The end of solo tankers?

General discussion of the Project Reality: BF2 modification.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: The end of solo tankers?

Post by ChiefRyza »

So then, in real life, your quite capable of turning a turret roughly 20-30 tons with manual force? I'd like to see that.....

For starters, the tank engine has to be on to work the hydraulics to even turn the turret. Reality here boys!


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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: The end of solo tankers?

Post by Psyrus »

ChiefRyza wrote:So then, in real life, your quite capable of turning a turret roughly 20-30 tons with manual force? I'd like to see that.....

For starters, the tank engine has to be on to work the hydraulics to even turn the turret. Reality here boys!
And in reality are all surfaces coated with teflon so that your tank slowly slides and shakes down this small incline even though it's pushing 50 tons of newtonian goodness towards the ol' centre of the earth? Doubtful.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: The end of solo tankers?

Post by LithiumFox »

So (yes i didn't read all the posts.. blech)

If i understand this correctly, if you're in tank with a driver, and the driver gets out or leaves, you can still gun the tank, correct? (Hence why it was said "Only takes place when getting in the gunner seat")

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
DankE_SPB
Retired PR Developer
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Re: The end of solo tankers?

Post by DankE_SPB »

So then, in real life, your quite capable of turning a turret roughly 20-30 tons with manual force?
all tanks have manual controlled systems
KMDB - Oplot Main battle tank - Armament characteristics
Turret traverse is electric while gun elevation is hydraulic. The turret can be slewed through 180° in less than 5 seconds, as the rate of traverse of the turret on the hull is up to 40 °/s. Manual gun and turret controls are provided for emergency use.
if you're in tank with a driver, and the driver gets out or leaves, you can still gun the tank, correct?
yes
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nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: The end of solo tankers?

Post by nicoX »

Good idea, but has this anything to do with taking away the tanks on Qwai?
Last edited by nicoX on 2009-05-16 19:31, edited 1 time in total.
CyrusPI
Posts: 216
Joined: 2009-03-28 17:49

Re: The end of solo tankers?

Post by CyrusPI »

LithiumFox wrote:If I understand this correctly, if you're in tank with a driver, and the driver gets out or leaves, you can still gun the tank, correct? (Hence why it was said "Only takes place when getting in the gunner seat")
That sounds like the general idea. You drive to VCP with a gunner, you get out of the driver's seat and scan the area while the gunner continues his job. If he switches seats or gets out, he probably needs you, the driver, back in the tank to operate it again.
nicoliani wrote:Good idea, but has this anything to do with taking away the tanks on Quai?
I think it may have more to do with this: https://www.realitymod.com/forum/f354-c ... d-bug.html

Jaymz and the dev team discovered the general cause of the sound bug and posted it for map makers in the community board, so they can properly use assets and adjust the view distance accordingly on their maps.
R-DEV Jaymz wrote:Qwai river is a prime example. Right now, the sound bug gets triggered several times for all players in a round due to the scout choppers flying around. It's also triggered occasionally by the PLA tank. To avoid the sound bug, this map either needs these assets removed, or needs to have it's view distance completely overhauled. The latter being unlikely because it was designed for it's current (short) view distance.
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nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: The end of solo tankers?

Post by nicoX »

CyrusPI wrote:That sounds like the general idea. You drive to VCP with a gunner, you get out of the driver's seat and scan the area while the gunner continues his job. If he switches seats or gets out, he probably needs you, the driver, back in the tank to operate it again.



I think it may have more to do with this: https://www.realitymod.com/forum/f354-c ... d-bug.html

Jaymz and the dev team discovered the general cause of the sound bug and posted it for map makers in the community board, so they can properly use assets and adjust the view distance accordingly on their maps.
Thanks, well that is not that of a big deal, I just see this as of an advantage, as this things could work as dummies.
More preferred than taking away this assets on Maps like Qwai, and specially Qwai with PLA would use tanks for driving back the invasion.
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