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All these months and no one has even mentioned that the Semovente 90/53 does not have the crew modeled and shown. Which would be interesting since they were on the outside of the unit and completely exposed. The gunner and loader stood behind the machine on the ground during firing.

So this brings up all sorts of questions as to how the game reflects it.

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Maybe the unit in the game is a later version than what I have found on it.

But the game has the two rear crew man shown up in the gun sheild. But the ammo is shown in storage only accessable from standing behind the unit.

Also what I read said it only carried 6 rounds, not 12 as shown in the game.

So they would have a ammo carrier and a couple of soilders to support with bringing ammo to the unit. (That would be nice to have in the game since it would give it the possibility of being a support weapon, where as at the moment, it has 3 HE rounds, where as if you actually fought against one, it would have a truck full of HE rounds. That could sure stop infantry at a few thousand meters

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The way that the Semovente 90/53 currently operates in CMFI is a compromise between limited resources and a vehicle that is very unique in its function. Every man hour we might spend making the 90/53 operate exactly as it did in real life (which, if you think about it in detailed CM needs, would entail a LOT of new features/coding/behavior for just one vehicle) is a man hour we could spend on something with a wider application to the game. Trade-offs like that are made in pretty much every aspect of a game. Some of them are just more visible than others, such as with very unique vehicles like the 90/53.

Let's look at the 90/53 crew behavior for example. The idea of having a crew dismount, scuttle about behind (and outside of) the vehicle and operate like they would in real life would be a considerable investment of time to implement in CM. Currently, all CM crew stay inside their vehicle and don't move around, and with good reason, because 99% of AFVs operate like this. So right there whole new vehicle/crew behavior has to be made. And then there's the myriad combat situations possible in CM where that new crew behavior would have to be planned for, implemented and tested against.

Doing all of this for one obscure vehicle would be... a huge waste of time to put it mildly. ;) So it comes down to a choice: either have the vehicle in the game, and make some "fudges" in its implementation, or not have it at all. Obviously I decided on the latter. After all, 90mm guns are kinda awesome.

The ammo carrier is a separate issue, which as I recall the official stance is that CM doesn't want to get involved in resupply/logistics simulation.

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The way that the Semovente 90/53 currently operates in CMFI is a compromise between limited resources and a vehicle that is very unique in its function. Every man hour we might spend making the 90/53 operate exactly as it did in real life (which, if you think about it in detailed CM needs, would entail a LOT of new features/coding/behavior for just one vehicle) is a man hour we could spend on something with a wider application to the game. Trade-offs like that are made in pretty much every aspect of a game. Some of them are just more visible than others, such as with very unique vehicles like the 90/53.

Let's look at the 90/53 crew behavior for example. The idea of having a crew dismount, scuttle about behind (and outside of) the vehicle and operate like they would in real life would be a considerable investment of time to implement in CM. Currently, all CM crew stay inside their vehicle and don't move around, and with good reason, because 99% of AFVs operate like this. So right there whole new vehicle/crew behavior has to be made. And then there's the myriad combat situations possible in CM where that new crew behavior would have to be planned for, implemented and tested against.

Doing all of this for one obscure vehicle would be... a huge waste of time to put it mildly. ;) So it comes down to a choice: either have the vehicle in the game, and make some "fudges" in its implementation, or not have it at all. Obviously I decided on the latter. After all, 90mm guns are kinda awesome.

The ammo carrier is a separate issue, which as I recall the official stance is that CM doesn't want to get involved in resupply/logistics simulation.

Makes sence other than the ammo carrier. We have mortars and Mg's and other items that are able to transfer ammo within the game now by either the truck or ammo crew being placed near the unit being resupplied. It seems like it could be coded for this unit also. Or maybe not, since it falls into a different catagory and cannot use the coding.

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Maybe the unit in the game is a later version than what I have found on it.

But the game has the two rear crew man shown up in the gun sheild. But the ammo is shown in storage only accessable from standing behind the unit.

Also what I read said it only carried 6 rounds, not 12 as shown in the game.

So they would have a ammo carrier and a couple of soilders to support with bringing ammo to the unit. (That would be nice to have in the game since it would give it the possibility of being a support weapon, where as at the moment, it has 3 HE rounds, where as if you actually fought against one, it would have a truck full of HE rounds. That could sure stop infantry at a few thousand meters

Just for the information:

The small ammunition capacity of the vehicle was also a problem; only six rounds could be carried. This necessitated the creation of special ammunition carriers out of Fiat L6/40 tanks, one accompanying each Semovente 90/53 in the field. The L6 ammunition carrier itself carried 26 rounds along with an additional 40 rounds in a towed trailer. It fired Effetto Pronto, or HEAT rounds, which could pierce 70 mm armor plating at a range of 2,200 meters.

http://en.wikipedia.org/wiki/Semovente_90/53

Michael

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