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Re: Proximity for AA cannon rounds?

Posted: 2008-10-30 11:13
by fubar++
Waaah_Wah wrote:
This is how it should be in PR also. As you can see on the video Tunguska has massive recoil and it fires only short bursts (= overheats fast). So implement that into the game and it wont be such an overkill anymore.

Re: Proximity for AA cannon rounds?

Posted: 2008-10-30 13:23
by AnRK
I wouldn't call that massive recoil, but it definitely seems to have some effect, the cannons probably computer targeted so it probably compensates for it anyway I'd imagine.

Good news about the hummer though, the cannons not gonna be as good as the others - although the Brits don't even have one so at least it's something - but think how much quicker and more manoeuvrable it's gonna be.

Re: Proximity for AA cannon rounds?

Posted: 2008-10-30 14:10
by fubar++
AnRK wrote:I wouldn't call that massive recoil, but it definitely seems to have some effect, the cannons probably computer targeted so it probably compensates for it anyway I'd imagine.
Yeah, maybe massive is not exact definition, but combine that kind of recoil, burst lenght and long distance to moving - or even stationary - target and count how long is the time interval you actually can have hits on target. And there's not any automatic recoil correction seen on the vid.

Re: Proximity for AA cannon rounds?

Posted: 2008-10-30 14:18
by Pariel
There's certainly a couple degrees of recoil, but it's nothing massive. Far less than a regular tank firing.

It looks like there are two 1-second bursts (@ 35 seconds), which means 160 rounds rounds. 10 30mm rounds on target will do at least enough damage to send anything other than maybe an A10, or heavy attack helicopter home, if not into the dirt. 20 rounds and your target should be pretty much guaranteed KIA.

In other words, it may not fire for very long, but it doesn't have to.

I agree that there is no recoil correction, but based on the vid, the suspension bottoms out in the rear, and the overall muzzle climb could probably be easily compensated for after some learning. Not sure we'll even see that in game.

Re: Proximity for AA cannon rounds?

Posted: 2008-10-30 16:13
by Psyko
i can see that avenger getting into a lot of trouble.

Re: Proximity for AA cannon rounds?

Posted: 2008-10-30 16:16
by fubar++
Yep, all I'm saying the recoil and lenght of burst are not nearly as same as in the game.

Edit: Actually, lenght of burst is almost same: about 3 secs in PR, longest on the vid about 1 + 2 secs with about 0.5 sec break. But in PR there is no recoil at all, so all together the difference is noticeable.

Re: Proximity for AA cannon rounds?

Posted: 2008-10-30 21:04
by Waaah_Wah
^^They can probably fire for a bit longer without overheating than demonstrated in that vid. As for recoil, these things do have fire control systems that should make it much easier to shoot even if the recoil is massive. We in PR, do not.

Re: Proximity for AA cannon rounds?

Posted: 2008-10-31 08:21
by fubar++
Waaah_Wah wrote:^^They can probably fire for a bit longer without overheating than demonstrated in that vid. As for recoil, these things do have fire control systems that should make it much easier to shoot even if the recoil is massive. We in PR, do not.
Yes but what you see there gives you an image how it is used in real world. Speculation doesn't.

Re: Proximity for AA cannon rounds?

Posted: 2008-10-31 08:35
by Jaymz
Finding out the maximum burst capability of an autocannon is very hard. Even our official Military Advisor's have trouble getting reliable sources on that kind of information.

As for balance, making all AAV's require two operators is a possibility. It will still be asymmetrical either way though.

Psykogundam, I wouldn't worry about the Avenger. We have several options to try and improve the AA missiles in game.

Re: Proximity for AA cannon rounds?

Posted: 2008-11-01 03:26
by Eddie Baker
Waaah_Wah wrote:This is Wikipedia, but meh:
Wikipedia is correct in this instance; the A670 fuses are impact only with a self-destruct in 9-14 seconds if they do not impact.

Re: Proximity for AA cannon rounds?

Posted: 2008-11-01 14:53
by Cassius
Arent AA rounds supposed to detonate in proxmity anyway ?
Engineer wrote:Another thing is the rounds self-destructing, I'd love to create flak fire..
Flak is short for Flug abwehr Kanone, so basically its just German for AA gun.

Re: Proximity for AA cannon rounds?

Posted: 2008-11-01 20:31
by Eddie Baker
Cassius wrote:Arent AA rounds supposed to detonate in proxmity anyway ?
The ones in game, no.

Re: Proximity for AA cannon rounds?

Posted: 2008-11-01 21:16
by CAS_117
I'm not sure but I seem to remember certain shells that were fused to explode at a certain time depending on the range of the target. Can't remember the type.

Re: Proximity for AA cannon rounds?

Posted: 2008-11-01 22:32
by Waaah_Wah
[R-DEV]CAS_117 wrote:I'm not sure but I seem to remember certain shells that were fused to explode at a certain time depending on the range of the target. Can't remember the type.
IRL or in PR?

Re: Proximity for AA cannon rounds?

Posted: 2008-11-01 22:35
by CAS_117
Reality.

Re: Proximity for AA cannon rounds?

Posted: 2008-11-01 22:42
by Waaah_Wah
Arent most (flak) AA cannons made like that IRL?

Re: Proximity for AA cannon rounds?

Posted: 2008-11-01 23:43
by 77SiCaRiO77
well, i remember that the rounds in the shilka exploted at a certain distance , but im not sure if they where proximity fuse .