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Old 2017-11-09, 16:35   #21
[R-DEV]​rPoXoTauJIo
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Default Re: SPG Emplacements; Degrees of Rotation?

We just need handheld spg, would solve all the problems with vertical aiming.

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Old 2017-11-09, 17:08   #22
[R-DEV]​Outlawz7
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Default Re: SPG Emplacements; Degrees of Rotation?

All deployables would benefit from ability to be deployed at an angle instead of being perfectly horizontal all the time. Perhaps we can rotate deployables via Python? @Alon @Mats

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Old 2017-11-09, 17:30   #23
chrisweb89
Default Re: SPG Emplacements; Degrees of Rotation?

Especially the HJ-8. Angles are horrible.
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Old 2017-11-09, 17:47   #24
Jacksonez__

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Default Re: SPG Emplacements; Degrees of Rotation?

Quote:
Originally Posted by chrisweb89 View Post
Especially the HJ-8. Angles are horrible.
https://www.realitymod.com/forum/f25...im-angles.html

this was the subject in 2015 too, I guess only TOW got changed since it had some good data supporting it.

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Old 2017-11-09, 23:02   #25
waldov

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Default Re: SPG Emplacements; Degrees of Rotation?

Quote:
Originally Posted by [R-DEV]Rhino View Post
In all of those refs thou, even when placed on non-level ground, the tripod is still level. That is the bit I'm a bit concerned about as perhaps the tripod, for w/e reason I dunno, can't be placed non-level.
I'd say this is in large part due to the SPG-9 being used to engage targets at 500+ meter ranges that would be on the fringes or even further than the view distance in PR, making de-elevating the weapon less of an issue then say the typical engagement ranges of 200-300 meters faced in the game. If you could fire an SPG from the mosque to just outside the US main in Fallujah you could probably work with the limited de-elevation (especially factoring in the large drop at that range) but due to game limitations your engagement range is easily halved to that of the real life counter part. So even regardless of the feasibility of using an SPG on an incline with its tripod IRL (though I'd still wager that's doable) I think of an increased de-elevation more as a necessary balancing act to cover the compromises made between real life and the game.

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Old 2017-11-10, 08:03   #26
Sequadon
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Default Re: SPG Emplacements; Degrees of Rotation?

Quote:
Originally Posted by [R-DEV]Rhino View Post
I'm not totally sure if the weapon can be placed and used on a slope, but can't see why not either, just not seen it in any refs.
That's because it's a direct aiming weapon. But as you can see it can be operated inclined.

https://www.youtube.com/watch?v=eRH2cr6F4-k
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Old 2017-11-11, 21:35   #27
Bonecrusher76
Default Re: SPG Emplacements; Degrees of Rotation?

Quote:
Originally Posted by PBAsydney View Post
Holding A or D accomplishes this.
Just tried it. You're right. I never knew that. It is horribly slow though.
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Old 2017-11-13, 06:11   #28
Heavy Death

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Default Re: SPG Emplacements; Degrees of Rotation?

Im all up for W and S tilt for a couple of degrees.

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Old 2017-11-13, 06:36   #29
[R-DEV]​AlonTavor
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Default Re: SPG Emplacements; Degrees of Rotation?

Quote:
Originally Posted by [R-DEV]Outlawz7 View Post
All deployables would benefit from ability to be deployed at an angle instead of being perfectly horizontal all the time. Perhaps we can rotate deployables via Python? @Alon @Mats
That would rotate the entire model with the underground part and refresh collisions. you really don't want that.
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Old 2017-11-13, 10:04   #30
B2P1

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Default Re: SPG Emplacements; Degrees of Rotation?

Quote:
Originally Posted by Heavy Death View Post
Im all up for W and S tilt for a couple of degrees.
That settles it, this for next patch and insurgency will be a hell of a lot more fun.
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