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Everything posted by dejawolf

  1. the slow speed is an illusion. the tank appears to drive slow because the 2D screen gives you no depth perception, and you have a very limited FOV. you can see the same effect when you film while you drive, then watch the film of you driving afterwards. Real life will seem much faster than the film. the one issue SB might have is that our tanks have somewhat slow acceleration.
  2. I'd rather have improved infantry over an accurate star map of the sky complete with adjustable star brighhtness.
  3. it's been 16 years. people have complained the entire time. something should have been done 11 years ago.
  4. crew morale depends on if you're driving around in top modern western tank, or outdated soviet monkey model tincan.
  5. All ERA is most effective when sloped. the heavier the slope, the more effective it is, since it gives the ERA more time to affect the penetrator, and also induces a twisting and shearing motion on the penetrator. however attacking from the top, the protection of the ERA is reduced to a negligible amount, since the ERA bricks on the T-72 roof is angled to defeat incoming threats from the front, and offer close to no protection from the top. another important factor is that ERA reduces the penetration power by a percentage of the penetrators original penetration. as for modern heavy ERA, it is even effective against APFSDS penetrators. however, it too has reduced protection against top-attack slugs, due to the near perpendicular angle they are struck at.
  6. well, it's "community picks" and sim city 2000 is rated as best sim so... eh.
  7. TOW-2B has 2 EFPs, and has been shown to be highly lethal against T-72's. they also have an advantage that ERA is ineffective against them, since they form a copper slug, instead of a thin copper needle. for leopard and Abrams, it depends on where it hits. Leopard would be far more likely to go up in flames, but only if the hull ammunition rack is filled. Abrams would at best be put out of action. at worst crewmembers could be killed. it would also depend on the version of leo2. newer versions has spall liners on the roof to reduce post-penetration damage likelyhood, and some versions has armour which might make part of the roof impervuous to EFPS.
  8. well, the roof armour thickness is not uniform. usually the front slope of the roof is thicker than the center and rear, and hull. The T-72 roof armour is around 60mm cast steel, with 25mm lead/fiberglass liner.
  9. right. well, that's just a matter of LOS thickness. the abrams glacis is already extremely sloped, over 80 degrees. And at 3/4, the thickness approaches ridiculous values, which in most cases would cause even APFSDS rounds to ricochet. as an example, between 80-86 degrees, an 80mm thick plate will have a LOS thickness from 460 to over 1100mm.
  10. it's due to the gun breech area being less protected than the chins. soviet tanks suffer from the same issue. it's generally an area that is difficult to protect in tanks due to the moving parts. a few vehicles have managed it brilliantly however, particularly the leopard 2A5 is an example of how to best protect the gun area on a tank.
  11. Well, i've created the majority of the vehicles in Steel beasts, and been paid for every vehicle i've finished, and a few other people on the team are former SB community members, namely Roguesnake and Dark, both of which i pulled aboard and trained back when i was "lead artist" for Esim games. i since stepped down from that position because it interfered with my true passion, which was making accurate 3d models of tanks, and instead Volcano, who has far more leadership qualities than me took over that role.
  12. Steel beasts 1 had some things that SB pro PE hasn't, colour height gradation of maps, making it easier to see hills and dips. it never ever crashed. and it had fewer bugs. AI tanks didn't skyline as often either, even tho there was no "stay" order back then. AI seemed more responsive and deadlier back then. unless you got up real close, then you could drive around them and they'd be completely useless. and the AI could shoot straight through dense forest you had no chance at seeing through yourself.
  13. new vehicles and changes to the damage model are separate from the programmers tasks. so you will see new vehicles, and updates to old vehicles happend parallell to updates to the structure of the SB engine. this is thanks to efforts by Al delaney years ago to improve the accessibility of vehicle implementation years ago. however, this is only for non-playable vehicles, which is why you see waves of non-playable vehicles appear every update. for playable vehicles, you still need the attention of the programmers.
  14. most likely there's a stub case ejector attached to the gun, like on the T-72 which catches the round when it fires, then rotates sideways to toss the spent casing out the side port, along with clearing the path for the next round.
  15. autoloader from the side has doubled in size, breech was pretty much the correct size already, but tweaked slightly backwards and slightly down. by about 4-5" but essentially you're going to see the same behaviour as before, since you tend to aim centerpoint. the only way this will change if some sort of post-pen spall effect is eventually implemented, like what war thunder has had for years. good news is that Christoph Keller has worked hard on this new HE fragmentation effect which can eventually be transferred to post-pen spalling effects as well. oh, and another great feature to have would be some sort of post-pen stun effect, it would simulate the overpressure causing the people inside to pass out. it would alleviate those times when you penetrate a tank but no damage happends, and the tank basically turns towards you and shoots immediately afterwards.
  16. the leclerc as well. possibly the challenger 2 as well with it's wet-stored ammo. and the Armata has all it's stored ammunition outside in the turret rear. for the IFVs, possibly the pizarro, DF30, kurganets. although more likely there's going to be a nasty ammunition fire.
  17. critical component in Armata turret and their coverage in SB:
  18. in SB the angle of the armour increases protection. the figures given in the SB WIKI are LOS figures from direct front. hitting with reduced inclination will result in reduced protection. e.g hitting the turret at 30 degrees instead of direct front.
  19. you are correct. particularly the ammunition belt. the version you have in SB currently is "idealized".
  20. likely the Armata creates an enveloping IR smoke screen to break the lock of missiles like the javelin. i assume that's why the smoke grenade launchers look like they can spin, and why it has smoke grenades pointing directly into the air.
  21. The Armata actually has another softkill system installed, designed to defeat magnetic top-attack weapons such as the TOW-2B. it consists of thick cables running over the sides and front of the vehicle, which shifts the magnetic field of the tank forward, causing the weapon to detonate before it reaches the tank.
  22. the crew has 6 small cameras mounted on the turret(not hull) to provide SA, in addition to the commanders independent sight. each of the cameras has a small tube which probably sprays the lenses clean when they get dirty. there's also vision blocks on the hull, and an extra camera for the driver. if the main sight is knocked out, it's pretty much like on any other tank. the TC's sight might double as a backup sight, and there's possibly a small backup camera somewhere as well.
  23. well, not neccesarily, given that the turret of the T-15 is smaller and is made from thinner plates, and doesn't have the large turret power supplies, autoloader, and such. also T-15 engine can double as armour protection, similar to how the merkava engine doubles as protection.
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