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ChrisWerb

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Everything posted by ChrisWerb

  1. This was news to me. http://www.janes.com/article/73474/analysis-russia-looks-to-bridge-armour-gap
  2. Long, but VERY interesting JGSDF firepower demo c/o JasonJ on tank-net.com.
  3. Vehicle crews that bail out when their vehicle is KO'd (assuming they are still able to) and the option of ordering them to bail out (or just getting out of) an immobilized (or indeed any) vehicle and re mount it or another one as crew or passenger. Crews that bailed out or left their vehicles would become dismount units for game purposes. Given the emphasis on force protection in current operations and the basic human desire never to leave anyone behind, this could be useful in various scenarios as well as adding to the atmosphere/immersion of the game.
  4. I realise I have to be realistic here, but I would really like to see a HEAT or HEDP rifle grenade added to the rifle grenade selection we currently have. Again, I would love the "Shoot (weapon x) here" option that rifle grenades currently have extended to include nominally anti armour weapons such as M72, Pzf-3, Carl Gustav etc. I suspect that, historically, very few of these weapons/munitions expended in actual combat were launched at armoured vehicles vs a myriad of other battlefield targets so this would add to reality. Anti-structure munitions such as Matador and the M72A9 LASM would be a nice addition that would be relevant to current or recent real world operations. In my dreams I would like to be able to carry multiple ammunition natures for the reloadable anti-armour weapons in the same squad/section or fire team too, as well as multiple natures of M72 and other disposable weapon. Late edit: some way to tell the crew of a crew served weapon like the MILAN to leave it in the IFV/APC and act as pure infantry instead of bringing it with them would be highly desirable as would a "leave the weapon in situ" command so as not to be burdened with the weapon whilst retreating in some circumstances. Obviously it would be nice if they could later pick the weapon and ammunition back up if circumstances allowed. This could happen when you simply want every member of the fire team shooting their rifles rather than manning a useless (in that situation) ATGW launcher - for example if on the receiving end of a close infantry assault etc. I know I'll probably be told that would not have happened if I had done X, Y or Z correctly, and I'm sure that's true, but I would still appreciate the option.
  5. I accidentally discovered that vehicle fighting positions can make highly effective vehicle traps. In one scenario two enemy BMP-2s ended up sharing a position, propped up at jaunty angles, with a still live but immobilised and de-fanged Leo2A4.
  6. Thank you Ssnake. It would be nice to see a new position for infantry where they press themselves flat into the ground when targeted by ground bursting HE or DPICM or otherwise heavily suppressed by fire. They would then stay down for a random number of seconds within a predefined range after the last burst/impact within a given distance. That would presumably help infantry become much more survivable once micro-terrain and the new damage model are implemented.
  7. I may be missing this somewhere, but is there a way that rifle grenades can be enabled for infantry under AI control? I know how to manually launch them, but have never knowingly seen my own infantry so equipped use them when not using the "launch (HE or smoke) rifle grenade at" menu command.
  8. And a similar parade from 51 years ago...
  9. Or, if you wanted wheels... http://kalashnikov.media/en/media/videolibrary/4516381
  10. Thank you for the clarification Ssnake. Is the terrain shown below LIDAR enhanced or the new format dicussed above? (I'm assuming the former).
  11. I completely understand your reasoning, but I don't see SB having any competitors (which probably makes me an SB "Fanboi").
  12. I think (and I'm probably reading too much into what Ssnake said previously here) which maps get upgraded to what extent will depend on the availability and expense of LIDAR maps/imagery of different areas of interest to the user base. I'm not sure to what commercial availability can be suppressed, but I would not be surprised if certain countries would not want LIDAR quality mapping of their terrain to enter the public domain (NL for example still does not allow military installations to appear in google maps and some countries do not allow Google street view at all, let alone of defence related sites). Then there is the expense of LIDAR imagery which would presumably come down over time, but which Ssnake mentioned was currently non-trivial. I would expect military users to stump up the cash and not have any problems with national security for implementing LIDAR enhanced terrain for their implementations, but PRO PE may not benefit from those enhancements for some of those geographical areas for some time, if at all.
  13. [This comes with the disclaimer that SB PRO PE is far and away my favourite sim or computer game of all time and is magnificent as it is. I realise these may be far from the top of the list of things to add from a military training or gaming perspective] It may be possible to do this via preferences, but what I would like is some way to give a standing order units to displace to a pre set location and assume a pre set stance (hold, defend etc.) toward the direction they retreated from, once firing a set number or all of their anti armour rounds/disposable weapons. I would also like to see more flexibility both in the types of and total number of AT weapons/rounds an infantry section can carry so that it could have Tier 1, 2 and 3 - for example 2 Rbs57/N-LAW, 4 M72EC and 12 HEDP 40mm or HEAT rifle grenades. I probably mentioned it before, but some ambient noise featuring wind, precipitation, thunder and species native to locations (as, surprisingly, is done quite well in World of Tanks) would be really great for atmospherics/immersion. The ability to plant much smaller minefields and obstacles than the present minimum sizes allow. The ability to set sniper/anti material rifles to engage targets other than designated high value ones. Off route mines and anti vehicle optimised directional fragmentation mines (both used by Finland in RL).
  14. GisonM, yes, it always happens for me on gradients (sometimes even quite shallow ones) and moving the position slightly usually works just fine. Thank you.
  15. I notice that, even in the same scenario with the same vehicle type, vehicle fighting positions can vary in depth. Am I doing something wrong or is it taking the underlying geology or something else I haven't considered into account?
  16. The amount of money that must have gone into SB over the last two decades to give us what we already have is mind boggling. Ssnake gave me a ball park figure once and I wasn't surprised. However much I would love it to happen, I would imagine that modelling the inside of an obsolete Soviet tank that has served with a couple of militaries and took part in one(?) conflict would not be cost effective compared to ongoing work on the fragmentation/damage model and terrain enhancements, which I'm sure are eagerly awaited. I would expect to see new vehicles that are relevant to current military customers take precedence over some historical vehicles that us gamers would really like to see included.
  17. Missile Moyenne Portée. French replacement for their MILAN and Javelin systems. http://www.mbda-systems.com/product/mmp/ https://en.wikipedia.org/wiki/Missile_Moyenne_Portée [Sorry guys! Didn't see the thread had run on to another page! Doh!]
  18. C. 1990 I remember Chieftains going for £5000. Scorpions were more expensive - around £8,500 - because they were easier to park on your drive and take on the road.
  19. "Networked" ATGMs like the latest Spike upgrade and MMP. This would take the form of being able to launch a missile at a designated point on the map - have it fly out at medium altitude to a point suitably distant from the designated target to allow sufficient time for it to be acquired and locked onto or manually flown into. Apologies if this facility already exists.
  20. As I understand it from Ssnake, individual objects impose a computational burden of their own in the calculation of line of sight by non player controlled crew members/units - therefore it makes sense to have as few objects as possible. Could a wheat field be implemented as an object? I realise this would not be as pretty, but it would not slow the game down perceptibly.
  21. The SFW is banned under the (idiotic) Olso declaration to signatories thereof because it violates at least one of the clauses - it has more than 9 submunitions (40 IIRC). The prohibitions are as follows (this is not a direct quote) : Must contain no more than nine submunitions, No submunition may weigh less than 4 kilograms (8.8 lb). Each submunition must have the capability to detect and engage a single target object and contain electronic self-destruct and self-deactivation devices. Weapons containing submunitions which each weigh at least 20 kg (44 lb) are also excluded. Sadly, Textron have ceased making the SFW altogether because they had issues getting export sign off for a new batch to Saudi Arabia and decided that ceasing selling cluster munitions would positively affect their share price. I have been using the small DPICM strike workaround for some time, which is actually pretty OK.
  22. Helicopters - and the Mi-24 in particular, can take astonishing numbers of hits frontally from pretty much everything (in one case four RBS70 Mk 2 hits). From other angles they're fine. What usually happens is that something manages to hit from other than frontally. I don't have specifics to hand, but I tried modelling this in scenario builder trying various variations of weapon and the same thing happens over and over - also happens everytime I play the Finland defence scenario I made (which I must have played various iterations of 50-60x now). Someone on here posted a CV9035 instruction video, and they had the same thing happen with an Mi-8/17 taking numerous AHEAD (or whatever the directional subprojectile round is called) direct hits to take down. (Ssnake, I will happily re-do those trials and send you AARs.)
  23. The list generated by this thread must be pretty vast by now - what I would like to do is just give three things I would most like to see change or be added in SB that I guess (I'm not a programmer) would be relatively easy to implement and not too resource intensive. 1. Helicopter damage model fixed. 2. Infantry fighting positions - with and without overhead cover, with and without camouflage. 3. 155mm SMART/BONUS type top attack munitions.
  24. Gibson, I'm not disagreeing with you about anything. I actually went back and checked what I had written. The last time I used the word "obviously" was about the 10mph rear-on collision with a 20cm diameter softwood tree in an MBT incapacitating the driver thereof (I meant buttoned up, but I added the caveat about the falling tree specifically) being an obvious bug - Ssnake has said that was the case twice on this thread so it's not really open for argument. If we are talking turret crew and faster impacts with completely unyielding or nearly so objects - and not necessarily a 40 mph impact with 500 year old oak tree etc. - then you're probably going to have a really bad day. Accepted. When I used the words "the majority of" - I meant the majority of forests in Southern Karelia. Put the little golden man anywhere you're allowed to on the map in S. Karelia near to a forest and look around. I think you'll agree what you see is usually pretty dense (or at least collision is unavoidable) and indeed nothing like Northern Australia, Malaysia, the Amazon basin etc. which I never claimed it was. You could doubtless find some recently thinned parcels of old growth conifers that would let a tank through, but they are few and far between. Generally, in S. Karelia, I believe you would be restricted to roads and tracks if needing to move significant distances through forests/plantations rather than just to pull off the road and hide.
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