Posted: 2007-07-30 11:31
A repair truck many times wouldn't be able to reach a damaged tank in rough terrain.
We had a salvage tank, which was a MTB with a crane instead of the cannon.
It could tow a damaged tank, make repairs and replace the engine with it's crane.
Also an enginerings tank, with a shovel and a bridge.
The shovel was used to make defensive hull down positions by making several violent runs with its shovel, an awsome sight.
If time permit each tank was made two hull down positions which were camouflaged.
After a single or a few shots you backed up and enter your second position.
You already practised this maneuver.
On the offence you would study the terrain on forehand to find good routes and firing positions.
Also you always split the 'hot areas' to scan with your fellow tanks.
Stabilized cannons would make the benefit of a two man crew in the game much greater.
It would make it even more powerfull, but at least the laser doesn't blind soldiers as IRL
I like the 'commander's' periscope of the driver, I don't know if this reality today.
It makes his role much more interesting.
IRL the commander has a switch to make the cannon automatically target whereever the
commander is looking at with his periscope. He can overrule and even laser/fire, in case his gunner is wounded.
The gunner has much better controls tough, and our keyboard arrow keys would not do it justice.
I'll second the switching seats delay idea. It's a very cramped environment.
You have to flip back the drivers seat, open and close the fence prohibiting the gunner to kick the driver (and loose his legs).
Also with stabilization on it's possible the cannon keeps pointing at its last lasered target. The turret must face the front for the driver to reach the gunners position.
I'll say it takes at least 10 seconds IRL.
I thing acceleration in the game is realistic and top speed is below average.
http://www.dailymotion.com/darklabor/vi ... et-02_auto
I love how the tanks function compared to Vanilla. This mod is excellent.
Sorry for the bump/long post!
We had a salvage tank, which was a MTB with a crane instead of the cannon.
It could tow a damaged tank, make repairs and replace the engine with it's crane.
Also an enginerings tank, with a shovel and a bridge.
The shovel was used to make defensive hull down positions by making several violent runs with its shovel, an awsome sight.
If time permit each tank was made two hull down positions which were camouflaged.
After a single or a few shots you backed up and enter your second position.
You already practised this maneuver.
On the offence you would study the terrain on forehand to find good routes and firing positions.
Also you always split the 'hot areas' to scan with your fellow tanks.
Stabilized cannons would make the benefit of a two man crew in the game much greater.
It would make it even more powerfull, but at least the laser doesn't blind soldiers as IRL
I like the 'commander's' periscope of the driver, I don't know if this reality today.
It makes his role much more interesting.
IRL the commander has a switch to make the cannon automatically target whereever the
commander is looking at with his periscope. He can overrule and even laser/fire, in case his gunner is wounded.
The gunner has much better controls tough, and our keyboard arrow keys would not do it justice.
I'll second the switching seats delay idea. It's a very cramped environment.
You have to flip back the drivers seat, open and close the fence prohibiting the gunner to kick the driver (and loose his legs).
Also with stabilization on it's possible the cannon keeps pointing at its last lasered target. The turret must face the front for the driver to reach the gunners position.
I'll say it takes at least 10 seconds IRL.
I thing acceleration in the game is realistic and top speed is below average.
http://www.dailymotion.com/darklabor/vi ... et-02_auto
I love how the tanks function compared to Vanilla. This mod is excellent.
Sorry for the bump/long post!