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Alex

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  1. Lighting ammunitions.

    Peoples learned to militate at nights after long, to appearance of devices of nightly vision. In 20th age peoples especially succeeded in this art, but not only due to termovision device and nightly vision device, lighting ammunitions were far before invented. Possibly, someone will say today, that it is a deadlock branch of development of war idea, but it is not needed to hurry, let at first will make attempt consider this question more detailed.

    In the game of CMSF the US side possesses plenty of devices of nightly vision (NV) in all types of troops, and as a result possesses advantage during conducting of nightly battles, it is clear, US Army went to it a long ago and systematic. Syria in a game nothing to match against it, except for the very modest amount of analogical devices, the Syrian mechanized infantry is especially unavailing in this plan, not having NV even at the level of company (that by the way not quite and realistically). However how so is all synonymous in the real life?

    For the terms of nightly fight, army of different countries often and much apply lighting artillery ammunitions, and similarly portable rocket pistol, shooting lighting rockets. Application of such ammunitions is given by the good illuminating from beneath of target, and promotes efficiency to defeat the target, even at application of NV. For an example I bring a picture over from the last not a long ago studies "Ladoga-2009" of the Russian army.

    c9930d70264c.jpg

    Result, as we say in Russia, on a face.

    Now actually self offering to the developers of game:

    1. Artillery.

    To enter in ammunition of all artillery weapons (US, Britt and Syrian) in a game (in the proper calibers) along with smoke-shells similarly and lighting-shells. Principle of their action can be following:

    A shell goes out on a target on a steep ballistic trajectory (as an ordinary shell), however highly in sky it exposes a parachute and slows falling, showing a graphic effect as from a burning technique (depending on a caliber an area of luminosity must be different).

    Going down a shell goes out gradually, time of decline certainly corresponds the real descriptions of this star shell.

    Certainly, it would be necessary to teach and AI to use this new function.

    2. In the equipment of infantry subdivisions (probably, only Syrian) enter a rocket pistol with the ammo, how many such pistols it is fixed on a company I do not know unfortunately, but I think it is possible to know if it will be necessary. Need teach AI independently with some periodicity to shoot off light rockets toward of enemy side, on condition that subdivision is fired an enemy, but an enemy is not visible.

    By sight a light rocket can be realized like a grenade from a underbarrel grenade launcher, shoot on a ballistic trajectory, attaching a lighting effect to the grenade.

    Certainly it is not at all simple to realize in a game the innovation offered by me, sure that is many complications. However and an effect from this new function will be very not weak, in a great deal this idea will change tactic of conduct of nightly battles, toward the increase of their realism.

    Maybe much difficult to realize rocket pistols exactly, and more precisely to teach AI it is correct to use them, but even on condition that realizing will be succeeded only artillery lighting ammunitions, an effect is made on gameplay will be very positive.

    I think that this idea is actual not only for CMSF but also for a coming project "Normandy'.

    Sorry for my poor English.

  2. It would be good, if at the call of artillery / aviation support for Syria, to hear radio negotiations (BETTER CERTAINLY ON ARABIC), commenting what be going on, as if you played at US. Such radios negotiations help to be better oriented in that, what stage a process of call of support is on.

    By the way it would be desirable however to see a normal (new) 3d model for engineering strayker М1132.

    Strange, that here only I write the suggestions for game, not a who it does not interest anymore?

  3. 2 lomir

    My mistake with ammunitions, simply I own an editor not very much.

    A AGSteam in game has 3 valuable box with grenades, for 29 things in each.

    Exactness of fire from AGS-17 strongly depends on skill level of the team.

    Well with it understood, now that is not correctly:

    Man in a command four, and they carry ammunitions so much, how many on the state a soviet AGSteam carries in 3 men. I think it is not logical, Syrians are necessary either to add 2 boxes with grenades or take out one man from a team.

    I had because of, that box with grenades in the game of black color, and it is green in reality. I.e. for me it also green, but I set itself MOD, possibly this mistake cleaned in a version 1.20 (I have only demo 1.20)

    2 Steve

    1. Certainly Syrians not on 100% copy a soviet structure, but borrowing is enormous nevertheless, I would say on 70-80%. And certainly given about the army of Syria not on every site written, and it is much difficult to find them, what information on an army some European country.

    But in a game and so are far not all troops of Syria reproduced with documentary exactness, in fact much it is simply thought of by "Battelfront", by analogy with a soviet army, in fact so? Those special forces and paratroopers in reality I think look quite differently.

    Steve do not I understand something, if you talk that studied the organizational structure of the Syrian army, where in general for them AGS and DSHK?

    I do not understand simply, in fact in the CMSF game subdivision presented not separate squad or platoons, but by companies and battalions, on it present separately in an editor platoons with AGS and DSHK do not give to understand where they must be in the structure of troops of Syrian.

    in a game all mechanized infantry battalions have "companies of armament" , but they are empty, Appointment of this companies not clear to me, usually if I get it right in such companies take the heavy weapon of support, but it there is not present. Similarly there are "platoons of armament" in every mechanized infantry company, but they are armed exceptionally the machine guns of PKM, although in the soviet structure of subdivisions just the same platoons had on an armament not only PK, but DSHK/NSV and AGS-17 too.

    2. Ok, understood

    3. Ok, understood

  4. In soviet and Russian armies AGS-17 and NSV/KORD/Dshk is the weapon of battalion and is practically in all types of troops (mechanized infantry, airborne, marines and other) in separate companies or platoons of heavy weapons.

    I do not know for what there was AGS-17 projected, but used as a weapon of support of infantry is in a fight.

  5. So I am, simply I think that it not the most important. There simply are examples of both very exact fire from AGS-17 in a game and vice versa cases, like described by me, wherever AGS got not a single shot in the group of straykers with 300m.

    I am afraid that we now will begin a discussion here, about exactness of fire from AGS in a game and will forget about major things.

  6. Exactness of conduct of fire of AGS-17 not the most important moment in this theme, initially I mentioned about it only by comparison to Mk19 and noticed that to firing from AGS-17 used bursts 3-4 and 5-10 grenades.

    I agree in principle, that AGS-17 fine work on an infantry (does can they as that differently peg at a technique?), rather more important that AGS-17 has unjustified little live ammunitions and not included regularly in the structure of not a single battalion of Syrian army in a game.

  7. It would be desirable, that after completion of fight, to view of tactical map at the destroyed technique at a choice its mouse, the panel of damages was visible, that it is possible it was better to understand how this machine was exactly destroyed (badly that by sight damages are not represented on 3d model of technique).

  8. Yes and what?

    Situations are different. I have such impression, that initially developers decided with it not to romp, now all search it monumental acquittal, as though: "it is not needed, it is not effective". Dima I can cite as an example the stories of soldiers which conducted a fight inwardly BTR through loop-holes, not once saw documentary videos, where similarly soldiers conduct a fight into the fighting machines.

    We now deepen in the questions of tactic, eventually it already to decide a player, he hurries the infantry or not, and I began with the discussion of the most technical feasibility of firing through the loop-holes of the armored transporters. A game must give the player of maximum possibilities, and he will choose on your own correct.

    And by the way regulations by regulations, and AI brains it's something other. And AI often "forgets" to land the infantry from BMP and it simply perishes into the machines.

  9. Unfortunately to my mind the troops of Syria in principle are deprived heavy infantry weapon. That DshK (in russia/USSR his true a long ago replaced on NSV/KORD) like an AGS-17 is also included in the regular structure of battalions, most not bad weapon of infantry, actually there are not doubts, that in the real Syrian army a situation is similarly. And in a game the heavy weapon of infantry is mainly shown out for the state of subdivisions.

    It is certainly possible to object, that neither DSHK nor AGS does not play a large role, when am for example BMP-2, and the more so BMP-3, with its powerful armament, it is eventual so, but foolishly to compare the armored machine to the infantry weapon. However much you twist the heavy carried weapon of infantry of AGS-17 and Dshk/NSV, it's a "long hand" of infantry for distance more then 600m, which perfectly works both in a defensive and in an attack.

    2 Yair Iny

    I not very much well own an editor, that to compare these grenade launchers on a line, but in separate battles compared, on results it created a theme.

    In CMSF

    There is one scenario he seems named: "whead scout" (somehow so) in him the Syrian reservists hold a defensive in the drying up river-bed against the reconnaissance company of Strayker, red have plenty of AGS-17. Who interestingly can make attempt play for red, it will become visible at once, that in the game of AGS a weapon is unavailing and absolutely not exact, at times the AGSteam can't get not a single grenade in a group from 3 standings together straykers from distance in 300m.

  10. I'm token about distance of 50-150m, at this distance fairing from the fire-ports of standing BMP will be affective.

    By the way and what do course machine guns differ on BMP-3, set in the same loop-holes, from what we discuss, why it was then decided that a fire from such devices on BMP-3 deserves attention, and on other fighting machines it is not? In fact on BMP-3 there are no special aiming devices for firing from course PK.

  11. In the game army of Syria dispose the automatic grenade launchers of AGS-17 "Flame", these grenade launchers do not enter in the complement of subdivisions (unfortunately) and presented as separate platoons in a game.

    IN GAME:

    AGS-17 team is:

    team size - 4 man

    Armament of AGS-17 - 1, AK - 4

    A group carries 63 or a 71 grenade of VOG-17 for AGS-17 (in the different groups) sometimes yet RPG-18 (not very much clear why they have him)

    Exactness of firing from the grenade launcher of AGS-17 in a game is very low, even on small distances of 200-400m.

    Not clearly where such amounts of grenades undertook from, in fact grenades are packed in ribbons for 10 things, ribbons unite for 3 and packed in a basket, 30 grenades turn out in a basket, but because of structural feature of grenade launcher AGS17, the first link is abandoned empty, and 29 grenades turn out in a 1 basket. And in a game does the incomprehensible amount of grenades turn out 63/75?

    IN LIFE:

    AGS-17

    Mass of grenade launcher without a ribbon — 18 kg

    Mass of grenade launcher with a ribbon on a machine-tool — 44,5 kg

    Mass of the equipped ribbon on 29 shots — 14,5 kg

    ammunition size of grenade launcher 3 box X 29 grenades (total 87)

    AGS team (in Russia/soviet army)

    3 men: commander / shooter, helper of shooter (1 ammo box), carrier of ammunitions (2 ammo box)

    Firing from a grenade launcher is conducted turns for 3-5 shots (or 5-10), a grenade launcher is equipped an optical breech-sight multipleness of x2.5, that promotes exactness of firing to a great extent. In a game a grenade launcher often shoots for 1-2 grenades.

    In the total in a game we have a AGS team a greater quantity in 4 men, against 3, but with less of ammunitions to AGS-17. It is although possible to suppose on logic, that command from four persons it: shooter, helper of shooter and two carry of live ammunitions. Then on logic the number of carry grenades must make 145 things.

    Similarly in the game of AGS-17 enough not exact weapon, and at times with distance in the 300m command of fighters quite can not get in standing strayker (not a little target).

    And in game AGS-17 has one graphic failing in a 3d model, basket with the grenades of black, while in reality he is always green.

    It is desirable similarly to mark that in a game we have US pedestrian teams of grenade launcher of Mk19

    Mk19 information:

    Mass of grenade launcher is 35,3kg

    Mass of tripod M3 is 20kg

    Mass of basket with 32 grenades - 19kg

    (information from Vikipedia)

    At considerably greater mass of complete set a command from four marine infantrymen carries 144 grenades (4 baskets of 3 х 32 and 1 х 48).

    Similarly Mk19 on the subjective feelings possesses more high exactness of firing, in spite of absence of optical breech-sight. Ballistics of 40mm grenades of Mk19 is better, than at 30mm AGS-17 certainly, bat at firing turns on distances to 600m it does not give a substantial difference.

    In the total we have a non affective AGS team carrying little live ammunitions, and in addition badly shooting. And in principle absence of this grenade launcher in the state of battle subdivisions deprives the Syrian infantry of very serious fire possibilities.

    It would be desirable similarly to put question, why by developers decisions not to enter AGS-17 in the complement of subdivisions of the Syrian army were accepted, while in the soviet army of AGS-17 widely widespread?

    Some material:

    http://rutube.ru/tracks/689580.html?v=041a335875dafbb1059fd40e83f1ee60 - video

    http://ru.wikipedia.org/wiki/Mk_19_grenade_launcher

    http://en.wikipedia.org/wiki/AGS-17

    2dd12eccb3b7t.jpg

  12. You certainly rights, but why is a situation examined at once, that shooting is necessary at full speed? In a game often there are situations, when infantry into a APC, and it decides (blunts) anywhere on a road turn, and gets under the fire of opponent from small distance. Right here that and loop-holes are needed, when enemy alongside, and a APC does not ride.

    I doubt by the way, that far more comfortable to fire a rifle being in the opened hatch of strayker, when that goes by speed. On me it also not effectively, but well a review is better.

    And I did not shoot from firing port of BMP-1

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