M1028 Cannister Round
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1qwkdsm
- Posts: 33
- Joined: 2007-09-11 15:50
M1028 Cannister Round
Was wondering if the Devs have given any thought to adding the M1028 cannister round to the tanks arsenal. I think this would be a perfect addition to PR's realism, and not to mention make some cool effects with the destructible buildings.
Info on the M1028
M1028 120mm Canister Tank Cartridge
Info on the M1028
M1028 120mm Canister Tank Cartridge

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nedlands1
- Posts: 1467
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Re: M1028 Cannister Round
Not too sure about the devs though, but I have given it some thought and done some testing for it a while ago. It turns out that creating over 1000 projectiles at one time isn't feasible due to the lag in rendering over a thousand impacts and probably not feasible, server side, due to the sheer amount of projectiles that need to tracked at once. An alternate solution could be basing the explosion off the claymore. The arc of the explosion would have to be dramatically lowered and the radius increased by about a factor of about 100 to about 500m. This causes some problems though. The damage will be instantaneously transferred to the target. This will seem rather strange when your target is far away. The bullets from a coaxial machine gun take about 0.59 seconds to reach a target at 500m.

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Rhino
- Retired PR Developer
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Re: M1028 Cannister Round
this thing is basically a buck shot for a tank? lol, ehhh dont see how it could be done well with the BF2 engine, unless you made a very large shotgun round but it wouldn't work very well.
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IAJTHOMAS
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Re: M1028 Cannister Round
FH2 has cannister shot on some of their tanks. Would be interesting to see how they did it.



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DeltaFart
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Re: M1028 Cannister Round
Honestly I would love to have this happen would be fun as hell to get rid of insurgents with this!
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nedlands1
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Re: M1028 Cannister Round
Nah not really. It is nothing special and bears no resemblance to real life canister shot (besides the fact that there are multiple projectile). It only shoots 25 "pellets" whereas the canister shot we are looking at shoots over 1000.IAJTHOMAS wrote:FH2 has cannister shot on some of their tanks. Would be interesting to see how they did it.

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Psyko
- Posts: 4466
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Re: M1028 Cannister Round
Couldnt you just switch it to somthing like a burn damage? i have seen vids of the shot in slow motion. but i havnt seen it fired against steel or concrete. looks like a really good anti infantry weapon[R-CON]nedlands1 wrote:Nah not really. It is nothing special and bears no resemblance to real life canister shot (besides the fact that there are multiple projectile). It only shoots 25 "pellets" whereas the canister shot we are looking at shoots over 1000.
But would probibly be used in the way HEAT rounds are used (the wrong way)
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nedlands1
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Mosquill
- Retired PR Developer
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Re: M1028 Cannister Round
Maybe he means make something like 100 projectiles instead of 1000, and add small explosion radius to compensate?[R-CON]nedlands1 wrote:Burn damage? What are you on about?
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nedlands1
- Posts: 1467
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Re: M1028 Cannister Round
Doesn't really help if the projectile misses and doesn't hit any close objects. Remember that this weapon is mean to shred things at such ranges as 500m. In order to get enough tungsten on target, and account for the massive dispersion, you really need a load of balls.[R-CON]Mosquill wrote:Maybe he means make something like 100 projectiles instead of 1000, and add small explosion radius to compensate?
It would be interesting if there was any results from test straining what a server can handle. I'd also be interested on what sort of strain, increasing the explosion radius has.

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Mosquill
- Retired PR Developer
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Re: M1028 Cannister Round
What about detonation.triggerRadius then? Will it work for soldiers?[R-CON]nedlands1 wrote:Doesn't really help if the projectile misses and doesn't hit any close objects. Remember that this weapon is mean to shred things at such ranges as 500m. In order to get enough tungsten on target, and account for the massive dispersion, you really need a load of balls.
Yeah I'm also interested in that.[R-CON]nedlands1 wrote:It would be interesting if there was any results from test straining what a server can handle. I'd also be interested on what sort of strain, increasing the explosion radius has.
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markonymous
- Posts: 1358
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Re: M1028 Cannister Round
how often are you gonna be shooting canister shots at infantery 500m away in PR? so a 100 ball round would work.[R-CON]nedlands1 wrote:Doesn't really help if the projectile misses and doesn't hit any close objects. Remember that this weapon is mean to shred things at such ranges as 500m. In order to get enough tungsten on target, and account for the massive dispersion, you really need a load of balls.
It would be interesting if there was any results from test straining what a server can handle. I'd also be interested on what sort of strain, increasing the explosion radius has.

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IAJTHOMAS
- Posts: 1149
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Re: M1028 Cannister Round
I think i get what he means, give each projectile a radius of 'fire' damage a la the molotovs, so if the projectile passes near you you take some damage. (Obviously not to the same extent as the molotov radius, and it would be an 'invisible flame'.
But tbh it seems like a lot of work and a bit of lash-up. Not sure if it would really add to combat, HEAT and your coax seem to be enough atm to deal with inf.
But tbh it seems like a lot of work and a bit of lash-up. Not sure if it would really add to combat, HEAT and your coax seem to be enough atm to deal with inf.



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M.Warren
- Posts: 633
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Re: M1028 Cannister Round
Maybe someone stumbled over one of my usually excessively jam packed informative posts. But yeah, it isn't the first time the "canister" round was brought up or mentioned. Personally it would most likely not be a good idea nor necessary to implement this highly unique round.
The main reason these specialized rounds were made was so that U.S. armed forces could call in an Abrams tank for support in Iraq without causing excessive collateral damage to civilian structures, vehicles and the like. The standard anti-infantry round is basically a 120mm high explosive charge, obviously this means that there would be a rather large "boom" than just having to clean up after 1000 little pellets that impacted a building.
But as they've said it's not exactly a practical round to use in game. Every single little bullet must be tracked precisely so that the damage effects on buildings, vehicles and infantry has to be noted and dispatched throughout the game and to the server. If a method could be devised to produce a "scatter" type munition it would have certainly been done primarily for cluster bombs on aircraft. Cluster bombs have atleast 50-100 explosives and that stirs up an issue... If someone wanted to track 1000 little shot fragments, the computer would be going crazy.
Like stated before, the "canister" round was done to minimize collateral damage in civilian environments. It is unnecessary here in PR, unless it is to be exclusively used on the Al-Basrah insurgency map... But of course the British FV4034 Challenger 2 specifically has a rifled barrel and is not suited to fire this type of munition. For those that own or understand the use of shotguns know that to fire 00 Buckshot through a rifled barrel as opposed to a smoothbore would cause damage to the rifled barrel itself. So unless U.S. armed forces are placed back on Al-Basrah with an Abrams tank in insurgency mode, it would be a detail that's slightly out of place and unrealistic.
Besides, I can't even imagine the ballistic's involved by trying to recreate the "canister" rounds spread pattern or maximum range. At any rate, in terms of tanks and armored munitions it's clearly and quite obviously a close range ammo type. It would seem alittle odd or even impractical to try to engage enemy targets over 200 yards away and maybe even 300 yards is pushing it. This is simply because a 1000 little pellets would probably have fanned out so wide that the damaged caused is very minimal, atleast from a video game perspective. Of course IRL it's going to put plenty of holes into the a car, but in game it'll most likely cause little damage to vehicles in particular.
So is it truely worth it, outside of being a very unique and minor detail? Most likely not. I feel there are more pressing issues for our Project Reality developers to remain focused on instead.
The main reason these specialized rounds were made was so that U.S. armed forces could call in an Abrams tank for support in Iraq without causing excessive collateral damage to civilian structures, vehicles and the like. The standard anti-infantry round is basically a 120mm high explosive charge, obviously this means that there would be a rather large "boom" than just having to clean up after 1000 little pellets that impacted a building.
But as they've said it's not exactly a practical round to use in game. Every single little bullet must be tracked precisely so that the damage effects on buildings, vehicles and infantry has to be noted and dispatched throughout the game and to the server. If a method could be devised to produce a "scatter" type munition it would have certainly been done primarily for cluster bombs on aircraft. Cluster bombs have atleast 50-100 explosives and that stirs up an issue... If someone wanted to track 1000 little shot fragments, the computer would be going crazy.
Like stated before, the "canister" round was done to minimize collateral damage in civilian environments. It is unnecessary here in PR, unless it is to be exclusively used on the Al-Basrah insurgency map... But of course the British FV4034 Challenger 2 specifically has a rifled barrel and is not suited to fire this type of munition. For those that own or understand the use of shotguns know that to fire 00 Buckshot through a rifled barrel as opposed to a smoothbore would cause damage to the rifled barrel itself. So unless U.S. armed forces are placed back on Al-Basrah with an Abrams tank in insurgency mode, it would be a detail that's slightly out of place and unrealistic.
Besides, I can't even imagine the ballistic's involved by trying to recreate the "canister" rounds spread pattern or maximum range. At any rate, in terms of tanks and armored munitions it's clearly and quite obviously a close range ammo type. It would seem alittle odd or even impractical to try to engage enemy targets over 200 yards away and maybe even 300 yards is pushing it. This is simply because a 1000 little pellets would probably have fanned out so wide that the damaged caused is very minimal, atleast from a video game perspective. Of course IRL it's going to put plenty of holes into the a car, but in game it'll most likely cause little damage to vehicles in particular.
So is it truely worth it, outside of being a very unique and minor detail? Most likely not. I feel there are more pressing issues for our Project Reality developers to remain focused on instead.
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LeadMagnet
- Retired PR Developer
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Re: M1028 Cannister Round
Actually the canister round has been around for decades finding great use in Vietnam where it was able to penetrate the jungle canopy better than conventional HE rounds to dig out entrenched infantry.
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Eddie Baker
- Posts: 6945
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Re: M1028 Cannister Round
This has been suggested before. Please make use of the search feature and "Already Suggested" thread above. 
Locking for resuggestion
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