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Thread: British 'Bulldog' APC

  1. #21
    Quote Originally Posted by The_Blink View Post
    just wondering, whats with the triangle shape armour on the side? what does it stop?
    It's Explosive Reactive Armour (ERA) designed by Rafael in Israel.

    I imagine the shape is something to do with optimizing the coverage of the blast pattern when the ERA bricks go off, but you're unlikely to find an in-depth explanation of how it helps to defeat various HEAT warheads for obvious reasons.

    Looks good cleggy

  2. #22
    Major DM's Avatar
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    Quote Originally Posted by cleggy View Post
    Well, the wheels and turret turn and the drivers hatch opens, but you can't take the engine out yet!
    Hehe. I was thinking more along the lines of the mortar hatches and the rear door?

    Quote Originally Posted by cleggy View Post
    Regarding the exhaust - I had hoped no-one would notice!
    Had a devil of a job getting it to fit in-between the armour and the hull
    but it does need to be looked at.
    Yeah, I'm a fastidious bastard. Especially when it comes to Brit armour.

    Quote Originally Posted by The_Blink View Post
    just wondering, whats with the triangle shape armour on the side? what does it stop?
    Its addon ERA, so stuff like RPGs.

    Edit: Aww, sniped by da12th
    Quote Originally Posted by ***LeGeNDK1LLER*** View Post
    well you are 1 of the greatest examples that pressing the reply button doesn't mean necessarily answering.

  3. #23
    Warrant Officer Slatts's Avatar
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    Quote Originally Posted by da12thMonkey View Post
    It's Explosive Reactive Armour (ERA) designed by Rafael in Israel.

    I imagine the shape is something to do with optimizing the coverage of the blast pattern when the ERA bricks go off, but you're unlikely to find an in-depth explanation of how it helps to defeat various HEAT warheads for obvious reasons.

    Looks good cleggy
    ah ok cheers


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  4. #24
    Master Gunnery Sergeant Liquidpinky's Avatar
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    Quote Originally Posted by da12thMonkey View Post
    It's Explosive Reactive Armour (ERA) designed by Rafael in Israel.

    I imagine the shape is something to do with optimizing the coverage of the blast pattern when the ERA bricks go off, but you're unlikely to find an in-depth explanation of how it helps to defeat various HEAT warheads for obvious reasons.

    Looks good cleggy
    It may be directional to reduce friendly casualties when it goes of.

    Nice APC, will be using it when it is released.



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  5. #25
    Staff Sergeant cleggy's Avatar
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    Quote Originally Posted by DM View Post
    Hehe. I was thinking more along the lines of the mortar hatches and the rear door?
    Strangely enough I had considered animating the mortar hatch - but then I thought about having to model the interior in the main ResLOD and broke out in a cold sweat!

    However, theoretically, I suppose the way to do it would be with a user animation?

    Do people really want animating doors and stuff?
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  6. #26
    I wouldn't mind either way mate. If you wanted to go to the trouble of animating the doors and suchlike, I'd really appreciate it. However, it's a lot of work to do so would understand if you wanted to direct your energies elsewhere.

    EDIT: Looking like a good job so far mate.
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  7. #27
    Warrant Officer Slatts's Avatar
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    doors that can open would be cool, openable ramps are something thats over looked

  8. #28
    Looks the business mate keep up the good work.

    Now if only someone would do a Panther I'd be over the moon

    So glad we have a stack of guys churning out British kit.

  9. #29
    One of the few bugbears I have with your addons is the performance issues associated with the huge amount of texture files used; to hear you're trying a new method is pretty cool stuff!

    -a case of mistaken identity, don't mind my absent mindedness-
    Last edited by DaveP; Apr 20 2011 at 14:58.

  10. #30
    Staff Sergeant cleggy's Avatar
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    Quote Originally Posted by DaveP View Post
    One of the few bugbears I have with your addons is the performance issues associated with the huge amount of texture files used
    My emphasis in Dave's quote.

    If this is so then I'm not happy

    The only other model I've released (also a 432) has three main textures in the primary LOD (all 2048 x 2048 with their attendant nohq and smdi files).

    Section count is six. Is this really excessive - excessive enough to cause lag?

    At the time I released it, I ran a dual core 2.66 with a 8800GTX gpu
    and it ran OK - though I don't go in for massive multi unit missions.

    If others would confirm problems with the textures then I'll have to have a massive rethink - unfortunately my new approach to texturing didn't include reducing the size/number of textures!

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