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dragon01

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Everything posted by dragon01

  1. Do note that the Rhino does have ATGMs, too. Nowhere it is said that it's supposed to engage tanks with the APFSDS. While it could probably use a damage increase, in principle the ATGM can be fired from a longer range than the guns on most modern tanks, making the Rhino very much capable of serving as a tank destroyer. It can also use APFSDS while in defilade, and is probably much lighter and cheaper than a tank. As long as you're not caught at medium range with your pants down, the proper course of action when running into a tank would be to load up the ATGMs, paint it and take it out from long range.
  2. Damage is an issue here, the spread is mostly realistic. The 20mm HE rounds should have much higher lethal radius (around 2m) and cause shrapnel damage well beyond that. This is an issue with all 20mm cannons, including the one on Nyx.
  3. About 1000m away. Which, BTW, is actually quite close for a guided missile attack.
  4. The Vorona seems to guide to a point slightly higher than the central dot on the sight. It seems to hit closer to the point between the lower ends of the two diagonal lines.
  5. dragon01

    RHS Escalation (AFRF and USAF)

    Sadly, diagrams for anything but the T-72 may still be classified information. T-90 is probably similar to T-72 in the general layout, so there's that. Hmm... I wonder if someone at BIS could be persuaded to take a camera to Edita's interior. :) To think of it, Burnes Armories, IIRC, had a good-looking Abrams interior. The creator left the community due to some bunch of jerks, but even if she doesn't want to donate the models, she could have some references handy. Dunno how one would contact her, though. In any case, pics and diagrams for Abrams are probably easiest to come by - Russians have an annoying tendency of using hard copies for everything. I don't think I'll have the opportunity to learn modeling anytime soon, but I'll try to post any good pics of the relevant tank interiors I come across.
  6. dragon01

    RHS Escalation (AFRF and USAF)

    Eh, I know you're not planning interiors, but coming from vanilla vehicles to RHS is now a bit... difficult. I didn't fully realize just how great it is to have an interior on a tank mission until we got them on devbranch.
  7. I've tried to set up a paradrop recently, in SP, in various configurations, and I just can't seem to get it right. I used to be able to do it with some combination of waypoints, but now I can't seem to recall how it went. Could anyone post a simple, but through explanation on how to do the following, for both vehicles and infantry: 1. AI pilot dropping AIs. 2. AI pilot dropping the player. 3. Player pilot dropping AIs. I looked on the wiki, but didn't find anything, either.
  8. dragon01

    Setting up paradrops

    I don't know if it works anymore, but I'm sure it did at some point (specifically, just after VTOLs were introduced). If that doesn't work anymore, it could be a script command that goes into the init field, or onCompletion or whatever, but if that's the case I don't want to go through ten minutes of a YouTube guy explaining how to make the plane fly straight to find out about it. Besides, YouTube videos I found all used a ton of mods.
  9. dragon01

    Setting up paradrops

    I'm not interested in using the "simple" (or any other) script, and don't want to use any mods, either. I recall this used to work in pure vanilla, with waypoints alone, at least for the VTOLs. YouTube videos that Google finds aren't what I need, especially since they all seem to have half of Armaholic loaded.
  10. dragon01

    Setting up paradrops

    Yes, really. I searched and came up with nothing useful. If it is on the wiki, somehow without a single mention of the words "paradrop" or "parachute", a link would be appreciated.
  11. What was the range on that shot? The real Lahat, on which this ATGM seems to be based on, has a range of about 8km, so this might actually be realistic behavior. :) You could probably pull that shot off with the real Lahat.
  12. Some vehicles have it enabled by default, on others you can use those options to turn it on. On the former, the options can be used to turn it off for whatever reason, as well.
  13. dragon01

    NYX gun stabilizer

    The AT variant doesn't need stabilization to lock its missiles, and the MG is a backup weapon for most part. If anything, the autocannon version should have stabilization. That said, given that this is a rather simple vehicle, it's probably not needed at all.
  14. Since this is a thread about weapons: BIS, please improve performance of the 20mm autocannons. I just did some tests using the Nyx (radar version) as a target. For all calibers other than 20mm, only a few rounds on target were needed to cause an explosion, and even fewer to disable the vehicle. 20mm, on the other hand, is severely underpowered. 1). 2x twin 20mm pods on the Orca. Entire magazine fired (not all hit, but a realistic hit rate), no explosion, crew bailed after expanding most of the magazine. 2). Blackfoot at a typical engagement distance. Crew bailed around the "low ammo" threshold. No explosion. This is excessive for a vehicle which, IRL, is only armored against 7.62mm fire. Even a .50 cal HMG takes less rounds fired (not necessarily hit, due to higher accuracy) to disable the Nyx. Against infantry, a typical 20mm HE round should have a 2m lethal radius and deal fragmentation damage at least out to next 10m or so. Against light vehicles, they should have at least some amount of armor penetration ability, enough to take out a Nyx or an MRAP with a couple of hits. The other guns work fine, so, again, the problem is with the cannons.
  15. Made especially silly when they post here, which is the exact place BI set up so they could get user feedback...
  16. It's not like that. The commander variant is the one that receives data from other sources, which the commander can then use to order other, regular tanks around.
  17. It's LOAL, you don't need a lock. That said, make sure you're not demanding the missile to turn sharper than it can. I need to do more tests on this, but if it acquires a lock too late, it might not be able to make the turn.
  18. Nyx AA is available in Eden, but under "Anti-Air" and not with the other variants.
  19. dragon01

    Tanks - Fire-control system

    Blackfoot got one already. Dunno about the others, but in a recent changelog there was a note about the gunships getting LDs.
  20. Would that be possible to add some sort of dynamic loadout for tanks? Not necessarily before the DLC release, but it'd be nice to have something like that.
  21. It seems that it'd be expected for Angara. The turret on the real Armata is only armored against autocannon fire. Protection in that area is sacrificed for the sake of crew compartment armor and mobility, which is where the tank really excels. A stuck gun can be fixed (both in ArmA and IRL), while no one managed to resurrect a dead crewmember so far. :)
  22. It should be an actual unit on that side. Seeing as adding it would be mostly config work at this point (and that the vehicle isn't in the changelog), it may be planned already.
  23. Yeah, the AAF MLRS is pretty great. Would that be possible to also add a CSAT variant? They make use of the Zamak, as well. As for the vehicles, I like them. T-140 could use a tube-launched missile, otherwise it's pretty great, I love the Armata design. The NATO tank destroyer is also nice, the ATGM was a real surprise, and it appears to work really well. The expansion of the AAF roster is especially great, the weapons carrier adds several types of vehicle which AAF was missing. The AA works quite well, while the AT variant sounds nice, but appears to be rather ineffective against actual tanks, even in top attack mode. Recon looks really cool, especially combined with the AA variant, and the autocannon variant doesn't really appear to offer much over the APC and the IFV, both of which boast superior armament (although there might be mobility advantage that I overlooked). The weapons are a cool addition, especially light AT. CSAT got a Metis-style SACLOS missile, which is currently underpowered (especially with its lack of top attack options) given the increased difficulty in operating it. I was able to disarm a tank, but even from behind, a standard "Heavy AT" soldier couldn't kill it. SPG-9 should also be a little more effective against tanks from behind, PG-9 rounds are pretty substantial and low velocity isn't a problem with HEAT. Hopefully this will get addressed with further improvements to the armor system.
  24. I missed the time guns were discussed. I don't deny the increased gun dispersion looks spectacular and, after checking the sources, is quite realistic, too. However, the magnitude of the effect is too low. Those are big rounds, not quite hand grenade-sized, but close.
  25. Interesting. It seems that it's indeed realistic, but the M61s currently in the game seem to lack a realistic ROF, though it'd be hard to achieve in the engine. It seems Blackfoot's performance in that regard is surprisingly close to reality, though. That said, I just found some info on the damage. It turns out 20mm HEI rounds used on the Vulcan have a two meter lethal radius, and "fragmentation hazard" up to twenty. If the vanilla 20mm cannons did that, I'd have no complaints about accuracy... In fact, a Blackfish or Blackfoot could simply carpet an area with 20mm rounds from one kilometer off and have a reasonable expectation that everyone within that area not in some serious cover or behind armor is going down.
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