - there are no wires to crush. First, because there are no real wires on that grenade that run from fuse to detonator. Secondly the way this counter-measure works is by shorting the whole circuit so that the current produced by the fuse doesn't effectively reach the end detonator, not by breaking the circuit (there is a difference). Actually this is exactly what it says on page 19 of the doc than Flamingknives refered to. For more info, please check that document and diagram on how PG-7V or PG-7VM round is constructed. A lot of people (not just on this board) get their information from sources that are just as uninformed. And then they think they are experts on the subject and continue to preach incorrect information. As a result we get threads here by so-called "professionals" telling developers how things should really be made. Ironic, isn't it [ October 25, 2007, 07:59 PM: Message edited by: dima ]
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LOL! Where do you get your info from? "Crushing it" ? That's how that fuse activates to begin with. [ October 24, 2007, 05:05 PM: Message edited by: dima ]
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All the same fundamental flaws in all their glory.
dima replied to a topic in Combat Mission Shock Force 1
How do you know that movie? Was it ever shown outside of Russia? -
Steve, how is that possible? What is the commercial sense in doing that for them? :confused:
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Off-topic M1A1TankCommander, is your email address (from your profile on the forum) still valid?
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Syrian Ammunition and M1 Armor
dima replied to Cornelius Quilty's topic in Combat Mission Shock Force 1
no ovcourse i play wego, i have plenty of time for that. and i had this in a RED vs RED battle, but i think it makes no diference wich tank you are up to for the tac AI. the tanks in question had no rockets(wich would have missed anyways ) but had HE, HEAT and APFSDS loadout for maingun. opposition had bit of reactive armor, wich makes em harder against HEAT than SABOT, so i wondered double. </font> -
Proper tactics for the "House Cleaning" battle?
dima replied to dima's topic in CMSF Strategy and Tactics Forum
There have been discussions that Jav's are indeed overpowered against buildings -
Proper tactics for the "House Cleaning" battle?
dima replied to dima's topic in CMSF Strategy and Tactics Forum
Isn't keeping troops inside strykers risky? For some reason enemy didn't have AT assets, but if they did then one hit and stryker and the whole squad in it would be dead. What's US doctrine says about this kind of assault? Are troops supposed to stay in vehicles when assaulting enemy in buildings? -
Jason, Can you provide some references? Otherwise I don't think we can expect devs to change TOE just because we say so. We need to back up our claims