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  #11  
Old February 14th, 2007, 11:47 AM
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Default Re: Shooting ATGM, DC-ATGM in movement.

Quote:
Epoletov_SPR said:
Ability to shoot from ATGM from the tank or SPATGM after movement is not present in one army WinSPMBT. Experience 65 - 85.

Badly trained crew (experience 70) can move on the tank. Then to stop and make a shot from ATGM!
[img]/threads/images/Graemlins/Grenade.gif[/img]
I have NO idea what point you are trying to make here !

"is not present in one army WinSPMBT"..... what is this supposed to mean???? and ..."Badly trained crew (experience 70) can move on the tank. Then to stop and make a shot from ATGM!"

????

USMC LAV (AT)and HMMWV TOW cannot fire ATGM either after moving unless they have high experience so WHAT exactly are YOU complaining about ?? That the Russians cannot either ??? Why should they be "special" ??

Maybe post what you are trying to say in Russian and someone else can translate it for you becasue I DO NOT understand what point you are trying to make.

IF YOU ARE CLAIMING THE GAME IS BIASED THEN YOU BETTER PROVIDE SOME REAL SPECIFIC EXAMPLES FOR EVERYONE TO TEST

Don
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  #12  
Old February 14th, 2007, 04:42 PM
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Epoletov_SPR Epoletov_SPR is offline
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Default Re: Shooting ATGM, DC-ATGM in movement.

Excuse for my English language.
I use the machine translator.


I suggested to make shooting from ATGM after short movement for all armies.

Including for the USA.

I shall search for what weapon could to shoot ATGM in movement, except for helicopters.
For example it can be tank T-80U.
Details later (the gun Is stabilized?).
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  #13  
Old February 14th, 2007, 04:59 PM
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Default Re: Shooting ATGM, DC-ATGM in movement.

OK I understand now you are using a machine translator

The game is set up to allow this activity for experience crews and favours a player playing a campaign who has built his core up to the point he can do this. It is already possible for above average units to fire after some movement and reflects that this is not an easy task for all but the highly skilled.

Don
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  #14  
Old February 16th, 2007, 01:44 AM

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Default Re: Shooting ATGM, DC-ATGM in movement.

The some ATGM used on the Soviet tanks (TUR- Tankovaya Upravlyaemaya Raketa -Tanks guided missle), had feature since the occurrence - they could be started in movement till 30km/h speed.
Such as : 9K112 "Kobra" 9K119 "Reflex" in tanks T-64B T-64BK
T64-BV T-80's T-90's.
Others had no this property. For example 9K120 "Svir" T-72 can be launched only from motionless position.
In Game no difference between T-72 and T-80 ATGM's.
In my modest opinion, any tank crew able to shoot from movement usual shell, can make also it with tank guided missle if the equipment have feature shooting in movement.
In general in the Soviet army training has been more directed on shooting from movement than from stops as in some other armies.

It would be desirable that developers have paid attention to it
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  #15  
Old February 16th, 2007, 03:58 AM
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Default Re: Shooting ATGM, DC-ATGM in movement.

this is a turn based game.

in real life, a missile requires 20-30 seconds flight time to engage.

In Sp series games they are fired and hit "instantly" just like shells. And there is no way to allow for the time of flight. Therefore - game mechanics require ATGM to need the firer halted, to reflect the reality as far as the game engine can. The halt requirement is a "near enough" reflection of the fact that ATGM need to halt for 20-30 seconds and track the target. Very skilled troops may manage a hex or 2 movement and still get a missile FOP is all.

This is a game and not a simulation.

ATGM handling will remain as-is.

Cheers
Andy
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  #16  
Old February 16th, 2007, 01:02 PM
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Default Re: Shooting ATGM, DC-ATGM in movement.

Quote:
Krok said:
The some ATGM used on the Soviet tanks (TUR- Tankovaya Upravlyaemaya Raketa -Tanks guided missile), had feature since the occurrence - they could be started in movement till 30km/h speed.
Such as : 9K112 "Kobra" 9K119 "Reflex" in tanks T-64B T-64BK
T64-BV T-80's T-90's.

OK, this is simply a matter of NOT understanding how this game works and beating on us because you don't. You can test it yourself

Game speed is in MPH.

30km/h = 18.64114 MPH

Start the game. Set the date to 1995. Russia vs whoever you like. Go to Preferences and turn country training OFF and set the Russian troops quality to 100.

Buy T-80B's. These have Kobra

Deploy them on a road and start the game. Keep in mind that although the "troops quality" is 100 there are variables not EVERY tank crew is 100. Some will be below, some above. Once you see 5 shots for the main gun you have the ability to fire the missiles on the move at the higher speeds

Start moving your tanks one hex at a time on a road and cross county. Watch how fast you are going with each hex and watch when the second weapon number drops to zero. With that level of experience you will be able to still fire a missile with those tanks when they are traveling 15 MPH cross country ( 24 km/h ) and on a road up to 26 MPH ( nearly 42 km/p )

And then there's the other issue you brought up.......SOME tanks and SPATGM vehicles have the ability to fire on the move and some, like the 9K120 "Svir" used by the T-72 can ONLY fire while motionless but there is NO WAY in the game to flag one missile as being capable of moved fire and one not. None.... and that's NOT going to change. At the low end of experience NONE of these missiles cannot be fired after moving. With even a bit more experience you have the ability to move a hex or two and then fire which allows them to be hidden in the trees, moved forward one hex, fire and back up out of sight again. Once they get to "elite" level experience you have the ability to fire at speed on the move and if you are playing a campaign and can work a crew up to the very top level the game allows you will be able to move ALL your MP and still fire even if the missile, in real life, couldn't really do that so this is a compromise and all compromises hinder some things and help others. The ability you want IS already in the game. I have said so already a number of times.

Don
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  #17  
Old February 20th, 2007, 12:20 AM

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Default Re: Shooting ATGM, DC-ATGM in movement.

Thanks for the answers. How much I have understood at this moment there are 3 types ATGM, and it is impossible change separately the characteristic for a different complex , but I hope in the further at updating game new (and old ) types of the guided weapons will receive more objective reflection in game process.
New types ATGM's are developed last time, receive essentially new opportunities. For example a new tank guided missle "Sokol-1"(falcon-1) with IR self guided head.
Or "Hermes" long range selfguided ATGM with range from 8-15 till 70-100km. And many other .
I think such complexes will be accepted on arms in the near future and for them simple definition ATGM, TA ATGM or DC ATGM will be insufficient. I hope in case of occurrence of new classes of the guided weapon in game, older types such as "reflex" will not be forgotten also
By the way ,its time of flight for the maximal range 5km is near 14,5 sec and on 4 kilometers is less than 12 seconds , and in new updatings sights provided automatic hold taget in sight. That provides an automatic mode of shooting
And the last if will allow, Hrizantema S has 2 channels of aiming which can work simultaneously ,laser and radio .
It can fire 2 missles in 2 targets simultaneously, 1 full automatically 2nd in a manual mode, that means much greater rate of fire than at others ATGM's
In any case thanks for the answer and for you game!
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