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ChrisWerb

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Everything posted by ChrisWerb

  1. Existing content, but can you please upgrade the RBS-70 missile? 1. It does not appear to have proximity fuzing in the game (unless I missed it). In reality Mk 2 at least has (from wiki) Adaptive proximity fuze function with 3 selectable modes (Off, Normal, Small target) 2. Whilst it is highly effective from the side vs Mi-24s, I have had it take four RBS-70 Mk 2 Bolide hits frontally to take down an Mi 24. This is a Mach 2 missile with a 1.1kg combined HEAT warhead with 3000 tungsten frags. Some more MANPADS - at least Redeye, Stinger, SA-7 and SA-18 (or other recent Russian MANPADS) would also be appreciated. That would cover a lot of countries from the mid 60s right up to date with a relatively small number of systems and missile variations. If you wanted to be really lavish you could add the British Blowpipe - > Javelin - > Javelin S-15/Starburst - > Starstreak, but I'm not greedy.
  2. Thank you for the clarification guys. I get more impressed by the sheer flexibility of SB every day
  3. Thank you Mirzayev. I suspect that link may be mil access only as it doesn't work for me. The entire Belgian Land Component apparently only has 66 Spike MR's, or significantly less than one US SBCT.
  4. I just read an article in popular mechanics to the effect that a US Stryker Brigade Combat Team has one Javelin CLU per squad for a total of 81 per brigade. That seems pretty lavish and a bit encumbering for the individual squads, assuming they don't leave the CLU and missiles in the vehicle most of the time. Is this correct?
  5. One reality augmentation that could presumably be coded would be a signal when your tank was fatally hit that could set off a powerful firework, crow scarer or 12 gauge blank inside an empty steel drum next to your work station. You could add a some rags soaked in diesel to fill the room with smoke, hopefully giving you time to bail out before you asphyxiate. Then again, you could simulate the tank collective NBC system with a full-face mask scuba rig, but anyone walking into the room might think you were playing an entirely different kind of "simulation" and you might have some explaining to do. You're in Germany though, so that probably wouldn't raise too many eyebrows.
  6. Snake - your a good kid. Stay of those cornre durgs! (equally obscure in-joke back at ya!)
  7. Sensor fusion as on the latest military sights/vision devices. Have the image of the real world overlaid over the virtual one with the latter ghosted apart from any object designated to be critical. Alternatively, any object emitting heat - a cup of coffee, cat, the missus etc. is not ghosted and glows bright red. Whilst you're waiting for the year or two it will take for that tec. to cross back over to the gaming world, order yourself a Camelbak.
  8. Only designated FO's can call for fire? In which case, wouldn't a FIST-V crew member automatically count as an FO?
  9. Welcome to Steel Beasts Siddley!
  10. As opposed to the New Romantics who left a legacy of catchy synthesizer tunes.
  11. PS: I know this is a total noob question, but how do I move my perspective around inside the turret? There is a lever for the unitary anti aircraft sight that is just round to the left of the optical sight eyepieces on the CV9035DK and I can't see it to access it.
  12. Sorry Hans, they're not all the same. That's why I got confused (not that it's not my default state). I just made a scenario with all five CV's side by side and tried them out. Here is what the controls do. By target modes I mean Static, moving, air etc. CV9030 / = No visible effect PgUp = Scrolls target modes PgDn = Scrolls rate of fire of the 30mm. CV9035DK and 9035NL / = No visible effect PgUp and PgDn select various combinatons of target mode, rate of fire, number of rounds, projectile type, fuzing etc. on their own or in combination with the other four keys in that group. Some of the combinations were a bit odd - AIR SINGLE mode got you APDS-T (DK) or APFSDS-T (NL) (according to 9035DK's video this is correct - I have no reason to doubt him, but it still seems strange). - the use of various key combinations had my head spinning and is pending further investigation! CV9040B and CV9040C / = Scrolls target mode PgUp = Scrolls fuze settings for programmable rounds PgDn toggles between Kulsgr 95LK to Kulsgr 95LK L What is the difference between Kulsgr 95LK and Kulsgr 95 LK L ? What is the difference between ABM M/XX LS and ABM M/XX LS L ? Is there any kind of distance learning course available for ammo/fuzing/target mode selection on the 90/35 series, what are the prerequisites to access the course and how many points would the module score me toward a degree? Late Edit: what I'm trying to get at is a matrix of what keystrokes result in what combination of target mode, rate of fire, number of rounds to be fired, projectile and fuzing n the 9035DK and NL. If I end up making one, I'll post it.
  13. The UK MoD subsequently came out with a denial of the RT/The Times article (and it was in both, and elsewhere) - apparently they need a little more time... http://www.thinkdefence.co.uk/from-scimitar-to-fres-to-ajax/
  14. The M7 B-FIST would be a nice addition to the game and presumably relatively easy to add by [possible oversimplification]adding the FIST-V capabilities to the M2/3 vehicle[/possible oversimplification].
  15. It is hilarious having a company of BMP-2s attempt to cross a lake only to have most of them get stuck trying to get out on the other side and even more so if you're in a CV9030F enfilading them.
  16. In my limited experience, ATGW are (mostly - the wire guided, non top attack ones at least) very good vs helos in SB. The CV90/35 and 40 are really great (particularly the 9040) because of the combination of area effect rounds, laser ranging and a decent anti air mode. The 9040 at least does tend to shoot behind and longer ranges when tracking normally, but there's an obvious workaround for that. The Bradley is also pretty decent due to huge ammo capacity and laser ranging, even if you have to manually lead. It lacks lethality with the 25mm, but, then again, you have seven TOW on the M2 and more in the M3 to use (unless they're 2Bs which for some reason don't work in game vs helos). The CV9030 lacks area effect ammo and the near bottomless ammo capacity of the Marder and Bradley. What I found most effective with that vehicle was going to static target mode and manually leading after a single lase. Hitting crossing targets, except in favourable circumstances, is still pretty unlikely, but the good news is that 30mm hits usually get noticed. In RL, I suspect the Finns made the deliberate choice to go for greater ammo capacity and easier reload than the 35mm partly because engagement ranges against helos in their terrain will often tend to be at suicidally close range for the helicopter. In addition to that they have a ton of MANPADS of various kinds and hydraulic cherrypickers for them to pop up out of the forest on, plus a lot of 12.7-23mm AAA. 30mm more than cuts it for their other intended uses - they have the benefit of knowing who their most likely conventional opponent will be and can plan accordingly. The poorest vehicle by far vs helicopters is the Marder which I think would be pretty decent in RL. The problem, as I mentioned above is the lack of visual cues for range given the lack of an LRF. The ammo well may be bottomless, but the 20mm is also very ineffectual, particularly as you have to use APDS-T to overcome the lack of automatically generated range input. From the side, they are often going to punch through without connecting with anything vital as Nils pointed out. I played the original Apache game a lot c. 1993-4 and loved it. I got a real kick out of mastering the controls and I found it pretty realistic tactically too, although it lacked the variety and unpredictability to make it a sustained proposition. The AH-64E Guardian has been trialled with Brimstone 2 which has over twice the range of MMW HELLFIRE, so, terrain permitting, you could be looking at >16km engagements, in total darkness, from the opposite side of a ridge. Not a lot of chance of shooting back with any flavour of IFVs. The A-10 did not live up to its promises against a conventional opponent, but shone in counterinsurgency, particularly when upgraded to the C model. However, vs an opponent with more than token GBAD and tanks, I would take a Tornado GR4 with 9 (+targeting pod) or 12 BRIMSTONE 2 over the A-10C any day.
  17. Just a thought - there might be an easy way around this (next time around)... Regardless of system redundancy (which obviously varies greatly from design to design), a chopper pilot/commander is typically going to RTB if he/she takes significant damage to any system that either degrades his mission capability significantly or makes his ride likely to fail catastrophically/depart controlled flight and/or easier to shoot down the next time. Could something be done to the model so that significantly damaged helos go home? There was an example in the 2003 Iraq invasion at Karbala where the US Army took 30 AH-64s deep into the trashfire zone and had 1 shot down and 28 of 29 survivors seriously shot up. The unit was out of action for a month.
  18. Thank you Nils. One trick I occasionally do for friends is take an empty coke xan and shoot it repeatedly at close range with a 12 bore loaded with no. 7 bird shot. You end up with a beautiful latticework model of a can like something you could otherwise only make on a 3d printer. That's what I'd guess an Mi8 would look like after 8 frontal KETF hits ☺
  19. Or were dropped from an IL-76 into a lake at low altitude in a vehicle!
  20. Definitely does not work. No response either when used as Gunner or Commander. Does work on CV9040B and C. Restarted and it worked! Ty Hans.
  21. Hmmmm, that didn't work. Let me try again.
  22. Hi. In the Wiki I can find info on what the three basic fire modes are, but not how to select them.
  23. Yes, I get that. I was aiming for the engines and transmission on the Hind. I did this quite a bit, but I'll go back and try it again. Re 3P and engine intake vulnerability a lot of the detonations that took the helo down were behind the chopper, partly due to the FCS problem that I explained, so I doubt engine ingestion was a factor. A week or two ago, 9035DK posted a video of testing out the systems on the 9035DK in which he hit a hovering Hip-E or similar frontally with 8 rounds of ABM/KETF to no apparent effect. The Hip E is much less heavily protected than the Hind and he was hitting it from the optimum angle to avoid its armour and take out the crew. Due to its tight cone of fragments, KETF is the best round for saturating the frontal area of something with frags/pellets - air intakes included - and it is known to be very effective against the Mi-24. I am sure you will agree there is something odd going on with the lethality model vs helos. See below:
  24. In terms of speed to kill on BMP-2s, the Marder 1A3 with APDS is the best thing I have tested, by far. Against air targets, the impression I get is that it's unrealistically bad compared to the CV90/40. The reason I get this impression is four-fold. 1. The graphics in SB aren't yet good enough to get any idea how far out you are on range when using tracers. I know this would always be problematic vs an air target, but you do get some idea of distance looking at a real tracer. 2. There is no laser to compensate for that. It would make a big difference vs Hinds etc. 3. Even if you have a Hind hover a few hundred metres away you can literally pour 20x139 APDS-T into it with very little effect, even if you take care not to aim for the empty passenger compartment (I need to make a video to prove it). What works is hitting the cockpit. 4. I think the 3B ammunition the CV9040 uses may be too effective in game, particularly if the helo is as hard as 3. would suggest. You can have one 3P detonate a good 10 metres from the Hind or Apache in lateral distance and take them down. I was wondering if the poor FCS solutions at long range (always miss behind) were deliberate to compensate for that. Paradoxically, timed airburst with the 40/70 using 3P doesn't seem effective enough on prone troops compared to Bofors own demo videos.
  25. It didn't take me long to figure it out - you just aim and track a tad up or down. Does the Pizarro's auto-tracking FCS take vertical movement into consideration when arriving at ballistic solutions? Presumably it would need to range at quite short intervals to maintain the solution? I haven't played the Pizarro yet, so have no idea how it performs in game.
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