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dragon01

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About dragon01

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  1. There's completely no recoil. Also, while HE ammo has lower muzzle velocity, it's heavier than APFSDS. Recoil should probably be somewhat lower, but not much. TBH, I'd expect them to be similar, since the point of a sabot round is to provide a small projectile that moves very fast. Both rounds use similar propellant charges, but for HE rounds the charge needs to accelerate a much higher mass, leading to lower acceleration and lower muzzle velocity.
  2. I found a bug with the improved recoil. On Kuma (didn't check the other tanks yet) it doesn't work with HE-T rounds. APFSDS are fine, but HE-T recoil doesn't affect the suspension.
  3. Tanks - Fire-control system

    It would be nice to have that option for singleplayer, though. Simply requiring the loader to be present and turned in (that is, not manning the machine gun) to be able to reload the gun would be nice. Actual "player-side" functionality should be minimal (such as aforementioned "R->bang", maybe ammo selection) and actually used only for emergencies. For example, you may lose your loader and would be required to switch positions to fire. Perhaps some sort of stamina system would be good, too, because the loader getting tired is a serious concern during rapid, prolonged firing. AI loader's skill level could also influence maximum rate of fire (so that an USMC-operated Abrams would have different ROF from one pilfered by jihadis). It would probably end up being disabled on most MP servers, but on the other hand, SP experience would be improved.
  4. Tanks - Fire-control system

    Actually, FCS doesn't need to adjust range for ATGMs. That's one of their advantages. They are SACLOS, so they go where the reticle is pointed. They don't need a firing solution like shells do, allowing them to be fired beyond rangefinder's maximum range. I think that it would be best if AI was limited in its engagement range to the end of FCS lasing range, except with ATGMs, which should have their own range.
  5. RHS Escalation (AFRF and USAF)

    I know, but with more than a month between picture being posted and the actual release, I kind of hoped you got it to work in the meantime... Considering how long you've been teasing that tank, some news would certainly be appreciated.
  6. RHS Escalation (AFRF and USAF)

    Nice. I hope that the next RHS update won't take as long as the last one. :) This new cockpit is lovely, can't wait to make use of it. BTW, I hate to be that guy, but why isn't Armata in the latest release? I'm pretty sure that at some point in this thread, there was a picture of it working in-game. Is it still being finished, or are you waiting for new tanks functionality to go into stable?
  7. AI Driving - Feedback topic

    I think that radio commands should be expanded a bit. For example, "go in the direction I'm looking", "follow the current road", "face the current target". Driver is there exactly so that I do think that commander taking over the driver completely could work, but it should be kept to DLC tanks by default (except maybe the AAF one, depending on what they get). Armata, for example, houses everyone in the hull and uses a lot of digital equipment, which means that emergency driving controls could be fitted to all three stations (though I don't know if the current design does that).
  8. [Minor] VTOL? (Apex + Jets)

    Blackfish wasn't made for a carrier, and in fact looks a lot like it would be an Army aircraft. Any carrier ops for it would be touch and go, using the carrier as a FARP, not a main base.
  9. I think that it'd be a good idea to provide options for both dual-stick and wheel-and-throttle setup, actually. The latter is used by both Armata and US tanks, while the former is the standard arrangement of older Russian tanks. Right now, analog control doesn't seem to work at all with tanks. Also, IMO this would be a good time to experiment with manual gearbox control. I don't know how well the gearbox is actually simulated right now, but I believe it could add to the experience. For cars it'd be more or less a gimmick (and most military cars in game seem to be automatics, anyway), but tanks could use this as an extra measure of control.
  10. The tanks don't seem to respond to analog controls (at least as far as directions go). It would be good if they did. I don't know if that's the case with analog gas/brake pedals as well, but it might. Also, I noticed an oddity when the tank is stuck on something, with one thread in the air. Turning commands turn the tank (a bit more easily than they should, too), while forward and backward ones don't. I don't know if anything could be done about it, and it's an edge case, but I think that such cases (one thread unloaded completely) will happen from time to time.
  11. RHS Escalation (AFRF and USAF)

    Actually, they are looking to RHS for inspiration and in fact, Reyhard is a BI dev as well as RHS. :) New rangefinders and tank FCS are a part of this. Speaking of which... anyone else has trouble ranging with the Lerca at night? Didn't test at day, but when I wanted to use it, it refused to show any readouts.
  12. RHS Escalation (AFRF and USAF)

    Is it normal that LWH glows like a lantern in TI? I just noticed that, don't think it was the case before.
  13. RHS Escalation (AFRF and USAF)

    It seems I do have DynaSound installed. I'll try without it. I also noticed that it makes the A-10 gun sound odd while in low mode (it makes it sound very different from the high mode). I do hope something can be worked out for the sight. It may indeed be difficult for head tracker users (IRL, each AH-6 pilot would presumably make their own mark), but as far as I know, the majority of players use a fixed view. That said, I do hope to eventually get some kind of headtracker myself.
  14. RHS Escalation (AFRF and USAF)

    Hey, I just tested the Russian helos with SACLOS ATGMs... either you RHS guys were pulling my leg about them not working, or couldn't use your own mod properly. :) In both Mi-28 and Ka-52, the AI gunner will look at a target if instructed, and from tests I've done so far, will guide the missile to wherever he's looking at. They do seem to require being assigned to the gunner. They don't seem to work on Mi-24, but that's because I can't even select them for some reason (presumably the "FFV seat as gunner" BIS bug rearing its head). That said, I also found some actual bugs. For example, the cannon on Mi-24P doesn't shoot anywhere near the sight. AH-6 shoots high as well, and the miniguns have no sound. Mi-24 variants are missing AA missile compatibility, too (I wanted to do the "find the the guerilla convoy with a heatseeker" thing from Afghan).
  15. RHS Escalation (AFRF and USAF)

    Thanks, I really need to check those new scripting commands (except pylon priorities, I know that one's a load of fun :)). Haven't been able to try them out yet.
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