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About ChrisWerb

  • Birthday 07/06/1965

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  • Location
    Orkney, Scotland, UK.
  • Interests
    Military, aviation, history, scuba, kayaking.
  • Occupation
    Web designer.

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  1. That's really strange. My hovercraft was not full of eels the last time I checked it.
  2. That placement always struck me as odd and a bit restrictive, but it's being done away with with Challenger 3.
  3. Thank you, Hedgehog. To be fair, what you can buy at your local techie shop or online gets ever more amazing. This morning I had a neighbour come over to ask me how I knew my cat had visited his workshop over at the old watermill on the other side of the meadow as its out of line of sight. Sparky is fitted with a near real-time GPS and radio frequency tracker.
  4. I was just trying out a scenario to see if the difference between PGK and conventional HE was represented in the game. I used eight Pzh 2000s each firing one M107 HE (without PGK) per tube at a 20x20 metre target (a cluster of vehicles). To my surprise, the shells all landed or burst directly on top of the vehicles - about as close as the claimed c. 20 metre CEP for PGK. I don't have the CEP for M107 at 14,000 metres, but from memory, the CEP for (non PGK) M795A1 is something like 137 metres at 18km and (non PGK) M549A1 HERA around 260 metres at 30,000 metres. I would also expect a gaussian distribution of impacts. I can simulate a wider dispersal to an extent by just choosing a wider impact area, but from observation that does not result in a gaussian dispersal pattern and nor would I expect it to. This isn't a criticism of the simulation (SB is not primarily an artillery simulation), but, if you can spare the time, I'd like a brief explanation of how artillery accuracy and dispersal vs range is modelled in SB. Many thanks. Chris.
  5. SSnake, I said you said (in a previous discussion) that HESH exploding on relatively light vegetation was obviously an incorrect behaviour. I did not claim the example given in this thread was incorrect (obviously or otherwise) or dispute your response to it. I remember you explaining that the ground level in the game was a kind of abstraction where you had to take it as read that undulations etc. were present for the purposes of cover and concealment even if you could not actually see them. Another case of "squint harder"
  6. I raised the fact that HESH/HEP explodes on bushes, small trees etc. a year ago. IIRC Ssnake said it obviously wasn't the correct behaviour, but was essentially how fuzing works in the game at present. I inferred that might change at some point, as priorities permitted. Bearing mind that HESH is ever less a thing in the real world, I'm not going to hold my breath or let a niggle like this spoil my enjoyment of the simulation.
  7. This worked great except I couldn't see any way to use night vision/thermal from the Micro UAV. Is it possible?
  8. That is superb! I knew about the Sperwer and UGV, but had no idea the Micro-UAV existed in game. I'll have fun checking that out tomorrow!
  9. Also the RBS-70 simulates Martlet well. Martlet is the slower, unitary warhead/proximity fuzed missile that uses the same launcher as Starstreak and is better versus drones which might otherwise pass between the pattern of three darts employed by Starstreak. Martlet has already been employed in Ukraine, from the single shoulder launched Starstreak CLU.
  10. I'm sure Mark has explained this workaround a million times, but using drones to call for artillery including precision (BONUS and SMArt) can be simulated by playing in Test mode and using "View" on the map. As long as you don't fly ridiculously fast, this mode can simulate a quadcopter type drone with daylight CCD TV and thermal imaging. Overfly the target and read off the coordinates from the top left hand of the screen. You can call for a fire mission without even coming out of view. The only snags are: 1. View cannot look directly down, but you soon acquire a knack for deducing when you are directly over the target. 2. You often can't see that you have damaged a vehicle (particularly at night). Sometimes I cheat by lowering the drone/view to see if I can still hear the vehicle's engine. 3. You can't drop modified RKG-3 and PG-7 grenades from view.
  11. Unless this has been implemented whilst I was away, I would like artillery fire to leave some trace on the ground where it impacts that stays there for the rest of the game. This would better allow fire correction as well as help with immersion.
  12. 1, Please extend range of Spike SR to 2000 metres for latest version. 2. The latest lightweight Javelin CLU (which has a variety of features including target location, higher fidelity sensor, constant loom and "fast lock")plus range of 4.500 metres for missiles launched from it. It has also been tested with the FIM-92J proximity fuzed Stinger SAM. 3. Aerovironment Switchblade 300 and 600. Thank you!
  13. DPICM for 120mm mortars. The Swiss had these. 120mm MP-98, each containing 32 submunitions
  14. Vehicle positions with a bottom that is horizontal regardless of the gradient they are dug on. This could be an option as I know there may be times when you want additional gun depression.
  15. Sorry to be repetitive, but, pretty please? (photo copyright, my friend Herbert Fischer)
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