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Old 10-27-2008, 01:08 PM   #1
Waaah_Wah
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Default Proximity for AA cannon rounds?

Is it possible to have the cannon rounds on the AAs blow up when close to the target instead of blowing up on impact? You guys have done something similar to missiles, but i have no idea if its possible to do this with cannon rounds.

This would make the guns on mobile AAs more effective against jets and especially chopters. Because right now, its pretty much impossible to kill even a slow flying jet with the cannons.
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Old 10-27-2008, 01:33 PM   #2
Dude388

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Default re: Proximity for AA cannon rounds?

Kinda like the AA guns from Battlefield 1942?


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Old 10-27-2008, 03:12 PM   #3
CAS_117
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Default re: Proximity for AA cannon rounds?

Yes we can do this. Some cannons on jets currently use this system to compensate for poor hitboxes, and lack of lead computing gunsights. The results are limited however. Essentially the rounds will do 50% of the damage they would normally do, as the blast is approximately twice the distance from the plane. Since you can't get a "direct hit", the impact damage is also not taken into account. The best solution would be to remove impact damage and have rounds only do blast damage. This would result in an exaggerated area of effect against stationary targets however. But yes, the rounds can be set on a proximity fuze.
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Old 10-27-2008, 03:21 PM   #4
Waaah_Wah
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Default re: Proximity for AA cannon rounds?

Hm... Is it possible to have a "partymix"? Every other round is fused, the rest explode on impact. Like if one of the cannons on the Tunguska fires fused rounds and the other one fires normal ones.

Would be a nice compromise

Btw, any reason why this isnt done? Apart from the big AoE on ground targets?
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Old 10-27-2008, 03:36 PM   #5
EOD_Security-2252

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Default re: Proximity for AA cannon rounds?

This sounds nice, then the AA guns will fire flak instead of some sort of HE round.


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Old 10-29-2008, 11:06 AM   #6
Waaah_Wah
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Default re: Proximity for AA cannon rounds?

Quote:
Originally Posted by [R-DEV]CAS_117 View Post
Yes we can do this. Some cannons on jets currently use this system to compensate for poor hitboxes, and lack of lead computing gunsights. The results are limited however. Essentially the rounds will do 50% of the damage they would normally do, as the blast is approximately twice the distance from the plane. Since you can't get a "direct hit", the impact damage is also not taken into account. The best solution would be to remove impact damage and have rounds only do blast damage. This would result in an exaggerated area of effect against stationary targets however. But yes, the rounds can be set on a proximity fuze.
Since you guys have managed to make 2 firemodes for the LMGs, shouldnt it also be possible to make 2 firemodes for the AA's cannons? One normal where the rounds explode on impact, and then the other where rounds will blow up within close proximity of the target?

Or simply have 2 ammunition types for the cannons.
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Old 10-29-2008, 11:50 AM   #7
Mora

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Default re: Proximity for AA cannon rounds?

But will it be realistic? those bullets are not smart bombs you know :P

And do they actually fire against fast and probaly high moving aircraft?


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Old 10-29-2008, 12:12 PM   #8
Waaah_Wah
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Default re: Proximity for AA cannon rounds?

This is Wikipedia, but meh:

Quote:
Originally Posted by Wikipedia
The cannons are fired alternatively with a combined rate of fire of between 3,900 and 5,000 rounds per minute (1,950 to 2,500 rpm for each gun), and have a muzzle velocity of 960 m/s[12]. Bursts of between 83 and 250 rounds are fired as determined by the target type, with an engagement range between 0.2 and 4.0 km and to an altitude of 4 km. HE-T and HE-I shells are used and fitted with a A-670 time and impact fuze which includes an arming delay and self destruct mechanism
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Old 10-29-2008, 12:37 PM   #9
Alex6714

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Default re: Proximity for AA cannon rounds?

Quote:
Originally Posted by Waaah_Wah View Post
Since you guys have managed to make 2 firemodes for the LMGs, shouldnt it also be possible to make 2 firemodes for the AA's cannons? One normal where the rounds explode on impact, and then the other where rounds will blow up within close proximity of the target?

Or simply have 2 ammunition types for the cannons.
How would that be useful? Then what is the point in using the explode on impact version if we can use the much better rape all version?

Basically, the reason for not having them only proximity detonate I think is because other wise it is the perfect anti infantry weapon etc...

"And in the PR world ALL nations signed the treaty, now there "
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


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oh, they're fire and forget all right...they're fired then they forget where the target is
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Old 10-29-2008, 01:18 PM   #10
[R-DEV]Jaymz
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Default re: Proximity for AA cannon rounds?

Since the M6 Linebacker is being replaced by the HMMWV Avenger come 0.85, "AA cannons" will only be present for the MEC & PLA factions. CAS, You should apply realistic RoF's to the Tunkguska/Type95 cannons again. I'll tweak the materials of the projectiles to prevent them raping tanks and APC's. This will significantly help with regards to them not being able to hit jets.

I think that regardless of what's done to the cannons on the Tunkguska/Type95, AA missiles themselves need a larger explosion radius so there's a better chance of damaging a jet when you hit a flare.


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