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Old 04-07-2007, 11:27 AM   #11
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Heat rounds can take out tanks for sure, just when you are in a rear position try and aim for back of tread or engine.

Sometimes it works...
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Old 04-07-2007, 12:06 PM   #12

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Quote:
Originally Posted by ErusF
The maximum range that I was able to take out an tank was from 489meters in Ejod, the bullet didn't drop much, but its hard to adjust the aim since you can't see the bullet after it leaves the barrel because of all the smoke. But you can have an idea.
thats why I always have a foward observer and spotter when im in a tank.

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Old 04-07-2007, 01:41 PM   #13

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Quote:
Originally Posted by El_Vikingo
At what time should I use HEAT on enemy tanks?
When you're out of sabot rounds

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Old 04-07-2007, 04:59 PM   #14
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LOL LiquidSnake..

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Old 04-07-2007, 10:50 PM   #15

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Quote:
Originally Posted by [R-DEV]Exel
Not sure how possible it is to code, but in any case the modern long-rod penetrators have so little aerodynamic drag that the velocity drop even over 4000 meters is not very significant - the penetration still far exceeds that of HEAT.
I am a Calculus student and if the game engine allows you to vary the velocity for each shot and calculate the distance the projectile should travel, then it should be very possible. The downside to this approach is that you would have to be using constant velocity projectiles to fake variable velocity projectiles, which would cause inaccuracies should a non-static object (e.g. a tank) change position causing the projectile to strike earlier/later than predicted.

Here is how you can calculate the proper velocities to make this work: If you can create a function (a mathematical function) that can model the velocity as a function of time, then it should be possible to divide the integral of that function, bounded by bounds a and b (with a being 0 and b being the distance at which the projectile will strike), by b minus a (or in this case just b) to give the average velocity at which the projectile will travel and therefore the velocity necessary to fake a loss of momentum.

If your Calculus skills are a bit dusty, I could do the integration for you to provide the necessary function to calculate the average velocities. The only thing that you will need to do is to provide the function that would realistically model the velocity as a function of time. This is, of course, assuming that it is an elementary function, although if it is not, there are methods in my textbook I might be able to use to approximate the exact function.
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Last edited by Shining Arcanine; 04-07-2007 at 10:56 PM..
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Old 04-07-2007, 11:10 PM   #16

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In RL tanks can kill targets from a mile away or even more i think.(i watch to much military channel). I know they can do this b/c of their range finding computers but since we dont have those they should just make it that the tank round goes right where the aim curser is.


"Exactly how long does it take to get to the center of a tootsie pop?"
-Me
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Old 04-08-2007, 06:15 AM   #17

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modern tanks cant survive a frontal hit from sabot fired at a range of less than 800m. i cant remember exactly where i saw it but i think it was a program comaparing anti tank weapons vrs tank armor.

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Old 04-08-2007, 06:55 AM   #18

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Quote:
Originally Posted by [R-MOD]Thunder
modern tanks cant survive a frontal hit from sabot fired at a range of less than 800m. i cant remember exactly where i saw it but i think it was a program comaparing anti tank weapons vrs tank armor.
Well if that's true, the Sabot should be modeled to have different damage values depending on distance.
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Old 04-08-2007, 07:12 AM   #19
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Quote:
Originally Posted by Guerra norte
Well if that's true, the Sabot should be modeled to have different damage values depending on distance.
It already does, just those distances don't typically come into play.

Cheers!
egg

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Old 04-08-2007, 07:23 AM   #20

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Smile Cool

Good to hear!

now *ahem* my other questions.. lol.
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Last edited by Guerra norte; 04-08-2007 at 03:06 PM..
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