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Posted

Hello mate, I playing CA and have some problem with those AP rounds.

 

1. Does DCS WORLD simulate that AP rounds will bump off the armor if the hitting angle is not very well?

Today I'm testing the M1A2 shotting the choppers, I' ve find out that I have hit the chopper with my 120mm AP sometime but didn't make a kill. It seemed the AP just bump away, some small pieces fall off the chopper but no big damage. See the pic below the same chopper got hit 3 times but not killed~

If this is modeled that's very good, just the chopper's armor shouldn't bump it away~~

 

 

2."Compute fire solution" seem not very accurate, with T55 T72 T80 at the same range the aiming point given is different, don't know why, when U are on some hill or mountain, the aiming point is basically not accurate.....

 

3.This is a wish , I hope the AP round could be more "visible", even with Apocalypse31 and Antorian's mod I still have no idea where will the AP go and how to correct the aim~

CA_pg.thumb.jpg.a19ed8801198d5dfa45d64d29fcd681d.jpg

1308677638_dcs2012-07-2213-41-08-99.thumb.jpg.3ef959de0cf54002daae33a19b0491fb.jpg

Deka Ironwork Tester Team

Posted (edited)

Deflection and decrease in penetrative power is not simulated in the game AFAIK. If an AP round strikes the 'frontal armor' section of a tank, which this hit-box varies from tank to tank, it will strike it with minimum damage done to the unit's health power. Side armor, which consists of the track and certain parts of the fore of the turret on the Abrams can be hit from the front* resulting in pretty quick kills.

 

Usually in my playing I think this is the way I kill more tanks, I rarely pound it out with their front armor, I'm actually 'off' my center mass target killing them on accident more than on purpose. (You try aiming for a track at 2+ km)

 

Truth be told, because of the smoke that fills the screen after every shot (I expect muzzle-blast, not smoke!), I cannot see where my tracers fly with the mod either.

 

Kentucky windage'ing it is the only way to hit a thing at the moment, and that's quite the pain, because we can't see how to adjust, both because of the huge amounts of smoke which can't be seen through and how ludicrously small (black and with no solid section at all) kicked up dirt plumes are from an AP round hitting the ground.

 

Even with the tracer mod, the best way to figure out where your shot was is the small black puff of dirt. It's hard to see, and you flat-out won't see it unless you already have a pretty damn good idea where your round is gonna land, but it is there.

 

Wish it was bigger and more visible, though. :\

 

Side-note: crap, I stopped even using that damn targeting system for anything more than finding my range to target, THAT'S how bad it is.

Edited by Boogie Van
Oh lawdy the typoes.
Posted

Tank rounds should not bounce off helicopters. I think there are some issues with the damage model. It takes as many Kh-29s (320kg warhead) to destroy an aircraft bunker as AGM-65Ds (57kg warhead).

If the telegraph pole takes off after you, it is not a telegraph pole.

Posted

Maybe the rounds are so dense they just go through the heli like paper, only making little holes?

ap round 1:"Did you feel that?"

ap round 2: "Feel what?"

ap round 1: " I think I just hit a helicopter. Sorta tickled a bit."

ap round 2: "Well, it wasn't a tank, so who cares...Aw, damn, not rocks again..."

Posted

That's why I never bother with Combat Mix in the A-10 anymore. I just use HEI. Far more effective on light armoured and unarmoured stuff/personel and then I use missiles and sub-munitions on MBTs that would actually work in the real world where you can't kill an MBT with 70 30mm rounds.

If the telegraph pole takes off after you, it is not a telegraph pole.

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