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Old 03-23-2009, 10:38 PM   #61
McBumLuv

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Default Re: Solution to the HAT-problem (guided AA-weapon)

Quote:
Originally Posted by [R-DEV]Eddie Baker View Post
I will bring up the general launch warning in the DEV forums and see if it can be added. A warning system based on line of sight to the target was possible in the BF1942 engine is possible, and was used in Desert Combat or one of its sub-mods on aircraft as a warning for being in the "sights" of another aircraft; if I remember correctly, it basically was coded as a constantly fired weapon whose only effect was the target hearing an irritating noise. If the BF2 engine has this capability it could certainly work for a laser ranging/designation warning receiver.
You mean like the way in vBF2, you could hear if an AT was aimed at you? I made a thread asking about that, http://www.realitymod.com/forum/f18-...-aa-locks.html, though it was more aimed at AA missiles being locked upon release.


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Old 03-24-2009, 10:00 AM   #62
PR.IT Stek_WAR

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Default Re: Solution to the HAT-problem (guided AA-weapon)

Quote:
Originally Posted by DankE_SPB View Post
any sources or at least models of HATs?
APILAS (italian army)

Esercito Italiano: Sistema d'Arma c/c Apilas

* Weight: 8.7 Kg
* Length of the weapon
* Length: 281 mm.
* Size: 112 mm.
* Maximum distance shot capacity: 350 m.
* Maximum Output: 400 m.
* tecnical life: system such as "disposable."
* Ammunition: piercing cartridge quarry.
* Power piercing: (on a homogeneous material 90): 720 mm.
* Life-pointing: optical.
* Overall dimensions of the container logistics: 1510 x 620 mm x 268.
* Limitations of use Operational: ban on shooting from indoors (high reflection effect).

My grandfather used to say: you were born in Italy and you will die in Italy
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Old 03-24-2009, 10:09 AM   #63
PR.IT Stek_WAR

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Default Re: Solution to the HAT-problem (guided AA-weapon)

ultimately confirm what he says [R-DEV] Eddie Baker, namely that in general can achieve maximum distances of 600 m (I think that the SRAW can get to 1000 m away )


[R-DEV] Eddie Baker, however, you forgot the Spike:
Spike (Chile, Italy, Czech Republic, Finland, Israel, Netherlands, Poland, Spain) : from 450 m to over 8000 m

My grandfather used to say: you were born in Italy and you will die in Italy
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Old 03-24-2009, 10:19 AM   #64
[R-DEV]DankE_SPB
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Default Re: Solution to the HAT-problem (guided AA-weapon)

Quote:
Originally Posted by [R-DEV]Eddie Baker View Post
Which armies would those be?

Weapon (Users): Effective Range
Eryx (Canada, France, As-Yet Unnamed Middle-East State): 600m
Javelin (US/UK/Australia): 2500m
Kornet (Russia/Syria): 5000m
BILL 2 (Sweden): 2200m
Milan 2 (Germany, Italy and too many others to name): 2000m
Quote:
Originally Posted by PR.IT Stek_WAR
APILAS
Maximum distance shot capacity: 350 m.
* Maximum Output: 400 m.
ultimately confirm what he says [R-DEV] Eddie Baker, namely that in general can achieve maximum distances of 600 m
what can i say..
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Old 03-24-2009, 01:39 PM   #65
[R-DEV]Jaymz
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Default Re: Solution to the HAT-problem (guided AA-weapon)

Quote:
Originally Posted by PR.IT Stek_WAR View Post
APILAS (italian army)

Esercito Italiano: Sistema d'Arma c/c Apilas

* Weight: 8.7 Kg
* Length of the weapon
* Length: 281 mm.
* Size: 112 mm.
* Maximum distance shot capacity: 350 m.
* Maximum Output: 400 m.
* tecnical life: system such as "disposable."
* Ammunition: piercing cartridge quarry.
* Power piercing: (on a homogeneous material 90): 720 mm.
* Life-pointing: optical.
* Overall dimensions of the container logistics: 1510 x 620 mm x 268.
* Limitations of use Operational: ban on shooting from indoors (high reflection effect).
The name says it all : APILAS (Armor-Piercing Infantry Light Arm System)

It's more comparable to an AT-4 or a LAW.


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Old 03-24-2009, 01:46 PM   #66
Alex6714

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Default Re: Solution to the HAT-problem (guided AA-weapon)

The problem as said before I think is not that it can engage, but rather that the distances are disproportionate. 2000m being the average what looks like it, compared to the 4000m? range of a tank shell and the 8000m range of a hellfire.

"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 03-24-2009, 04:31 PM   #67
PR.IT Stek_WAR

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Default Re: Solution to the HAT-problem (guided AA-weapon)

OK, thanks for the information [R-DEV]Jaymz.

Serious return: ultimately, it was said that HAT in reality no more than 600 m away (unlike the javelin).
Is then possible to extend this to project reality?
(restricting at least the HAT that can hit the helicopters, but also tanks and apc at great distances)

My grandfather used to say: you were born in Italy and you will die in Italy
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Old 03-24-2009, 04:33 PM   #68
[R-DEV]DankE_SPB
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Default Re: Solution to the HAT-problem (guided AA-weapon)

Quote:
Originally Posted by PR.IT Stek_WAR View Post
OK, thanks for the information [R-DEV]Jaymz.

Serious return: ultimately, it was said that HAT in reality no more than 600 m away (unlike the javelin).
Is then possible to extend this to project reality?
in reality only Eryx has such limit, watch again Eddie_Baker post
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Old 10-29-2009, 11:35 PM   #69
Kirra
Default Re: Solution to the HAT-problem (guided AA-weapon)

My thread turned out to be a ressugestion so i'll post it here instead. (Thanks to Eddie Baker for pointing me to this thread)

Here it is:

Right now it is way too easy to take out attack choppers with the HAT kit. Hell, Eryx is more effective at killing the Cobra on Muttrah than the Sa-7. I am the only one who sees an issue in that?

Just to demonstrate my point:

YouTube Video



From what i understand, the SRAW, Eryx and the like have a pretty short range in real life. I can't exactly remember what this range is, but from my memory its around 5-600 meters. Im sure that some of the guys who are actually in the military will be able to educate me on this.

In PR on the other hand, the HATs range is only limited by the view distance. My suggestion would be to limit the HATs range to around 500 meters by making the projectile drop and not allowing the player to guide it past that distance.

And please don't come with the "pilots shouldn't hover" argument, since they kinda have to. With no stabilisation in game its pretty freaking hard to hit stuff far away with the cannon unless the pilot keeps the chopper somewhat steady.

PS: If anyone wonders, no, im not a whiny pilot bitch who gets shot down by HAT all the time. Currently i can't even fly anything in PR due to my wireless internet being crap ("There is a problem with your connection" Oh, im upside down, great.... Boom.). I've just witnessed the Cobra being killed by HAT more than i have seen it get killed by pretty much anything else.
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Old 10-29-2009, 11:55 PM   #70
Sabre_tooth_tigger

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Default Re: Solution to the HAT-problem (guided AA-weapon)

That is quite effective but its not a good idea to hover over hostile territory. I think Ive heard of javelin being used to shoot down aircraft. Maybe the heli should get a lock signal at some point, Im not sure

Best use of cobra is with laser designator, theres no need to hover then and its so effective when done properly the map can become totally one sided. I like that so much power is available but if the negatives are trimmed back it also means to stay balanced the destruction weapons of the heli would be scaled back probably


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