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Old 04-07-2007, 01:33 AM   #1

Guerra norte's Avatar
Exclamation Armor Ballistics?

I have a few question for the developers concerning armor ballistics.

#Now that we know there will be maps with longer and more realistic engagement distances for armor, will it be taken into consideration that ammunition like Sabot (which is a kinetic energy based weapon) will lose power over distance and make HEAT rounds more favorable for the longer engagement distances?

#Is this already implemented, if not, is it possible?

#Isn't there something similar with regards to small arms ballistics in PR?

#Do shells lose velocity in flight creating an uneven arc, or do they just drop at a constant velocity?

#Is it possible to implement a laser range finder system on tanks which will adjust the gun barrel elevation to where the center of the reticule in the optics is aiming?

Thank you.
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Last edited by Guerra norte; 04-07-2007 at 03:20 AM..
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Old 04-07-2007, 01:40 AM   #2
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I know that rounds can skip already. Thats the only way i can take out abrams with t62. hit front portion and skip round into turret.

Im sure they can enter drop for the 1km engagments
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Old 04-07-2007, 02:05 AM   #3

ErusF's Avatar
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.
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Old 04-07-2007, 02:51 AM   #4
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If anything Sabot rounds should become more, not less, useful over longer distances. Their ballistic arc is much flatter and they travel faster, making hitting over long distances much easier than with slow HEAT rounds. The loss of velocity for APFSDS is negligible over any distance in the game.
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Old 04-07-2007, 03:13 AM   #5

Guerra norte's Avatar
Sabot effectiveness is lost over distance, a HEAT round is equally effective as long as you can score a hit.
I know that in real life a Sabot round would be preferred over a HEAT round against heavy armor at 1km, however I'm talking about engagement compression since 1km is still not a realistic maximum engagement distance for modern tanks.
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Old 04-07-2007, 04:10 AM   #6
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Exel's Avatar
Quote:
Originally Posted by Guerra norte
Sabot effectiveness is lost over distance, a HEAT round is equally effective as long as you can score a hit.
I know that in real life a Sabot round would be preferred over a HEAT round against heavy armor at 1km, however I'm talking about engagement compression since 1km is still not a realistic maximum engagement distance for modern tanks.
No, Sabot is preferred over any distance up to 4 km over HEAT. The velocity loss is not significant enough to give HEAT an edge (modern MBTs are generally better protected against HEAT than APFSDS). Also hitting a moving target over several km distance is extremely hard with HEAT due to its slow speed and high ballistic trajectory.
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Old 04-07-2007, 04:20 AM   #7

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Fair enough, I'm no tank expert so you win the cake, but still, would it be possible model the Sabot to lose momentum even if it's preferred over HEAT?
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Old 04-07-2007, 04:39 AM   #8
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Exel's Avatar
Quote:
Originally Posted by Guerra norte
Fair enough, I'm no tank expert so you win the cake, but still, would it be possible model the Sabot to lose momentum even if it's preferred over HEAT?
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.
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Old 04-07-2007, 04:47 AM   #9
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the energy dissipation would be insignificant at even the longest engagement ranges possible in BF2.

Cheers!
egg

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Old 04-07-2007, 11:24 AM   #10

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I use SABOT on tanks, and HEATon infantry.

Is this correct?

At what time should I use HEAT on enemy tanks?

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
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