Sho't Kal: Main Battle Tank
- 1 Statistics
- 2 General
- 3 Thermal Signature
- 4 Crew Positions
- 4.1 Tank Commander's Position F7
- 4.2 Gunner's Position F6
- 4.2.1 Gunner's Primary Sight (GPS)
- 4.2.2 Sight Symbology
- 4.2.3 Gunner's Auxiliary Sight (GAS)
- 4.2.4 Gunner's Unity Sight
- 4.2.5 Key listing for Sho't Kal gunner's position
- 4.3 Driver's Position F9
Main gun: 105mm L7
Ammunition Stowage: 13 ready/59 stowed
Default Ammunition: 6/30 L36A1 APDS, 7/29 L35A3 HESH
Coaxial machine gun: .30-06 Cal (M1919)
Ammunition Stowage: 250 ready/1250 stowed
Default Ammunition: 250/1250 .30-06 Cal
AAMG: 7.62mm (M240) (stand-in for M1919), can also equip M2HB (this configuration was rare)
Ammunition Stowage: 200 ready/1250 stowed
Default Ammunition: 200/1250 7.62mm NATO
Mantlet mounted machine gun: M2 caliber .50 HMG
Ammunition Stowage: 200 ready/800 stowed
Default Ammunition: 200/800 7.62mm NATO; 100/1250 M2 AP-T
Frontal Turret Armour: ~300mm vs KE, ~300mm vs HEAT
Frontal Hull Armour: ~200mm vs KE, ~200mm vs HEAT
Combat Weight: 53 tonnes
Length: 7.60m (Hull)
Engine Power: 643hp Continental AVDS-1790-2A Diesel
Top Speed: 50kph
An improvement over the Sho't, replacing the 650hp Rolls-Royce Meteor 4B V12 petrol engine with a 643hp Continental AVDS-1790-2A diesel engine, and a heavier armor configuration.
Tank Commander's Position F7
In Steel Beasts Professional the tank commander's (TC) position on the Sho't Kal is fully crew-able but partially modeled as there is no true 3D interior present. The TC's position is accessed by pressing F7.
From this position the user can raise and lower their perspective (and exposure level) by holding the Q key (to go up) and the Z key (to go down). The TC can also button or unbutton (close and open the TC's hatch) by pressing the B key (toggle). While unbuttoned, the TC may also wish to use binoculars to get a closer view on a distant area by pressing the N key (toggle).
Commander's Periscopic Binoculars (TC's Observation Sight)
The commander's observation sight is attached to fully traversable cupola and is used for target acquisition, range estimation, directing the gunner onto a target. The observation sight has a fixed field of view. The periscope also has no night vision capability.
The TC can access the observation sight by pressing F3.
Once the user is at the observation sight view, the user can traverse the cupola using either the mouse, joystick (both of which represent the commander grabbing the two side handles of the cupola and sliding it around the race-ring).
The commander's observation sight has a fixed 10x field of view with simple set of horizontal and vertical lines which are used to estimate range to a target. It has a +/- 13o range of azimuth movement.
When operating the commander's observation sight, the . key activates the cupola lock, which will automatically lock the cupola in the direction of the gun after the commander moves the cupola/sight in the direction of the gun. Once locked, it can be unlocked by pressing . again. Also, the / key activates the cupola brake. When activated, the cupola will lock in its current AZ orientation on the turret (although the sight can still be panned up and down), and will remain there until the brake is released by pressing / again.
The vertical scale along both sides consists of horizontal lines. The smaller lines are 1.6 mils long (6 MOA), with longer lines that are 3.2 mils long (12 MOA). The space between the sets of longer lines is 8 mils (30 MOA), and the entire vertical scale is 32 mils long (120 MOA). Beyond the vertical scale are two 8 mil long vertical lines at the extreme left and right edges of the sight picture.
The horizontal scale across the top is made up of vertical lines. The lines on both ends of the scale are 8 mils long with short 1.6 mil lines going across to the center at 1.6 mil intervals. Every fifth line across the horizontal scale has a longer 4.8 mil (18 MOA) line, with a 8 mil width marking the distance between it and the next 4.8 mil long line. The entire horizontal scale is 32 mils long.
- The lines in the sight used to estimate range were created in Minutes of Angle (MOA) measurements, rather than the now NATO standard of mils, so their actual length in mils is not in nice whole numbers. The MOA equivalents are provided for those who might wish to use that instead. Refer to the Range Estimation for further information.
Note that range estimation was done the old fashioned way by comparing the relative target size with the known lengths of the lines within this sight to provide a reasonably close estimate. By some extent this form of range estimation is a lost art in modern warfare.
Commander's Overhead Weapon Sight
The Sho't Kal has the ability to mount either the M1919 (M240) or the M2HB heavy machine gun on the commanders cupola. The type of machine gun on the mount is specified in the Mission Editor.
In Steel Beasts, the machine gun sight can be accessed by pressing the ALT + F3 key.
You are able to slew and elevate the gun using the mouse or joystick and can fire the machine gun by pressing SPACE BAR or Joystick Button 1.
The Sho't Kal commander does not have a GPSE but he does have a telescope sight that allows him to observe what the gunner is looking at and allows him to very crudely override the gunner onto a target. Press the F2 key to access the commander's telescope sight.
The commander's' telescope sight is very simple, as it consists of only an outer ring that marks the gunner's field of view and a central dot that roughly marks what the gunner is currently aiming at. This sight provides just enough information to override the gunner onto a target. However the problem is that the commander has no way to power traverse the gunner onto a target when he overrides the gunner, as he only has hand cranks at his disposal.
To override the gunner onto a target, hold the P key while simultaneously tapping the arrow keys to simulate the operation of the hand cranks. When you have the gunner on the target, release the P key to give control back to the gunner. Obviously this is only useful for short movements of the gun and turret, while longer distance movements should be done via telling the gunner to first traverse to a given sector by using the SHIFT + LEFT or SHIFT + RIGHT keys.
TC's vision block view
On some occasions the TC may need to look around the vehicle without having to spin the turret and without having to expose himself to hostile fire. The vision block view allows the TC to remain safely inside the vehicle and quickly scan around for close threats. It is most useful when enemy infantry are in the immediate area. Access the TC's vision block view by pressing F4.
Once in the vision block view, the mouse or joystick can be used to quickly and seamlessly pan the TC's view from vision block to vision block, allowing him to scan around the vehicle. While the vision block view completely protects the TC from hostile fire, it does have an extremely limited field of view and offers no magnification.
Key listing for Sho't Kal's TC's position
Q: Raise position in hatch. Moves the TC's view and exposure level up in the hatch.
Z: Lower position in hatch. Moves the TC's view and exposure level down in the hatch.
B: Button and unbutton the hatch (toggle). This is used to close and open the hatch.
P: Override. Hold this key to override the gunner while in the commander's telescope sight view (F2).
.: Cupola lock. Press this key when accessing the commander's observation sight (F3) in order to lock the cupola/sight in the direction the gun is facing (once the cupola/sight is traversed to the gun's orientation). Press again to unlock the cupola.
.: Cupola brake. Press this key when accessing the commander's observation sight (F3) in order to brake the cupola/sight in the direction it is currently facing on turret. Press again to unbrake the cupola.
LEFT ARROW / RIGHT ARROW: Multipurpose. When in the TC's eye view F1, pressing these keys will cause the TC to face to the left or right of the main gun (turret). While in the commander's telescope sight tapping these keys while holding P will allow you to override the gunner by traversing the turret with the use of hand cranks.
UP ARROW / DOWN ARROW: Multipurpose. When in the TC's eye view F1, pressing these keys will cause the TC to face in the direction of or to the rear of the gun (turret). While in the commander's telescope sight tapping these keys while holding P will allow you to override the gunner by elevating the gun with the use of hand cranks.
Driver related commands:
SHIFT + BACKSPACE: Shut down / start up engine (toggle). Orders the driver to shut off or start up the engine. If the TC is a platoon leader then it orders the platoon to execute a "short count" and simultaneously shut down or start up their engines.
W: Driver, move out. Instructs the driver to move forward (press again for increased speed.
S: Driver, stop. Instructs the driver to stop.
X: Driver, backup. Instructs the driver to reverse.
A: Driver, go left. Instructs the driver to go left (hold the key).
D: Driver, go right. Instructs the driver to go right (hold the key).
Gunner related commands:
SPACE BAR: Fire. Orders the gunner to fire at a target he is looking at.
H: Hold fire. Orders the gunner to hold fire. If the TC is a platoon leader then it will also order the platoon to hold fire.
F: Fire at will. Orders the gunner to fire at will. If the TC is a platoon leader then it will also order the platoon to fire at will.
E: Engage. Orders the gunner to engage, and instructs the driver to take up a battle position. If the TC is a platoon leader then it orders the platoon to engage and take up a battle position in the direction of the user's view.
M: Coax / Main gun (toggle). Orders the gunner to toggle between the main gun and coax to engage targets.
SHIFT + LEFT ARROW: Gunner, scan left. Orders the gunner to put move the turret approximately 45 degrees to the left and scan for targets.
SHIFT + RIGHT ARROW: Gunner, scan right. Orders the gunner to put move the turret approximately 45 degrees to the right and scan for targets.
SHIFT + UP ARROW: Gunner, scan front. Orders the gunner to put the gun over the front and scan for targets.
INSERT: Fire, fire (ammo type 1, usually sabot/KE). Orders the loader to start loading ammo type 1 after the next round is fired. Holding SHIFT and pressing this key will instruct the loader to reload this round type from the semi ready rack. Double tapping this key will instruct the loader to unload the current round and immediately load this round type (if one is not already loaded).
DELETE: Fire, fire (ammo type 2, usually HESH). Orders the loader to start loading ammo type 2 after the next round is fired. Holding SHIFT and pressing this key will instruct the loader to reload this round type from the semi ready rack. Double tapping this key will instruct the loader to unload the current round and immediately load this round type (if one is not already loaded).
END: Fire, fire (ammo type 3, usually none). Orders the loader to start loading ammo type 3 after the next round is fired. Holding SHIFT and pressing this key will instruct the loader to reload this round type from the semi ready rack. Double tapping this key will instruct the loader to unload the current round and immediately load this round type (if one is not already loaded).
SHIFT + PAGE DOWN: Reload all. Orders the tank crew to reload all weapons systems.
Gunner's Position F6
In Steel Beasts the gunner's position on the Sho't Kal is fully crew-able but partially modeled as there is no true 3D interior present. The gunner's position is accessed by pressing F6.
Currently the gunner does not have an interior view so you will be sent straight to the GPS view.
Gunner's Primary Sight (GPS)
This gunner's primary sight (GPS) is the primary sight the gunner utilizes to engage and destroy targets. The GPS view is accessed by pressing F2 (if you are located in the map or unity sight view).
The sight has a fixed 6x magnification and a relatively narrow field of view compared to similar magnification gun sights.
In the GPS sight you will see a set of lines, numbers, and symbols: these are referred to as the gun sight symbology.
The GPS main gun KE aiming reticle is used to engage targets with main gun KE ammunition. The reticle is located in the upper part of the sight picture and consists of two T symbols (the top one is inverted) with a series of six dots and two horizontal lines.
- The top inverted T is not used.
- The top most dot is the aimpoint for 800m KE targets.
- The second dot from the top (the one bracketed by two horizontal lines) is the aimpoint for 1100m KE targets.
- The third dot from the top is the aimpoint for 1425m KE targets.
- The fourth dot from the top is the aimpoint for 1620m KE targets.
- The bottom most dot is the aimpoint for 1800m KE targets.
- The bottom T is actually dual purpose as it can be used as the aimpoint for point blank HESH reticle, or used to gauge the extreme range KE aimpoint (such as in the 2000m at top of the T, to 2200m at the bottom of the T), although the actual aimpoint for this range would be to the right of the T symbol.
The KE sight tapers from left to right due to ballistics of the rifled round.
The GPS main gun HESH aiming reticle is used to engage targets with maingun HESH ammunition. The reticle is located below the KE reticle and the range values, listed in hundreds of meters, is listed on the right side of the gun sight (under the "MBS-105" and "MBS-RG" text). "MBS" stands for Muzzle Boresight Device, and "105" is the 105mm gun, while "RG" stands for Ranging Gun.
It is important to note that the four circular shaped brackets that surround the 900, 1200, 1500, 1800m HESH aimpoints are actually used with the .50 Cal ranging gun. The ranging gun was fired in succession from top to bottom using these aiming points to help estimate the range to target. The ranging gun was removed from the Sho't Kal, however, so these circular brackets have no extra meaning.
Compared to the KE reticle, the HESH sight is fairly simple. The range numbers listed on the right side of the sight correspond to the aiming dot (or cross) in the center of the sight. So, where "18" is located on the right side of the gun sight then the central dot is used for the aimpoint for 1800m HESH targets. Further down the sight the aimpoint changes from a dot to a cross.
Note that the lines located to the left and right of the aimpoint are used to help estimate lead. Also, between each numerically designated aimpoint are various dots and horizontal lines. These too are used for aimpoints at ranges between the numeric values. For example, between the "22" and "24" range values, there is a set of two horizontal lines. These lines mark the aimpoint for 2300m targets, while the dot above is for 2250m and the dot below is for 2350m. Even the open end of the ranging gun circles are used as aimpoints as well.
The .30 Cal coaxial machine gun sight uses the same exact aimpoints as the HESH sight, except that the range values listed on the left side of the gun sight are used. So, in the HESH reticle example above, the dot you use as the aimpoint for 1800m HESH target is the aimpoint for 1200m coax since these numbers are aligned on opposite sides of the same aiming dot.
The first thing you need to do to engage a target is to acquire it. The best way to do this is by instruction from the TC or by scanning with the GPS sight itself, or the unity sight in the case of a close ranged target.
Once a target is acquired and the gun is loaded, the gunner should estimate range to the target. In the olden days this was done either by ranging gun (which had been removed from the Sho't Kal because it had limited use), or by mental estimate based on experience and relative target size within the fix magnification reticle, or from the a range estimate provided by the commander who was the most experienced crew member at estimating range. Unfortunately, the AI commander in Steel Beasts Professional provides you with no range estimation at the moment, so this task is currently assigned to the player to figure out as if he were taking the role of both the commander and gunner in this regard.
Because of this, range estimation is more or less a matter of trial and error experience. At first it will seem impossible, but after some experience with the Sho't Kal it becomes possible, and with more experience you will be able to put accurate fire onto targets with ease. Like all such skills, practice and experience will directly determine how many rounds it will take to get "steel on target".
After a target has been located and range its range estimated, the gun appropriate aimpoint must be placed on the target. For HESH this is fairly simple, as the range for the various aim points are marked along the right side of the sight picture. Simply choose one of these points and place the appropriate aimpoint on the target. For KE engagements, none of the aimpoints are marked and so the gunner must know the range to each dot in the scale. In any case the procedure for KE is the exact same as the gunner chooses one of the KE aimpoints and places it on target.
- For the most part, in a KE engagement if the target looks fairly close then you should be fine with using the aiming dot between the two horizontal lines.
Now the gun is ready to be fired. To fire the main gun press SPACEBAR or Joystick Button 1. The round will now be launched down range and the enemy will hopefully be rewarded with a quick and painless death.
The most important thing to realize is that the Sho't Kal has no FCS and therefore has no way to calculate or induce lead. Lead is the term used to refer to putting a gun in front of a target which is moving perpendicular to your vantage point. When you lead a target, you essentially need to fire in front of target at the point in which the round and target will meet. Since the Sho't Kal's nonexistent FCS does not calculate lead, then the gunner must estimate and apply lead himself, and he does this with the use of the small vertical line and caret markers to the left and right of the large center caret, and with a bit of skill.
In the event that you miss the target, first and foremost you need to try to observe the fall of the shot. This is somewhat difficult for KE because the APDS available to the Sho't Kal have no tracer element, so you should strive to observe either a splash (short) or no splash (over). Next, adjust the reticle according by moving to the next dot above if the round went over the target, or the next dot below if the round fell short.
Continue adjusting in this manner until you hit the target. If you missed because the target is moving then adjust fire accordingly (apply more "Kentucky windage").
Engaging targets With HESH
It is possible to engage targets out to ranges of 3000 meters with HESH ammunition. The good thing about HESH is that even in relatively short to medium range engagements, the round will arc into the target and usually impact on weaker roof armor of a vehicle with devastating effect. Also, unlike KE ammunition (but similar to HEAT ammunition), HESH rounds maintain the same amount of destructive power regardless of range of the target, except that the further the range the more deadly the impact as the higher angle places the impact more towards the roof area. Given these characteristics, and the fact that the HESH round had several tracer elements to make them very easy to see, it is no wonder why Sho't Kal crews preferred to use HESH at very long range since the Egyptian and Syrian KE rounds of the period were largely ineffective against the Sho't Kal's frontal armor past 2000m (they had no HEAT rounds available, but did rely on the AT-3 Sagger).
The key to a successful HESH engagement is to think of it as an artillery engagement. You goal is to bracket the target firing long or short, then adjusting the difference to 'fire for effect'. With that in mind, it is not uncommon for a long range HESH engagement in the Sho't Kal to take three or more rounds before impacting the target. That said, if you are taking six or more rounds to impact the target then you are doing it wrong, and you need to consider either more practice, or hold fire until you can move closer.
Given the higher trajectories at the bottom of the sight, the further the target is from you, and the further down the HESH scale you go, then the more skill that is involved with hitting the target. At 2800-3000m, it can essentially feel like trying to thumb-flick a coin into a shot glass at 5 meters distance. It can be done but it takes quite a bit of skill, especially if you are on a cant angle. And if the target is moving laterally at ranges beyond 2000m, then you can all but forget about hitting it with HESH (although proximity impacts may immobilize or damage the target).
To engage a target with HESH, do exactly the same procedure as the KE engagement; estimate range to the target (always try to overestimate on the first round). Typically you should add about 500m to whatever estimate you think it is. Then, find the appropriate range value on the right side of the sight picture and elevate the place the target at the appropriate aimpoint for that range and fire.
After you inevitably miss, adjust fire onto the target. The key is not to do this in small increments, but rather to do it by the increments on the gun sight that have a range number (in the example, the next range increment is 2600m), unless the shot fell way short, or was completely lost (which implies that it went way over the target). Continue doing this until you walk the fire into the stationary target.
Note that in some cases, such as in the example, if the target is on a hill and the sensing round falls short on the forward slop of the hill, then you can usually just record where on the sight the round hit and move that position of the sight to the target and fire for an accurate hit.
Needless to say, placing a HESH round on target with minimal sensing rounds is a true test in gunnery skill.
Engaging With the Coaxial Machine Gun
For the most part, engaging targets with coaxial machine gun is identical to engaging targets with HESH except that your use the range values on the left side of the sight rather than the range values on the right side of the sight.
Simply estimate range to the target, then place the appropriate aimpoint on target for the appropriate range on the .30 Cal sight, and fire. As you fire, walk the tracers into the target area as needed.
Hold the M key to fire the coax.
Gunner's Auxiliary Sight (GAS)
Unlike most tanks, the Sho't Kal does NOT have a true auxiliary sight. The vehicle's auxiliary sight is the unity sight, it has no other backup gun sight. When the GPS is disabled, the gunner is essentially blind and forced to engage with the unity sight.
Gunner's Unity Sight
The gunner's unity sight is simply a vision block with a black circle that the gunner has that allows him to see a 1x view to the front. The black circle inside of the unity sight is used to determine the field of view of the GPS sight. This sight can be useful if you need to see immediately to the front of the turret in a relatively wide field of view, and the black circle can be used to place the GPS on the target you want to engage. Press F4 to enter the unity sight and use the joystick or mouse to move the turret around normally.
Note that with GPS damage, it is still possible to engage a target at close range with the unity sight. The proven way to do this is to zero the range in the fire control system, and fire at the target with the coaxial MG and watch the fall of the tracer. Walk the tracer onto the target and then fire the maingun. This works targets around 500 meters where superelevation for both weapon systems and ammunition types is minimal.
Key listing for Sho't Kal gunner's position
Weapon system commands:
SPACE BAR: Fire main gun. Fires the main gun (coax uses a separate key).
M: Fire coax. Fires the coaxial machine gun (main gun uses a separate key).
INSERT: Select KE. Pressing this key does nothing other than show you how much of that type of ammunition is remaining.
DELETE: Select HESH. Pressing this key does nothing other than show you how much of that type of ammunition is remaining.
END: Select HE. Pressing this key does nothing other than show you how much of that type of ammunition is remaining.
LEFT ARROW / RIGHT ARROW: Manual traverse. Tap to traverse the turret using the manual hand crank. Tap the keys quicker to traverse the turret faster. Manual traverse is vital when hydraulic pressure or electrical power is lost.
UP ARROW / DOWN ARROW: Manual elevation. Tap to elevate the main gun using the manual hand crank. Tap the keys quicker to elevate the main gun faster. Manual elevation is vital when hydraulic pressure or electrical power is lost.
Tank commander related commands:
T: Identified! Tells the TC that you have located a target and that you are going to engage it. Essentially it tells the AI TC to leave you alone while you engage and forbids the AI from overriding you to another target. Use at your own risk.
I: I can't see it! Tells the TC that you cannot see a target or the one he is commanding you to engage. Essentially it tells the AI TC to override you on to a target that it wants you to engage.
W: Driver, move out. Instructs the driver to move forward (press again for increased speed.
S: Driver, stop. Instructs the driver to stop.
X: Driver, backup. Instructs the driver to reverse.
Driver's Position F9
In Steel Beasts the driver's position on the Sho't Kal is fully crew-able but partially modeled. Currently there is no 3D view for the driver but there is a driver position view which has an image of the driver's hatch. The driver's position is accessed by pressing F9.
Currently you are unable to unbutton in the driver's position given a limitation with the vehicle's older exterior models.
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