Galwran Posted November 25, 2011 Posted November 25, 2011 Hi. Currently you can fire a hundred HE or AP rounds of 20-30mm caliber at the front of a MBT and nothing will happen. I would like to see this changed so that those units would get new damage states. The damage states wouldn't even need to be visual, it is enough if the damage just degrades the units ability to fight. For example, 10 rounds of 20mm caliber hitting the front of the turret of a MBTs should at least degrade the optics and fire control systems, thus degrading their efficiency. This could pretty surely be simulated by lua, so that when a unit is hit for certain amount it's weapon accuracy would drop 30%. Or if there is no accuracy variable that can be changed with lua, then the unit's skill level could drop :) This would also make artillery and MLRS effective, currently they have pretty much no effect on the MBTs. And currently ships don't care about anything less than a G maverick. Of course it would be really nice to be able to disable tank tracks or the wheels of other vehicles, but that might be too complicated, unless new damage areas are added to those units. and one another thing: now that we have landmines in the mission editor, it would be really nice to dispense them with bombs/rockets, especially with the Ka-50.
159th_Viper Posted November 25, 2011 Posted November 25, 2011 What 20mm Gun are you firing in DCS? At present it takes 70 30mm rounds to destroy a MBT, fired from the A-10C. Further, incremental damage is modelled . In other words, damage sustained does affect a unit's combat performance/skill level - damage is however not visual. Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......'
Galwran Posted November 25, 2011 Author Posted November 25, 2011 What 20mm Gun are you firing in DCS? At present it takes 70 30mm rounds to destroy a MBT, fired from the A-10C. Further, incremental damage is modelled . In other words, damage sustained does affect a unit's combat performance/skill level - damage is however not visual. Well the gunpods on the Ka-50 are 23mm, and some (currently AI) units have 20mm. But anyways I used the 20-30mm just as an example range of smallish autocannon calibers; 40mm and up are in another ballpark. Are those 70 rounds that you mentioned AP and fired at the frontal armor? I remember reading from some lua file that only sides, top and rear of tanks can be damaged with "small" calibers, but I could of course be mistaken. Other than that, your post sounds positive, I just haven't noticed such effects. :) Maybe we could get some kind of log message when bad enough damage is sustained? Ie. a frigate that has it's radar dishes shot to pieces could very well take that ships out of commission for a long time, causing such damage should be rewarded.
GGTharos Posted November 25, 2011 Posted November 25, 2011 The A-10 coloring book pretty much flat out states that if you're pushing a frontal attack on a tank, you're wasting your time. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Galwran Posted November 25, 2011 Author Posted November 25, 2011 The A-10 coloring book pretty much flat out states that if you're pushing a frontal attack on a tank, you're wasting your time. Yes, and I agree on that. However, tanks might get a direct/close hit from artillery, or a MK82 might explode just out of the lethal radius. :huh: One might also ask should a HARM (or any other anti radar missile) destroy or just damage armored units like TOR and also, what kind of damage a HARM should do to a ship.
159th_Viper Posted November 25, 2011 Posted November 25, 2011 ....and also, what kind of damage a HARM should do to a ship. HARM's kill ships - fly a Toad and see :) Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......'
GGTharos Posted November 25, 2011 Posted November 25, 2011 The second is a damage modeling issue both from the point of the target AND the point of the warhead. ARMs in general have prox fuzes since they may otherwise miss a (relatively) tiny antenna, or they could be dealing with a difficult to target wavelength. Their purpose is to damage the emitter, and they don't know anything about what that emitter is mounted on. In the case of a TOR, a direct hit on the radar plate might indeed cause catastrophic damage to the vehicle, but the missile is somewhat likely to burst in the air above it. Until FC/DCS has a fragmentation damage simulation, as well as a better fuze simulation - and the target ... bits appropriately simulated, this isn't going to change. It's a lot of work. Yes, and I agree on that. However, tanks might get a direct/close hit from artillery, or a MK82 might explode just out of the lethal radius. :huh: One might also ask should a HARM (or any other anti radar missile) destroy or just damage armored units like TOR and also, what kind of damage a HARM should do to a ship. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
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