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RPG-16 problem


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I was testing Syrian airborne forces yesterday and find out, that RGP-16 is disappearing after only one shot! Antitank specialist has from beginning AKSU-74 in his hand, when he has the target he switches to RPG-16 and then he fires! To this point all good. After this action weapon icon disappear and soldier is without antitank weapon!? There is ammo there, only weapon is missing! I tried with excellent and also with poor weapons quality settings - result the same.

RPG-16 is after one shot disappearing... Where???

The problem, that there is no more picking up weapons from fallen comrades is known already...

Please fix.

Better quality troops with RPG-7 are fine.

Question to beta-testers: is there someone among you who is focused to testing red equipment? How long is this process? Otherwise i don't understand how it is possible to have such mistakes (RPG-16 disappearing, no weapon collection) after beta testing...

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http://world.guns.ru/grenade/gl03-e.htm

Caliber: 58 mm barrel and warhead

Type: recoilless launch + rocket booster

Overall length: 1104 mm ready to fire; 645 mm disassembled for carry / airdrop

Weight: 10.3 kg unloaded, with optical sight and bipod; 12.4 kg loaded and ready to fire

Effective range: up to 800 m

Armour penetration: 300 mm

RPG-16 antitank grenade launcher has been developed in late 1960s especially for Soviet airborne troops. Compared to the contemporary RPG-7, RPG-16 provided greater effective range and better accuracy, thanks to the smaller caliber warhead and more powerful rocket booster. Adopted in 1970, RPG-16 was widely used during Soviet campaign in Afghanistan, mostly against hardened fire positions and buildings and from stand-off ranges.

The RPG-16 is a shoulder fired, single-shot, smooth bore, recoilless launcher. It has a two-part, quick takedown barrel with venturi nozzle at the rear, fire control group with pistol grip, trigger and manual safety in the middle, and a folding bipod at the front. The fire control unit is of electric ignition type, with current generator being operated by the trigger pull. RPG-16 fires only one type of grenade, PG-16 HEAT. The warhead of the PG-16, unlike the warheads of the PG-2 and PG-7 grenades, has same caliber as the barrel of the launcher, so loaded grenade fits entirely inside the launcher. This combination type grenade has an RCL-type launch charge and a rocket booster, which is ignited automatically once the fired grenade is at safe distance from the shooter. RPG-16 has an integral iron sights, but usually is issued with 2.7X magnification telescope sight, designated PGO-16. This sight is basically the same as used on RPG-7 grenade launcher, but it has a different aiming reticle, optimized for PG-16 ballistics. The standard crew for RPG-16 is two men: the grenadier, who carries the launcher and two rounds, and assistant, who carries three more rounds.

Its single shot weapon, then reload and you can fire again. I think problem is with warhead - ammo icon shows standard RPG warhead - but as written above it's not same like for RPG-7...

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I checked also Marines manual and approximately same is written like above - but definitely nothing like one shot disposable weapon...

So why it is disappearing?

Marwek,

Can you send me a savegame or a replay demonstrating the problem?

RPG-16 in the game should be treated as RPG-7.

My email is: dimastep at gmail dot com

It is definitely not a single-shot weapon.

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Question to beta-testers: is there someone among you who is focused to testing red equipment? How long is this process? Otherwise i don't understand how it is possible to have such mistakes (RPG-16 disappearing, no weapon collection) after beta testing...

Marwek, I have just tested Airborn squad with RPG-16. I could not reproduce the problem.

So I will need a savegame or replay from you to confirm this is indeed a problem.

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