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track keeps falling off


erik77

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First...dont ram buildings.

There is a setting in the configuration that allows you to adjust the time it takes to repair your tracks. I think it is default to 2 mins. So it takes 2 mins to repair your tracks.

All you need to do is sit there and wait. You dont need to actively do anything like push a button really fast.

You can increase that time or decrease it if you would like.

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2 min? LOL, actually the time it takes the crew to dismount and check the damage- remember it is the DEFAULT setting. Once again the question to RL (T-72) tankers: how long does it take to repair a track esp. without any support veh.

..and yes I noticed you can change the time setting but to what time? In most cases the battle is over until a repair can be done...

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Originally posted by gunnersman:

Yea 2 mins is very very VERY unrealistic but it sucks when you are out of the fight too. Its a game! There has to be some give and take. At least they made the repair time adjustable.

Exactly! And while I do value realism, I think there really is a limit. Going beyond that and a game just gets boring.
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I'm a RL tanker and I suppose it differs per tank...

First something on tracks. A RL track is made up of seperate track links. "Losing" a track can just mean that the track doesn't connect with the drive wheel properly. This is usually due to turning at low RPM's (sands pushes the track of the drive wheel). This can be repaired in about 2 mins, as it's just a matter of carefully driving the track back on.

Actually breaking a track ( Disconnecting two track links) is a far more labourious task. You have to remove tension from the track, unscrew the bolts keeping it together, replace a tracklink, replace the track on the running wheels (A track can weigh anything drom 300 kgs (APC) to 1500 kgs (Leopard 2 MBT) and reconnect the track. This takes a trained tankcrew about 3 hours... Al this of course based on the Leopard 2, not a russian T series tank.

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  • 3 weeks later...

just a question Cyrrus if you don't mind,I think I read your're a tanker in real life,I run D9 and D10 Cats in a surface mine,and I hit some pretty rough stuff sometimes,which is usually unavoidable,like the occasional petrified tree,while I'm ripping coal,and throwing tracks never happens,question is are there a lot of difference between tank tracks and dozer tracks,of course my D10 can't go 40 mph either,unless I go off a cliff.

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Originally posted by Cyrrus:

It's realistic however... Although unlikely to break instantly when driving over a rock.

It usually damages the track, so when you make a sharp turn the track breaks. Especially at high speeds that can be fatal. I've only seen it happen once during my 3 years as tanker....

It happened at Salisbury a couple of years ago, Challenger 2 fliped over when the track broke on a fast turn.
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Sorry, habe been away for a while.

Yes, tanks tarcks are quite different from those on bulldozers and other civilian tracked vehicles. Tank tracks are made for high speeds, civilian vehicles usually move at walking speeds. also, civilian tracked vehicle usually have to lug around great heavy loads, so the tracks are mostly there to prevent them from sinking into the ground, whereas tank tranks provide mobilty, the ability to jump small trenches, steep hills etc.

The Castle Martin training area at Salisbury is great. Treacherous though, high grass makes it difficult to see rocks etc. usless there erected in some wierd druid fashion smile.gif

But flipped a Challenger, impressive. I once saw a picture of 2 challengers who drove into each other.

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no problem,Cyrrus,I've been away a few days myself,thanks for the answer,I thought there must be quite a difference,since our tracks seem to go for quite awhile without too many problems,I enjoy all your posts,its got to be great doing something you love,and having a sim to relate to also,not much fun to be found pushing dirt in a sim,,though I do enjoy "diggin in" on the occasinal T72 mission,that was a good little addition.Thanks again for the info

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