thearies
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Posts posted by thearies
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new apex sights are no longer available
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3BK31 was just a prototype round that never entered service, during tests it was discovered that a triple warhead setup was problematic and caused shaped charge jets to not form properly. So it's penetration was mostly theoretical.
Besides with penetration levle of only 800mm RHA it's unable to pierce front turret, and most likely also hull armor.
As for Fire Control Systems, in RHS we might thing something about it. Especially that majority of you guys need to know how these systems work, and actually how to properly use them. What Reyhard did is closer to a simulators like SB Pro PE, and from my own experience, when I tested these systems during development, initially it was sometimes difficult to hit, but after applying same rules as you should do in simulator like Steel Beasts Pro PE, I started to achieve good results.
maybe/maybe not... but in this game/simulation you can kill a m1a1 with one shot using a 3BK31 fired at the front that hits the rooftop in a acute angle; so i do with a t-72b3 range 2300m. and i think despite the fact what is really happening to the munroe effect physics in a tri-shapedcharge ensemble and it's problemtics in real life... it's the most potent heat round for russian tanks in rhs and it will, following the adoption of the penetration power of an 3BK31 as a simulation, penetrate the rooftop of an m1a1 ..was how to prove ;)
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On T-72 obr. 84, 85, 89 & basic T-80 you need to press reload key (R by default) each time you want to load shell into the gun. This behaviour was caused by fact that once shell was injected into gun, you couldn’t unload it without pushing it out with pull-through from the outside. Inability to unload shell was mainly caused by two section ammunition design which was dictated by autoloader design.
With manual loading of each shell, gunner is able to choose appropriate projectile for target.
And if someone wonder what gunner should do in case of misfire then it's possible to change propellant of shell from inside.
Since such button smashing was slowing down reload procedure, later tank models had their autoloader upgraded with sequential shell loading, meaning that shell is loaded right after firing round. This is especially useful if you know that you will be firing i.e. 4 AP rounds in the row because you for example engaging tank platoon. Sequential loading can be disabled in pressing Z key (“Autoloader switch key†in RHS Game Options menu)
Sequential switch is on the left, and autoloader ammo switch is on the right. Sequential mode is turned on & next loaded round will be Armor Piercing (Broneboynyj)
Б - AP
О - HE FRAG
К - HEAT
У - ATGM
some stuff to read ;)
http://www.steelbeasts.com/sbwiki/index.php?title=T-72M1#Load_the_Gun
http://fofanov.armor.kiev.ua/Tanks/EQP/al-80.html
if you choose a tank in the 3d editor you can rightclick it and go for attributs, there you can scroll down to change the ammoload and ammosubtype of the tank.
on the battlefield it will make a big difference whats loaded https://de.wikipedia.org/wiki/D-81
the 3BK-31 for e.g. can be a real one shot abrams killer. thru it's higher firing angel you can do a devastating "top attack"
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does anyone know if there is a total replacement config out yet for rhs escalation ?
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how do i reload the kornet when all 3 missile's are fired ?
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hello folks, since ofp its great to see how this modculture evolved and rhs is unbeaten, great patch ! great idea to make armor values compatible !
thanks a lot !
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hmmm this is strange; seems that the RGW90 is loosing it ballistic values ? for Panzerfaust3 they work
can someone confirm that ?
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sounds great ! i think this would be a very good decision, specially for asymmetrical scenarios.
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right ! ...mean man portable like 9К111 "Fagot", 9К115 "Metis", 9К135 "Kornet" ? :)
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...are there any confirmed atgm's or is this still wishfull thinking ? :rolleyes: :rolleyes: :rolleyes:
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may it's the same prob with the laser ranger of the abrams, cause it´s too short too
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is that only me or does the javelin not correct hit it's targets ?
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the framedrops on explosions when using ace3 with blastcore 1.2 is not solved right ?
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is it possible to carry and load in dead soldiers into vehicles ? cause if a team member dies i can't see the "carry-menü" ?
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is there "top-attack" implemented in the javelin ?
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a great mod from the beginning...
but what i miss is real ballistics for the rocket launchers
for e.g the smaw fly direkt line witout a gravitatio effect.
will this be fixed in the future ? :D
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nice one ! ...is it possible to use it somehow with virtual birds, like with the support requester, that would be a nice solution even for small maps?! :D
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is there a jsrs dragon fyre config for hlc aks ?
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definitely realistic, the less material resistance, the less damage from "kinetic-weapons"
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the tow atgm is not adjusted, it needs up to 4 rounds for a rhs bmp1 ;)
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really love the hmmwv's, the only problem i see is the transparent armor (glass) values, the windshield fails after four 7,62mm ball vanilla rounds. let's have a real look ;)
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the mg4 again... i have this real strange trigger delay with the mg4 :confused: its like pull the trigger and around quarter/half a second later the rifle fires, can somebody reproduce this? :confused_o:
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how can i switch to high command control with AGM ? normally with strg+space but that won't work.
ACE3 - A collaborative merger between AGM, CSE, and ACE
in ARMA 3 - ADDONS & MODS: COMPLETE
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