SPG-M9 turn rate flexibility

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Beee8190
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Joined: 2011-08-26 13:40

SPG-M9 turn rate flexibility

Post by Beee8190 »

Didn't want to necro one of those previous year threads discussing it so made this instead.


My concern is about the SPG insurgents placement and what I feel is fundamental flaw in it's combat effectiveness to track target.

Unlike the vehicle mounted SPG which can turn full 360 deg , the build up placement, while can turn around it's axis takes unrealistic amount of time outside of its 90 degrees ready to fire window.

Going by the googled pictures the SPG is mounted on simple knob that should allow to turn the SPG 360 degrees without any issues yet our ingame SPG has this limitation

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and more reference

Your thoughts on this?
fatalsushi83
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Re: SPG-M9 turn rate flexibility

Post by fatalsushi83 »

I agree here. If it's easier/faster to rotate in real life, then I hope the game will be tweaked to reflect this.
Rhino
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Re: SPG-M9 turn rate flexibility

Post by Rhino »

The SPG-9 can only rotate +/- 15degs from the centre on its standard tripod, as per ingame. Try looking for a ref where its on its standard tripod and pointing in any other direction, you will not find any.

in r/l the entire SPG-9 with tripod needs to be picked up and rotated in order to aim in a different direction, which we simulate ingame with the "a" and "d" keys which rotates the entire tripod base either left or right slowly.

The SPG-9 on the Techi is on another type of mounting that can rotate a full 360 degs which why it can ingame.
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Rudd
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Re: SPG-M9 turn rate flexibility

Post by Rudd »

I'd suspect the whole thing will fall over unless most of the force goes from front to the back legs :)
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UTurista
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Re: SPG-M9 turn rate flexibility

Post by UTurista »

Wouldn't be possible to give some love to this emplacement?

I also agree it turns to slowly, with just ~60Kg you should turn it a bit faster, not 360 no scope faster, but slightly faster. Maybe using a sprint mechanic allowing the user to rotate faster in certain situations.
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
Careless
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Re: SPG-M9 turn rate flexibility

Post by Careless »

Maybe you can add a second "seat" to it, if another player mans that "seat", the SPG will turn faster (simulating real life situations where two persons would be able to turn the whole thing faster)
Steeps
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Post by Steeps »

Second seat idea seems pretty good, but not sure if you can change the speed of something with another person in it.
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Beee8190
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Re: SPG-M9 turn rate flexibility

Post by Beee8190 »

[R-DEV]Rhino wrote:The SPG-9 can only rotate +/- 15degs from the centre on its standard tripod, as per ingame. Try looking for a ref where its on its standard tripod and pointing in any other direction, you will not find any.

in r/l the entire SPG-9 with tripod needs to be picked up and rotated in order to aim in a different direction, which we simulate ingame with the "a" and "d" keys which rotates the entire tripod base either left or right slowly.

The SPG-9 on the Techi is on another type of mounting that can rotate a full 360 degs which why it can ingame.

Can't find any reference to the mentioned turning radius but looks like the tripod really might be more limited as seen from the pictures, although still hard to tell.

Still though, at some ~60 Kg loaded the turning rate might be overly conservative when all it takes is to move the whole tripod as the current turning speed is more similar to turning a battleship turret :mrgreen:

Cheers
Rhino
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Re: SPG-M9 turn rate flexibility

Post by Rhino »

Careless wrote:Maybe you can add a second "seat" to it, if another player mans that "seat", the SPG will turn faster (simulating real life situations where two persons would be able to turn the whole thing faster)
That is in fact not a bad idea at all. Will have to look into that one! :D

It will possibly mean that we would have to set it up with the 1st seat being the one that rotates and the second is the one that can fire it due to BF2's hierarchy system but hopefully that won't be too hard for players to find out.
Last edited by Rhino on 2014-04-22 05:54, edited 1 time in total.
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fatalsushi83
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Re: SPG-M9 turn rate flexibility

Post by fatalsushi83 »

I like the second seat idea, too. Would certainly encourage more teamwork on the SPG. Thanks for considering it.
Careless
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Re: SPG-M9 turn rate flexibility

Post by Careless »

Can I into PR-DEV status? :D
Last edited by Careless on 2014-04-22 11:06, edited 1 time in total.
Beee8190
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Re: SPG-M9 turn rate flexibility

Post by Beee8190 »

Careless wrote:Maybe you can add a second "seat" to it, if another player mans that "seat", the SPG will turn faster (simulating real life situations where two persons would be able to turn the whole thing faster)

Idea worth a try but then again I don't think it should be dependable on two personnel just to be able to turn. 60Kg loaded is certainly not on the light side of things but it isn't something that average soldier couldn't overcome. I'm thinking simplicity where its due
Rhino
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Re: SPG-M9 turn rate flexibility

Post by Rhino »

Beee8190 wrote:Idea worth a try but then again I don't think it should be dependable on two personnel just to be able to turn. 60Kg loaded is certainly not on the light side of things but it isn't something that average soldier couldn't overcome. I'm thinking simplicity where its due
It wouldn't require two to turn it, you would just have to hop off the gun seat and onto the "reloader seat", turn it, then hop back, but doing so would mean you would need to wait abit till you could fire the weapon again, simulating it taking longer to turn the weapon with only one guy.
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Beee8190
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Re: SPG-M9 turn rate flexibility

Post by Beee8190 »

What I mean is that unless the ready to fire timer is adjusted accordingly I'd question the benefit of said tweak when single manned.

Ideally, two soldiers should probably be present to maximize the SPG effectiveness ( including faster reload ) but it should all work nearly as well when single manned ( slower reload in this case and slightly slower turning rate )
ComradeHX
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Re: SPG-M9 turn rate flexibility

Post by ComradeHX »

If it's made to be 2-seat; can the "warmup" time be reduced?
Rhino
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Re: SPG-M9 turn rate flexibility

Post by Rhino »

ComradeHX wrote:If it's made to be 2-seat; can the "warmup" time be reduced?
Possibly by a bit depending on what it is now in relation to the other Deployable AT etc but currently no one is working on this although the idea has gone down well with the other devs, but no one has time to work on it at the moment and could perhaps be done by a community member? ;)
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Beee8190
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Re: SPG-M9 turn rate flexibility

Post by Beee8190 »

A help from another member with coding knowledge surely wouldn't go a miss but don't look at me, I struggle still in basic arma editor more times than not :)

Some must be born as coders...
Cavazos
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Post by Cavazos »

[R-DEV]Rhino wrote:It wouldn't require two to turn it, you would just have to hop off the gun seat and onto the "reloader seat", turn it, then hop back, but doing so would mean you would need to wait abit till you could fire the weapon again, simulating it taking longer to turn the weapon with only one guy.
That sounds like a great idea.

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camo
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Re: SPG-M9 turn rate flexibility

Post by camo »

Any update on the two seat idea?
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fatalsushi83
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Re: SPG-M9 turn rate flexibility

Post by fatalsushi83 »

I'd like to know as well. I really like the idea of working together to turn these things more quickly. Two guys should be able to pick on of these up and turn them around in a few seconds, right?
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