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ChrisWerb

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Everything posted by ChrisWerb

  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)
  16. To be fair, that was a preamble to asking for something
  17. I have been having a lot of fun with the 155mm intelligent submunition rounds. I can only say that (from open sources at least) their modelling is really great and the end results in using them on different targets in different circumstances are exactly what I (as a layman) would expect. Visually they are wonderfully modelled too. One thing I would like though is the option of fuzing on the HE rounds so that rather than the 50/50 air/groundburst, we could select all air, all ground point detonating or all fractional delay.
  18. All of this really. Friends will know that I'm pretty much obsessed with the Swiss military 1946-89 and the Swiss were very infantry-centric in their approach to spatial defence. It would work so much better with all of the upgrades Grenny suggests. At the moment infantry are essentially often highly visible static targets for AFV gunners. Also the ability for infantry to displace under cover between alternate fighting positions and to lay mines in game and fell trees across tracks etc. would be great. I can't say that without thanking the devs for the great improvements already made. They're much appreciated!
  19. I suspect, as Austria is a great customer for SB, that this vehicle will not be long in arriving.
  20. It's a bit more nuanced than that though, isn't it? Basically you have two kinds of work, or rather two kinds of deliverables - what the customer wants (or you think they or other customers will want) and the "labour of love" things that are created by devs in their own time plus volunteers. Any request for the former is pointless unless the request aligns with customer requests or your perception of your market's needs/desires. The latter is down to the good will of those concerned, but I suspect they will (quite rightly!) prioritise their own wish lists. Therefore I have no expectation that things I ask for will happen, but I am delighted when they do (APDS-T for the Luchs and BONUS/SMArt 155 rounds for example).
  21. ATGMs are one of the things I enjoy most in SB and the tutorial document is superb.
  22. Cannister is like a shotgun in that it starts to spread from the muzzle. It typically uses spherical shot. Example US M1028 120mm. Beehive uses flechettes and typically (as in the US 105mm howitzer M546 APERS-T and M494 APERS-T for the M68 105mm tank gun) uses a time fuze (in this case mechanical) to set where it starts to disperse. In both these cases the fuze is capable of muzzle action, so the round doubles as a (presumably less efficient) cannister projectile. There are quite a few full calibre time-fused rounds out there now which don't use flechettes and are effectively time fuzed HE-FRAG. For example the Israeli 105mm APAM-MP-T M117/1 for the M68 105mm. This can function in timed airburst, superfast impact and fractional delay after impact modes. The 120mm equivalent is the M339.
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