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| PR Suggestions : Suggestions from our community members. |
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#41 |
![]() Join Date: Jan 2007
United States of AmericaLocation: Bloomington IN
Posts: 1,211
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well. irl, .50 cals are pretty devestating.
you point it, and the just shear amount of dmg it can put out, probably warrants the fact that you should be getting 12 kills with it before you die. Again, you must take into account not the effectiveness of the weapon and the user, but the stupidity of the people on the other end. As soon as someone can figure out how to make something work, and someone on the recieving end dies via that new ability, that guy is now going to get all pissy and start crying because he cant have "fun" in "his" game. and i believe cheesman's up-armored humvee(see the community mod section) has close to full 360 degree protection for the .50/240(i'm thinkin he's making a variant) gunner on top. Now the humvee will be a force to be reckoned with. |
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#42 | |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,666
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From Wikipedia:
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#43 | |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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Quote:
(1) The amount of deviation per second required for it to be significant is inversely proportional to the distance (ie the further away the target is, the bigger the impact is from it moving off course) and of course, it is proportional to itself. | |
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#44 |
![]() Join Date: Nov 2006
Location: Dublin, Ireland
Posts: 1,298
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I think the main problem is that Sectornine assumes that the rangefinding laser only needs to hit a target once (aka for a tiny fraction of a second)
US tank gunners iirc are trained to lase a moving target for 1.5 seconds - that's 1.5 seconds where the laser is constantly held on the target as it moves regardless of the axes (if it's moving in a constant motion for that time, a modern tank will hit the target with ridiculously high accuracy out to 4000m) - so that the most accurate prediction can be made for the fire control The tank is also measuring wind and atmospheric variables and the computer simply does the basic math - it all comes down to velocities and angles in the end, the basic trigonometry you learn in school |
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#45 | |
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SuperTimo:
[this is like saying "i want my desk to explode if i kick it enough times"] I want a new computer!!!
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#46 | |
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I'd think they'd drop a little bit at 1000m. gravity is at 9.81m/s and it takes lets say there is a 1-2 second flight time, the bullet would be down somewhere around 9-18m of the intended target. That's quite a drop! I totally agree with you about the "if it stays on it's path, it will hit." But I just think that if we had bullet drop on the tanks, less helo's would be engaged from the MBT main's cannon because you would loose some of the vertical aiming of the turret due to the drop of the shell, even if minuscule. It just sucks to see one aspect of the game kinda become useless because another one is kinda unrealistic. True the draw distance could be better, and that would be nice because then choppers could avoid the tank, but a lot of times the tank can see the chopper but not vice versa. (It's out of the choppers view range, for reasons that are beyond me, not sure why this happens.) I'm just hoping to keep it realistic since helo's are never shelled IRL and it's really a PITA to gain alt since we have such a small area to operate, and a lot of times we'll get shelled on while descending because we move that much slower when we tap the "s" key. 50's I am not as worried about because that's actually a problem in the battlefield, and I've gotten really good at avoiding 50's. It's just that damn random shellfire that makes me so mad, I can't even see the tank, how does it see me?! Who knows, maybe giving the chopper more direct speed IS the key to making it balanced. Transport helo's feel slow and are quite easy targets, but then again, we are trying to stay realistically accurate. I give up, I hate argument threads. People flatout become assholes for no reason. | |
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SuperTimo:
[this is like saying "i want my desk to explode if i kick it enough times"] I want a new computer!!!
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Last edited by SectorNine50; 03-08-2008 at 05:22 PM.
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#47 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,666
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A 1500 m/s round (from a C2, incidentally) does not give a chopper much time to bank out of the way, you just start turning and then get hit.
At 1000m it takes (ignoring drag) 0.67 seconds to hit. There is also the pilots reaction times to think about, just realising there is a muzzle flash takes .15 to .3 seconds, if you are looking in the right direction. You then need to think what to do and then actually do it. Even at 3km it is unlikely that the chopper will have banked in time. So the round WILL hit with PR view distances. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#48 | |
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I don't understand then, what makes it possible to hit a chopper with a shell so easily in PR and never been done IRL? | |
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SuperTimo:
[this is like saying "i want my desk to explode if i kick it enough times"] I want a new computer!!!
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#49 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,666
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Operating range, air superiority, view distance, heli based weapon systems and training.
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#50 |
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Only one that made sense to me in terms of tanks main cannon vs. helo was the view distance... :-\
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SuperTimo:
[this is like saying "i want my desk to explode if i kick it enough times"] I want a new computer!!!
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