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Old 03-08-2008, 06:09 PM   #51
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A heli can kill a tank from 8km, over a hill. Dont even have maps that big in PR.

With air superiority the helis are not there to hit, and yours knnow where the hostile armour is so can stay well away.

Heli based weapon systems allow you to find hiden tanks and destroy them without getting close, so you know exactly where thay are and dont need to fly into range of their main cannon.

Training teaches the pilots to use the terrain to hide, unlike what you normally see in PR.

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Old 03-08-2008, 06:28 PM   #52
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Quote:
Originally Posted by [R-DEV]Jaymz View Post
In RL, the majority of modern tank gunners just

1. Point at the target

2. Las the target, thus instantly calculating the distance and calibrating the coax accordingly.

3. Shoot


So with regards to tanks, what we have now models how effective coax fire would be in RL. With the exception of the ballistics curve....

Agree with 50's perhaps being zeroed to a certain range.
I agree....but that is on a still target on the ground....
what if the target is in the air....and moving....therefore having to be led?
If you are leading an air-target....you are pointing off into the "blue"....how can a range be lazed if you have nothing for the lazer to bounce off of?

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Old 03-08-2008, 06:30 PM   #53

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Quote:
Originally Posted by Jonny View Post
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.
The tank is good at AA because the shell should drop 6.5m during flight but doesnt drop at all also the turret movement and firing is instant.

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Old 03-09-2008, 06:49 AM   #54
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I get 2.2m, not 6.5

Balistics computer is to lead target. You lase the heli, computer calculates lead and elevation. You do NOT manually lead when a computer can do a better job of it.

How far the shell drops is irrelevant, due to the computer.

Lead should be irrelevant, due to the computer. Because of this the tanks are actually underpowered, and I demand infinately fast shells to simulate the calculations done by computer.

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Old 03-09-2008, 06:58 AM   #55

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60% of 10 basically?

Yea the computer cures all ills but the turret moves too fast if they (could) put in the drop I'd be happy tbh

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Old 03-09-2008, 07:22 AM   #56
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not 60% of 10, use s=ut+1/2at^2, you get 0.5*9.8*2/3*2/3, or 9.8*2/9. When firing horizontally and ignoring drag.

The only map that should actually have helicopters or planes is really the 8x8 km remake of wake island. I dont know if it will ever be included in PR though. Anything else is way too small.

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Old 03-09-2008, 07:41 AM   #57

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Which equation is that? Its only 2 metres then but enough to muddy the waters hopefully, I do think kashan with its view distance is lobsided in its realism because of this factor maybe, or whatever it is it does not play right. Maybe it needs heat haze or something to make it less 'perfect'

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Old 03-09-2008, 07:54 AM   #58
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thats a constant acceleration equation.

adding the drop would mean a hell of a lot of python coding to dynamically zero the gun, which I am not sure is possible, and would lead to a nice effect and the same result as getting rid of the drop. So its not worth adding unless I find a lot of time and a way to do it in the summer after my A2 exams.

The problem with kashan is the view distance, its way too small and should be around 2km with the bf2 fog evenly distributed instead of starting at 700m and ending at 980m. Just look at the fog on fools road, it looks a lot better because of it starting at 0m. The planes need to be removed from kashan, too, and the max altitude for helicopters needs to be well within the view distance.

I would also say it needs to be remade with an 8x8km map using statics for the majority of the terrain and more tanks, which should be used as infantry and APCs scouting on the 64 size, dropping down to apcs being the main force and jeeps scouting on the 32 size map.

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Old 03-09-2008, 08:13 AM   #59

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opps basic equation, think I remember it from like 20 years ago, roughly

Quote:
The problem with kashan is the view distance, its way too small and should be around 2km with the bf2 fog evenly distributed instead of starting at 700m and ending at 980m. Just look at the fog on fools road, it looks a lot better because of it starting at 0m.
Sounds good. I cant say Ive noticed the fog on fools road massively but I dont tank or apc often on that map so I'll take a look. Kashan makes it more obvious because there is no trees, etc which is fair enough when its a desert I guess :/

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Old 03-09-2008, 08:21 AM   #60
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see, its good enough for you to not even notice it.

I can look out of my windom and see hills in the distance with the same kind of effect, they slowly fade out of view because of the atmosphere. I can see a lot further but the effect is the same.

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