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Maj.Hans

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  1. Maj.Hans

    Wargames

    I tried "War Thunder". I got bored after about 4 hours of beating up on gamers. Apparently parking your Panzer in a nice battle position and picking off the enemy is called "camping" and is a reason for people to insult you.
  2. Interesting. I'll have to try them out to see if there's any noticeable difference other than the tracers. I think perhaps the current simulation of the frag patterns is a little bit lackluster. Currently it seems that troops in terrain have to be pretty much directly hit by the rounds to have any effect. I understand and agree that 20mm just can't have much of a "bang" to it, but I wonder if the real thing is a bit more peppy.
  3. I just did a sort of double take in the mission editor, since the Marder seems to have a wide array of new 20mm HE ammo choices. However, it seems like they're essentially identical at this point. Are there any performance differences in game at this point? I noticed that the usual DM81/DM101 that we've always had basically needs a direct hit to kill troops, so I wonder do the others have different fragmentation patterns?
  4. Given the current limitations of the ProPE team, I will state yet again that I would be perfectly happy to have a second Marder 1A3 added to the game featuring a permanently mounted MILAN launcher, even as an AI Only vehicle, as a place-holder pending the introduction of an eventual fully functional model...
  5. When in the Unity Sight view in the TC's position on the Marder 1A3 it is possible to press the override button and move the turret using the mouse. However, joystick inputs seem to be ignored.
  6. I've noticed the Centauro has a 105mm ME-456A1 HEAT round with 600mm of penetration, stated to be a US round, and the Leopard1A5-DK has a Dutch "HEAT-T" listed with similar figures. Any chance we can get these added to the other 105mm platforms? I think the performance seems perhaps slightly optimistic for 105mm, however it would be nice to have a modern compliment to DM63/M900 for use with the M1IP/M60A3/Leopard1A5GE/etc in more modern scenarios.
  7. +1 even if the new AT3's have to use incorrect SACLOS guidance due to the current limitations of ProPE. Do something else to them to simulate MCLOS guidance but remember that these will be mostly used in old scenarios anyway where modern military users likely have little interest. While I'm wishing for things the devs will never have time to do, how about the Striker MGS, or possibly the RadKampfWagen 90? lol
  8. Does this mean we'll soon have Leopard 2's with MPAT and M1A1/HA with DM11? If so that would be a welcome addition. I understand the USMC either bought or looked at buying DM11.
  9. Since my tax dollars paid to buy them, paid to maintain them, and now they want to use my tax dollars to pay to destroy them, I think the least they could do is drop one or two of them off in my front yard. In all seriousness though, I would think that perhaps it might be best to downsize the tank force and use the ones that were cut as spares. Maybe it's time for some ERA add-ons to get the armor up to a more modern M1A2C level.
  10. They are quite old, but I don't think that should really be a reason to chop them, and I don't think the M1A1 should necessarily be totally forgotten. IIRC the marines are fitting the SCWS cupola which adds much or all of the Hunter/Killer capability from the M1A2, while offering a superior secondary weapon than the M1A2 without CROWS. An M1A1 with the latest armor package and SCWS fitted has got to be quite competative against an M1A2 if not quite equal.
  11. Well, they already have an amphibious personnel carrier, the AAVP-7, and they have the LAV-25, the LAV-AT, etc. I wouldn't want to just get rid of my tanks...But if you told me that I could trade in half of my tanks for CV90/40 or CV90/30, modified with a heavy ATGM like add-on TOWs, then I might be interested in having some more mobile support vehicles that still brought heavy firepower... Similarly, they're talking about gutting the artillery. That on it's own doesn't sound so great to me. But trading 155mm guns for more vehicle mounted 120mm mortars, maybe the AMOS system, etc, might not be so bad.
  12. This sounds like something I would want to do to the USMC if I was a high ranking general in the North Korean army...
  13. Winner of the "Best Camouflaged NVA T-55" championship of 1987! This appears to have been the result of a rare and irrelevant scenario builder bug, producing no ill effects during runtime. I did do a double take when I first saw it though...
  14. I'm more than happy to have it left "winged". Would be great if we could just patch the regular round ammo counts so they can get the full total 22 loaded though I understand that typically not all of the T-72s in a unit were ATGM armed models. I've made some scenarios where the player's T-72 platoon has a single AI B model thrown in to give some ATGM capacity, and I've noticed that quite often the AI runs it out of ammo before any others in the platoon...
  15. Ok but if that's the case, why do the different models act differently? I'd ask you to please look specifically at the T-72B m1984 and T-72b m1985 and compare them directly to each other. The "ready rack" size seems incorrect, and furthermore, they behave very differently to each other. Maybe @Ssnake can help shed a little light on this because it seems that some of them are more broken than others? T-72B m.1984 in real life: 22 rounds of any type. In ProPE we can only load 18 rounds... But, we are able to load any combination of ready and stowed ammunition! This one, other than not holding enough ready rounds, (18 instead of 22), seems to work correctly! You can load them with 18 Svir if you wish, or 18 Sabot, etc. I just made a test mission where a T-72B m.1984 correctly worked with a full load of 100% Svir missiles ready and stowed, and it correctly fired and reloaded. T-72B m.1985 in real life: 22 rounds of any type. In ProPE we can only load 18 rounds ready total. If you load 18 regular rounds total, and then add two missiles, the regular rounds ammo count is broken. The default ammo load shows "broken" counts as well. T-64B and T-80U Autoloader in real life: 28 rounds of any type. In ProPE, on both tanks, we get 24 shells, and 4 missiles. That's 28, so we're fine. We may not be as flexible as the real thing, but would they ever actually load more than 4 missiles or so to begin with? The T-90S in real life loads 22 rounds of any type. In ProPE we get 18 regular rounds, and 4 missiles, for the correct total of 22. Similar to the T-64B/T-80U the quantities are locked but the total is correct.
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