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Posts posted by exsonic01
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If this question was already asked, please delete or close this post. I searched, but I just couldn't find exact answer that I want.
Usual advertisement or catalog of companies/providers for thermal IR night vision are so fantastic. They claim that you can see through the darkness, even with heavy wind + heavy rain or thick fog.
But some claims that is more or less exaggerated. Who is right?
At the same time, in the CMBS world, I also see the all faction's tanks and vehicles with IR sight have trouble to detect / clarify the target in night with pouring rain or heavy fog. In both condition, (night + downpour and night + heavy fog) I checked that T90AM and M1A2 Abrams had difficulties to fully detect each other when it was greater than 2km. Also around 2km or less, longer times were required to detect each other for both tanks (not ? icon) to shoot, than clear day condition. All veteran, +1 leadership, excellent motivation. I personally felt that the fog condition was slightly worse than downpour condition. (But that personal impression might be wrong)
Is this realistic depict of thermal visions under bad weather condition? and how those thermal visions 'restricted' by weather? Their maximum distance to detect in IR wavelength limited? Or bad weather make too much noise or make the signals weak, so that the crews inside the vehicle feels hard to detect the enemy? I'm just very curious and confused, because all those thermal vision companies claim that their product can see 100% same with the day at any condition.
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I still love my hometown and the place where I'm living, but I can't deny against bug and cold claim XD Without those, this is perfect place for kids and retired ppl IMOI think I'll stick with my San Jose weather. I did discuss with the wife about retiring to Pennsylvania where I grew up as retirement is better. She had 4 words for me. Cold, heat, bugs, no.
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Oh, was that in the manual? I clearly missed that. Thanks
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It was one fine day of Rolling Thunder scenario. I watched my Javelin ATGM defeated by Arena.
Shoot that bas****~!
It just launched
Going~
Flying there
Still flying
Turned down and heading the tank
Doom ETA 1sec
What ????!!!!
And this was ALMOST EXACTLY kinda I was like
How this can happen?! How!! My team was annihilated after that by angry T-90AM.
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Wrong weapon. What we have in game is the disposable anti-tank M136A1 (AT4-CS).
http://www.pica.army.mil/pmccs/CombatMunitions/ShoulderLaunched/AT4-CS.html
Still, not answered about its munition. Is that means this AT4-CS use HEDP? or HEAT? So far I just assumde ingame AT4CS use HEAT with 400mm RHA penetration since it is mainly used as AT weapon with decent penetration.... or is this use HP, the High Penetration with 600mm RHA?
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AT4 can use various type of rockets. Like HEDP, HEAT, and etc. What is the one for ingame-US army? HEAT? HEDP? Like RPG7, can soldiers choose the rocket types for AT4?
Thanks
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I might be wrong, but in my understanding, big cylinders on both T-14/T-15 and other vehicles are APS kill munitions, that work similarly to Quick Kill. The difference between T-14/T-15 and other vehicles are smoke launchers and APS radars.
On Kurganets, new smoke launchers can be seen, mounted on the turret itself (both IFV and APC). I'm talking about long rectangular boxes with two circles ("exit holes") on each, here: 1, 2.
On T-14 and T-15, there are 4 boxes with 3x4=12 small cylinders, that look similarly to the usual Rissian 81mm smoke grenades Tucha and Shtora. But not identicall. But even the boxes appear to be different a little bit. Out of four on each vehicle, two are static, and two can rotate. Can be seen on photos in this post:
http://community.battlefront.com/topic/118480-armata-soon-to-be-in-service/?p=1605769
And I talked about radars in this post:
http://community.battlefront.com/topic/118480-armata-soon-to-be-in-service/?p=1605765
Yeah, I already checked about the radars. Ok, it seems my initial expectation about APSs seems wrong. Thanks.
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Heh heh, the BBC had some fun this morning reporting on Russia's new supertank stalling out during parade practice and needing assistance. The Russians claimed it was deliberate - training for the recover crew, which got chuckles from the assembled journalists.
As far as I read, it is because of driver's mistake. He was T-90A driver from Tamanskya Guard, and only had few hours of driving practice for the T-14. He did something wrong about gear, so T-14 stopped. Engineer from UVZ solved the gear issue and it goes his way.
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I saw this before. If Afganit is same with quckkill, this means the rocket or projectle turns his head and fly to intercept, therefore launchers doesn't need to face all direction, which supports "Afganit is big cylinder" claim.
Do you also think that big cylinders of the turret neck are Afganit APS? Thanks to let me know anyway.
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http://www.tank-net.com/forums/index.php?showtopic=39816&p=1165624
Someone in tanknet claims that the Afganit is in the same line of Drozd APS. If that is true, the big cylindrical tubes around the neck of the turrets are Afganit APS, while the boxes full of small cylinders are aerosol-type all-IR-blocking smoke launchers.
Is Russian APS back to Drozd type? This is quite surprise to me. So far, I thought small cylinders are Afganit, and big cylinders are smoke launcher, like a part of Shtora-2. So my expectation is in opposite. If that big cylinders are Drozd-like-Afganit, how it can react against top attack and rear attack? Because, those big tubes at the neck of the turret are only watching frontal 180 degree, not the rear side and top side. I can see the APS radar watching all directions, but those APS launchers (only heading front) make me confused.
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Hmmm My Igla missiles are still black. Also, how can I resupply Igla? Is that fixed in 1.03?
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Small cylinder launchers on the turret (including vertical launcher, facing top) : Afganit APS
Large cylinder launchers at the neck of the turret: Aerosol-type smoke launcher
Are these correct? Or the opposite is correct?
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Am I only one the concept 3D arts with autocannon + circular turret far looks cooler than exposed turret? Dissapointed:/ Of course design does not give any good, but I wished 'cool' design. Oh anyway, let's see in the parade.
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Hello
I'm struggling in the final mission of UA campaign. I don't know why, but my OplotMs choose to shoot Kombat ATGM than their cannon. I don't know why, but those Kombat ATGMs are not that effective against K5 ERA. Gunners hit the T72B3's turret, but couldn't make penetration for 3 times.
How can I choose to just shoot cannon? Also, is this reasonable that K5 can defend the Kombat ATGMs?
Thanks
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+1 Post. I really wish the more options for engineering point of view in CMBS. Thanks to share good idea.
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//womble
Thanks to let me know. Maybe I got some wrong impression about UA infantry during campaign, which make me some kind of bias.
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//ASL
Thanks to let me know. Sad that I can't give ammo back to the vehicle for my boys. I really wish BFC include this action possible if they can. I myself was also AT infantry in South Korean army, so I know how heavy they are :/
//sburke
About disembark issue, I knew that it looked impossible, but asked again to forum just in case. Thanks. I also think that trick is very useful.
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Hello
Sometimes I want to give back my ammo and rockets back to the IFV, to increase mobility and save my boy's stamina. (IMO Specially UA soldiers suffers from lack of their stamina than Russian and US soldiers. ) Is there any option for this action? Sometimes I want to keep the rockets and ammo for the full firepower, but sometimes I want to give up those ammunition for more speed and stamina. But I found that once I acquire something, it is impossible to give those back to vehicle, and only way is load the game.
Is there any way to give the ammo back to vehicle? If not, any plan to introduce in game?
Also, are there really NO WAY to move vehicle -> disembark and move boys -> reverse or move vehicle again in single turn waypoint?
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Same way the Russian Army has T-90AMs and BMP-3Ms in number. There's a few AFVs in game that should be quite rare/are not likely to be in service soon that are in to keep it a bit more lively I imagine.
I agree and I feel the same. And I heard that the situation of heavy industry production in Ukraine now is worse than that of Russia due to economic situation. In addition, some small part factories are in the Donbass area. It will take additional delay to find and contract with new supplier. I'm dubious that the BM Oplots will roll a lot like depicted in the UA campaign of CMBS.
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I have a this one
"Hey, I got a new toy~!" -
Hello
Some questions regarding ingame features of UA tank.
1) How UA army can have that much APS Oplot-M tanks at the year of 2017?
From what I knew, the Malyshev factory is under heavy budget pressure, and overall tank / tank part productivity of Ukraine is in serious condition due to economic crisis. And there are only ~10 Oplot-M tanks in Ukraine (Thailand export not included) at now. I'm highly dubious that Ukraine army could have such Oplot-M-only tank company like the campaign depicted. There, you can roll 12 Oplot-M with APS. But I think it would probably more reasonable that the campaign allow only 1 platoon of Oplot-M, and the other would be old T-84 Oplot, T64 BM Bulat, and T-64BV. How do you guys think?
2) T-72B3 vs Oplot-M
This is question about the ability of in-game tanks. I'm at the final mission of UA campaign, and Oplot-M was knocked out by T-72B3's single cannon shot, penetrating turret front including Duplet ERA. 2km distance, almost 0 degree, hit right beside the cannon (but not the turret shield). It was opened west area in the map of the final mission of UA campaign. This is surprising to me, since I heard that the Duplet ERA have similar or very slightly weaker KE & CE ability when compare to Relikt ERA. I'm curious about the ingame Oplot-M's armor protection level. Of course BFC will not say anything about this, but how it is in real? Also, what kind of shells the ingame T-72B3 using? Svinets? 3BM42?
Thanks
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No you cannot do vehicle moves -> disembark passengers -> vehicle moves more. That is not possible with the current commands.
I was just pointing out that you can choose to disembark passengers -> vehicles moves in addition to the more common vehicle moves -> disembark passengers. It is not a full solution but another option. I find I use it from time to time. For example if a vehicle is close to the last move location and about to disembark passengers as one turn ends. I will cancel all the movement orders and issue the dismount passenger command to the passengers and then give move orders to both vehicle and passengers so the vehicle does not sit around for most of the turn.
Thanks to let me know.
The option you explained is the same thing what I use now in 1-min turn to disembark. But it is somehow limited to do in critical or subtle situations, and I feel real-time is more helpful for some complicated chains of actions. I really wish the BFC introduce some way to "move vehicle -> disembark boys -> move vehicle" possible in a single turn. (Or I just didn't find the way to do, though it is already there)
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Wait, there is one other way to do it. You can have them disembark before the vehicle moves.
With no movement orders you can select the passengers (not the vehicle) and give them a dismount command. Then you can give orders to both the passengers and their vehicle. The vehicle will wait for the passengers to disembark and then both will go on their merry way.
Ian, how can I do this chain of actions in the 1 min turn? I mean, I still dunno how to do "move vehicle -> disembark boys -> move the vehicle and boys " in the 1 min turn based order. 'Pause' didn't worked.
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Thanks everyone.
Poesel, how was you and your ally's deck usually? was that 1 company or 1~2 platoon for each, with divided supports? Or one player took all infantry while another took vehicles and supports?
Question about thermal sight
in Combat Mission Black Sea
Posted
Great thanks to detailed and helpful answers with some real experiences.
I checked some data, found that the IR wave for thermal visions - far-IR (8-13 micrometer)and mid-IR (3-5 micrometer) - can be degraded by pouring rain or dense fog. IR is also light, and it is natural to be adsorbed by liquid/vapor phase water. If it is normal or weak rain, than thermal vision might looks ok or just slightly interfered, but like you mentioned, pouring rain or squall can degrade the maximum range of IR / thermal vision by 1/3 of normal day ability. And panzer, you are right, downpour in Korean rainy season is sometimes just crazy.
Far-IR (8-13 micrometer) is stronger against liquid water (=rain) than mid-IR, but it is weak against vapor anyway. This means the dense fog can interfere possibly all IR range. Question cleared