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That photo is a photoshoped one by terrorists. Photo was made just after tank fired it's main gun. Known story in tank enthusiasts community.

Is there a possibility that system can fail, or export versions of the tank might not have it?

No, the blast doors always close automatically when loaders releases his knee button and you can't keep it pushed all the time, it's uncomfortable and crews are trained not to do that, you only open blast door once you need to load a gun. Every M1 tank, even export variants have isolated ammunition compartments.

I'm guessing that ones Iraqi, or captured from Iraq. Either way, things happened.

It's Iraqi Army M1A1M. ISIS do not have any captured M1, what they captured they burned or blown up, simply because they are incapable to operate advanced weapon systems (guess why).

Edited by Damian90

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Is there a possibility that system can fail, or export versions of the tank might not have it?

I'm guessing that ones Iraqi, or captured from Iraq. Either way, things happened.

That pic is from this series: http://bemil.chosun.com/nbrd/gallery/view.html?b_bbs_id=10044&num=190414

Where an AT grenade is thrown through an open hatch of a M1A1, and later they through an inflammable bomb inside.

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Yeah, right a granade that is guided goes through open hatch, what a coincidence. :rolleyes:

And of course crew inside does nothing they just sit and watch? ;)

Of course other thing is that Iraqi Army crews are incompetent, goverment made a cleanup after US left Iraq, and all competent crews, NCO's and officers were kicked out in favor of poor human material that was just loyal to president Al-Maliki. The number of idiotic things these incompetent poorly trained and poorly motivated soldiers did is just incredible... still the low numbers of M1's they lost is amazing, from 146 tanks they received to this day, they lost only around 15 from what I counted based on Iraqi Army sources and terrorists propaganda. Of course many more is out of action in bases waiting for repairs.

http://www.tank-net.com/forums/index.php?showtopic=38977

By the way here is topic on TankNet forums where with some friends there we were observing and analizing what happend during various recorded accidents.

Edited by Damian90

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The Abrams tank is designated to avoid the "jack-in-the-box" effect. It's design separates the ammo from the crew compartment so it's almost impossible to happen in real life, unlike the Russian T-series that storage the ammo next to the crew compartment (hence it is not rare).

yea, i know about m1 crew protection from ammo detonation

i mean if apfsds or heat penetrate abrams turret(at any dir) and hit ammo, that ammo must cook off (like on this video https://www.youtube.com/watch?v=7aTi09YUJQo)

and if blows pannels works right at that moment, we must see this su8b-ZMQW5g.jpg

if they fail - this 1850044hgvt654.jpg

tLhtoLfV91c.jpg

i ask it, because in game i hit abrams in back of turret by apfsds and heat(many times) with out any effect

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yea, i know about m1 crew protection from ammo detonation

i mean if apfsds or heat penetrate abrams turret(at any dir) and hit ammo, that ammo must cook off (like on this video https://www.youtube.com/watch?v=7aTi09YUJQo)

Wrong, on this video due to poor quality we do not know where exactly tank was hit, however note that fire did not broke in to crew compartment, for several reasons, even if blast doors were also pierced, the shaped charge makes only a very tiny hole, you would have problems to put there a pencil. So fire won't go through it if there are blow of panels as they release energy and fire through a much larger opening.

I suspect in the case of video, loader might had died or been seriously injured, rest of the crew was ok, injured at most. Other thing this is Iraqi Army variant which have export armor package, so it's protection is kinda weaker than US variants, especially the newest ones. The Iraqi M1A1M's weight around 60 metric tons, US M1A1SA/FEP and M1A2SEPv1/v2 weights 63,5 metric tons.

and if blows pannels works right at that moment, we must see this

Yes and no, this tank is "Cojone Eh", it was destroyed by US forces after being immobilized and because could not be recovered at this time, so crew placed some main gun ammo inside crew compartment, opened blast doors and throw inside some thermite granades, later other M1 from the column put APFSDS round through turret rear, some time later when Iraqis were towing vehicle from place to place for propaganda purpose, US command decided to bomb vehicle, it was hit 2x by AGM-114, 1x by AGM-65 and 1x by JDAM bomb.

if they fail - this

No, blow off panels per reports never failed to work, what you see is damage done by VBIED and long fire of the vehicle after it was left after attack. Because most times US forces were preffering to save crew of vehicle, than also try to save vehicle from long fire effects. Of course as "just in case" meassure, engineers that developed M1, designed it's turret bustle in such a way that it will separate from turret in case of blow off panels failure or large ammo explosion, so the tank and crew can be kept safe.

i ask it, because in game i hit abrams in back of turret by apfsds and heat(many times) with out any effect

In the game it will be modeled at some point we hope.

Edited by Damian90

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Wrong, on this video due to poor quality we do not know where exactly tank was hit, however note that fire did not broke in to crew compartment, for several reasons, even if blast doors were also pierced, the shaped charge makes only a very tiny hole, you would have problems to put there a pencil. So fire won't go through it if there are blow of panels as they release energy and fire through a much larger opening.

I suspect in the case of video, loader might had died or been seriously injured, rest of the crew was ok, injured at most. Other thing this is Iraqi Army variant which have export armor package, so it's protection is kinda weaker than US variants, especially the newest ones. The Iraqi M1A1M's weight around 60 metric tons, US M1A1SA/FEP and M1A2SEPv1/v2 weights 63,5 metric tons.

Yes and no, this tank is "Cojone Eh", it was destroyed by US forces after being immobilized and because could not be recovered at this time, so crew placed some main gun ammo inside crew compartment, opened blast doors and throw inside some thermite granades, later other M1 from the column put APFSDS round through turret rear, some time later when Iraqis were towing vehicle from place to place for propaganda purpose, US command decided to bomb vehicle, it was hit 2x by AGM-114, 1x by AGM-65 and 1x by JDAM bomb.

No, blow off panels per reports never failed to work, what you see is damage done by VBIED and long fire of the vehicle after it was left after attack. Because most times US forces were preffering to save crew of vehicle, than also try to save vehicle from long fire effects.

In the ame it will be modeled at some point we hope.

i think you didnt understand me)

i dont talk you about crew

i tell you about ammo

in this video i see atgm which hit abrams in front of turret and then i see flame above this

there is no fuel in abrams turret, only ammo

so what must burn on this video after hit?

after hit (9-10 sec. of video) you can see flying blow panel

Abrams shells in the structure have the powder, which, when it gets hot shell or armor fragments lights as well as gunpowder in shells from the T-Series

Turret certainly does not fly away from Abrams and crew may be survived

but the tank then incapacitated

he can not continue the fight

but as i say in game i hit back of the turret of abrams(where shells placed) by apfsds and heat without any effect

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Hi! I've recently discovered RHS and of course it is fantastic. I jumped in the editor today and tried the SVD w/ PSO using the 7N1 ammunition and it seems that the hold-over chevrons are not correctly calibrated for 1100m, 1200m, 1300m. I didn't do thorough testing with the stadiametric rangefinder but there might be room for improvement there too — if you would like, I can calibrate the reticle for you as I recently dove into some arma modding and fixed some reticles for Breaking Point (including getting their PSO stadiametric rangefinder and chevrons calibrated).

I'm also wondering (after seeing Vadim Spiridonov's post on polycount showing his 1p78 optic he did for you guys) if you're looking for more contributors? I've just imported my PSO-1 I made a while ago into buldozer and I was wondering if you perhaps had any interest in it — here's a screenshot. I could probably tweak the textures for ARMA now that buldozer is working; I could give it some dirt and wear. (I looked on your website for some sort of contact us, but I didn't see an email for any specific person to contact.) I've got one or two other models you may or may not be interested in, I can shoot you an email with a link to my portfolio if you wish. If you're interested I suppose just send me a message or post an email address to contact.

......aaaand in my thread here I have a question after looking at some of your config files for your PSO: Do you use some sort of custom script or something to switch from the PSO's normal reticle to the illuminated version using the N key? I figured since +/- swapped out textures I could use that, but N would be much more convenient (especially as a toggle) and then I stumbled upon RHS which had exactly that! I'd love to hear how it works if it's something simple, if you'd rather not say that's fine too.

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i think you didnt understand me)

i dont talk you about crew

i tell you about ammo

in this video i see atgm which hit abrams in front of turret and then i see flame above this

there is no fuel in abrams turret, only ammo

so what must burn on this video after hit?

after hit (9-10 sec. of video) you can see flying blow panel

Abrams shells in the structure have the powder, which, when it gets hot shell or armor fragments lights as well as gunpowder in shells from the T-Series

Turret certainly does not fly away from Abrams and crew may be survived

but the tank then incapacitated

he can not continue the fight

but as i say in game i hit back of the turret of abrams(where shells placed) by apfsds and heat without any effect

1) Yes it hits the turret (we do not know front or side with this bad quality. And yes ammo cooked off, but status of crew and tank in the end is not known.

2) Yes we plan to eventually add more realistic effects like blow off panels being blowed off from model, and somehow disabling vehicle, for example damage to the turret or no ammo to fire, but it's not implemented yet, this is why there are no effects yet, is this clear? :)

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Hi! I've recently discovered RHS and of course it is fantastic. I jumped in the editor today and tried the SVD w/ PSO using the 7N1 ammunition and it seems that the hold-over chevrons are not correctly calibrated for 1100m, 1200m, 1300m. I didn't do thorough testing with the stadiametric rangefinder but there might be room for improvement there too — if you would like, I can calibrate the reticle for you as I recently dove into some arma modding and fixed some reticles for Breaking Point (including getting their PSO stadiametric rangefinder and chevrons calibrated).

I'm also wondering (after seeing Vadim Spiridonov's post on polycount showing his 1p78 optic he did for you guys) if you're looking for more contributors? I've just imported my PSO-1 I made a while ago into buldozer and I was wondering if you perhaps had any interest in it — here's a screenshot. I could probably tweak the textures for ARMA now that buldozer is working; I could give it some dirt and wear. (I looked on your website for some sort of contact us, but I didn't see an email for any specific person to contact.) I've got one or two other models you may or may not be interested in, I can shoot you an email with a link to my portfolio if you wish. If you're interested I suppose just send me a message or post an email address to contact.

......aaaand in my thread here I have a question after looking at some of your config files for your PSO: Do you use some sort of custom script or something to switch from the PSO's normal reticle to the illuminated version using the N key? I figured since +/- swapped out textures I could use that, but N would be much more convenient (especially as a toggle) and then I stumbled upon RHS which had exactly that! I'd love to hear how it works if it's something simple, if you'd rather not say that's fine too.

PM me directly on these forums or send a message via facebook

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1) Yes it hits the turret (we do not know front or side with this bad quality. And yes ammo cooked off, but status of crew and tank in the end is not known.

2) Yes we plan to eventually add more realistic effects like blow off panels being blowed off from model, and somehow disabling vehicle, for example damage to the turret or no ammo to fire, but it's not implemented yet, this is why there are no effects yet, is this clear? :)

thank you for your answer)

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Nothing has been brought up about MOPP gear at this time and I highly doubt anything will.

Well, you guys asked BWMod for their goggles, why not ask cucino to include his gasmasks from hidden identity pack in RHS? Seems like a good idea to me, they would fit nicely with the current RHS stuff.

PS: Also, which PBO are the russian uniform textures in?

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Well, you guys asked BWMod for their goggles, why not ask cucino to include his gasmasks from hidden identity pack in RHS? Seems like a good idea to me, they would fit nicely with the current RHS stuff.

Probably because there's more MOPP gear than just the mask.

As soon as there's a credible CBRN threat in theatre, people are expected to carry the whole set of hood, mask, rubber gloves, and boots and wear an oversuit all the time. So the mask is pretty unrealistic without at least the oversuit.

The only circumstances where just the respirator is carried without the rest of the gear is when there the enemy has CBRN capability, but it's determined that CBRN is unlikely to be used (MOPP level 0), i.e. the mask is carried on the basis that it's probably not going to be used. Or when conducting riot control operations and employing tear gas, pepper-spray etc.

But since Cunico is already making tons of stuff for RHS I'm sure they'd know to ask if they fancied adding his M40/M50 masks to the mod ;)

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The only rounds left for the M109 Soul Assassin and I did are the chemical 155mm rounds and I've been itching to get them in the game. I had a pretty good aerosol simulation working in A2 (using GB/Sarin as the test chemical), but it was implemented in SQF and was running into performance issues.

Maybe the game needs CBN weapons and then mod makers will add protection as a response to players dying, just like real life haha. :P

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Is the paladin going to ever get a 50 cal? Or is it meant to not get attacked, just curious.

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Any word on new ammo for russian tanks?

Not really for several reasons. First we do not know if 3BM59 and 3BM60 are in service, never seen them truth to be told. Second thing only T-90A is really avaiable to use them. We might add them tough to give Russians something comparable to M829A2. I need to discuss that with Olds, as we need data and some reference shots of that ammo for calculations of it's penetration performance.

Is the paladin going to ever get a 50 cal? Or is it meant to not get attacked, just curious.

Yes it will receive machine gun at some point, be patient. ;)

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Is the paladin going to ever get a 50 cal? Or is it meant to not get attacked, just curious.

The Paladins are not precisely front vehicles, and usually have escort. But eventually we'll add it, hopefully soonish! :)

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Yes it will receive machine gun at some point, be patient. ;)

And I'll be right there to steal it for the standalone version. :P The A2 version was kinda janky.

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Or when conducting riot control operations and employing tear gas, pepper-spray etc.

RHS does have CS gas ..:rolleyes:

Also, nouber that chemical artillery sounds really cool, is the aresol stuff actually visible, or do you just start to die or choke from it and that's how you know?

Edit: Looks like CS Gas grenades are broken in 0.3.8 :/ For some reason it works exactly like a flashbang, I do remember them working properly before though.

(also all the rhs grenades are shown as RGO)

Edited by MikeTim

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Any plans for MT-LB and its variants? Strela-10 and Shturm-S for example.

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The strela 10 is hereby known as 'Zee's Beloved Gopher'

Damn I love that thing!

But yeah, as Damian said, its being considered

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The strela 10 is hereby known as 'Zee's Beloved Gopher'

Damn I love that thing!

But yeah, as Damian said, its being considered

*loads O2*

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*loads O2*

wrong software :P

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RHS does have CS gas ..:rolleyes:

Also, nouber that chemical artillery sounds really cool, is the aresol stuff actually visible, or do you just start to die or choke from it and that's how you know?

You'd just die. So we'd probably need all the CBRN stuff that goes with it... :P The M1135 is the current CBRN vehicle, and I think they still use the M93 Fox as well (which is Fuchs).

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