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jppsx

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Everything posted by jppsx

  1. this only make gun point in direction you wan it don't stop turret from moving
  2. i like that we get the ability to lock the turret traverse from every position in the tank and external view ,that be a nice feature if you use steering a lot to keep front armor pointed at enemy and avoid having the gun pointing in another direction .
  3. can they use usa made ammo like the m829a3,kew-a1,kew-a2 in real life ? And if they are able to use those ammo will at some point we be able to select those munition in the mission editor .
  4. salvo length always switch back to 3 wen switching position .
  5. got the bug also in middle of mission wen switching position back to gunner , it don't seam unique to mission start . there seam to be a similar issue whit the bmp-2 sigh changing adjustment wen switching position
  6. start video at 2:25 to see the bug at around 2:31 1819589739_steelbeastbug.avi
  7. wen the commander say fire at the start of mission/first target he see the sight elevation change by is self .
  8. 2 first aar are from mission i was doing and last one is testing he round again the front of warriors 1069319914_DesertAmbusht-55v2_5876_012821DESKTOP-CR5B1000.aar 1715546889_DesertAmbusht-55v2_5876_012821DESKTOP-CR5B1058.aar warrior armor test _11168_012921DESKTOP-CR5B0037.aar
  9. i like to know is there a bug whit the warrior armor or it supper thick ? i did shoot multiple apsfsds the one whit 500mm of penetration , heat and he round from a t-55 into the front of a warrior and it would just not die .
  10. no it still the same at it always was , it not about the version it about how the requirement to be in the commander to switch ammo make it impossible to switch ammo wen needed
  11. can we get the ability to switch ammo type from gunner position because the way it is now it impossible to select ammo type ,
  12. wen deploying the launcher the rest of the team start to move next to the leader
  13. im trying to detach the leader of atgm team to go alone but the rest of the team always walk back to the leader , is this normal or is there something i need to do to make the rest of the team stay behind ,i did pres (L)
  14. not sure if it was wake island or at least it looked a lot like it . I remember some time ago I was having this map but lost it wen doing hard drive wipe and now i am unable to find that map . anybody still have this map or know where to download it ?
  15. jppsx

    tos-1a

    so that a bug or it normal ? it do it also on building whit no balcony
  16. jppsx

    tos-1a

    dont know if it a bug but rocket wen hitting a building some time dont explode , first picture show rocket hit on building and no explosion it just do some spark (same thing some time happen also wen hitting tree ) , second pic show rocket hit on the ground near that same building and it explode normally . I like to know is this a bug or there reason for this like range or something else ?
  17. there a video , I found that the weapon do get disable but it just wont show up as disable . so it not to much a issue Untitled_2.avi
  18. ok i was using normal rifle team . I did not know that they where now limited to scout team
  19. dont know if it a bug or it something that have changed but I canot deploy ugv or mini uav anymore . I have selected them in mission editor .
  20. jppsx

    T-72 vulnerability

    i found whit some testing that everything whit more than 100mm penetration is able to penetrate that spot , tested Bradley and t-72 survive ammo used have 100mm penetration , then i used df-30 and there ammo have 110 mm penetration and was penetrating that spot and destroying them , then i tried the cv9035 whit PPT FRAG M /XXLS THAT HAVE 120mm penetration where popping of the t-72 turret almost every time . i like to know how much protection that spot is suppose to have ? to what i tested in games the protection is around 100 to 105 mm .
  21. jppsx

    T-72 vulnerability

    I was at around 200m doing those test , second pic is the turret of another t-72 turret that flew off
  22. also found all t-72 version that are playable have invulnerable .50 mg , same for all m1 Abram version have m2hb .50 invulnerable , t90 .50 mg will take damage and repair after 5 mint (I guess that the normal expected behaviour ? ) , m60a3 tts .50 mg will take damage normally and repair after 5 mint
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