Altering the launcher folding mechanic on Bradley and Puma
Posted: 2017-10-07 11:31
As most of you know, both Bradley and Puma launch their ATGMs via a launcher attached to the side of the vehicle's turret as opposed to the main cannon. For at least the Bradley(Puma does yet not have the system ready as of yet it is unknown whether it behaves the same) this launcher has to be raised/unfolded first in order to fire it. This is done to prevent the launcher from taking damage during travels. Ingame this is done via a work-around that scans for movement during a period and locks/unlocks the gunner's ability to fire based on the distance between the two check points. This is done every 7 seconds(globally), and if either of them move more than 21 ingame meters between two check points the turret is locked and the ATGM cannot be launched.
The problem with this work around is that this has caused both vehicles to be rather inflexible. 21 ingame meters may sound like a bit, but ingame it's a different story due to multiple factors:
1. Your perception of distance is not the same ingame as IRL. You're lacking reference points(although admittedly there is the SL marker - but what if you're not the SL?).
2. Most hills that are tall enough to obscure a Bradley completely are more than 21 ingame meters in radius. Drivers are furthermore forced to drive further than the hill's crest, as they need to in order to be certain that the gunner has the necessary angle on the target. Only if you drive slower than 3m/sec(good luck trying to perceive 3 meters ingame), you're forced to present yourself as a target for an extended period of time even at the maximum allowed speed. While, granted, moving out of cover is always a risk, being forced to spend more than 20 seconds before you can even shoot is unbearable.
In a nutshell, the system condemned both Bradley and Puma to be purely defensive assets, always stationary, always afraid just a bit of movement locks the turret and fucks them up. Executing a simple shoot-and-scoot manoeuver is impossible in all but a few situations, or you're doing so slow calling it "shoot-and-scoot" is retarded.
So, how do we alter this without completely disregarding the Bradley's IRL behaviour?
Well, if you look at this system, you get the idea that EDIT: its design in the game causes it to trigger when the Bradley is moving. How about we change it towards triggering when the Bradley is traveling because that's what it is designed for EDIT: IRL, shielding the launcher from harm during travels?
In order to do this we simply have to change the distance variable towards the Bradley's maximum speed in meters per second(again, the launcher is folded when the vehicle is traveling). Wikipedia reveals 60km/h(72 km/h for the Puma) which equates to roughly 16.6 m/sec(20m/sec)*. Since we want the launcher to pack up when moving over large distances, we don't take the full 16.6m/sec(because then you could have it permanently active with just a little bit of effort), but instead 85% of it, about 14.16(17) m/sec.
With this percentage it should be possible to move the vehicle for at least 7 seconds after the launcher has unfolded because you're gaining speed, which equates to almost 100m(120) of distance, enough to crest ANY hill ingame without locking the turret at the most unfortunate of times.
*ingame meters might not be IRL meters, but it shouldn't be too much of a problem to convert between the two if it is
The problem with this work around is that this has caused both vehicles to be rather inflexible. 21 ingame meters may sound like a bit, but ingame it's a different story due to multiple factors:
1. Your perception of distance is not the same ingame as IRL. You're lacking reference points(although admittedly there is the SL marker - but what if you're not the SL?).
2. Most hills that are tall enough to obscure a Bradley completely are more than 21 ingame meters in radius. Drivers are furthermore forced to drive further than the hill's crest, as they need to in order to be certain that the gunner has the necessary angle on the target. Only if you drive slower than 3m/sec(good luck trying to perceive 3 meters ingame), you're forced to present yourself as a target for an extended period of time even at the maximum allowed speed. While, granted, moving out of cover is always a risk, being forced to spend more than 20 seconds before you can even shoot is unbearable.
In a nutshell, the system condemned both Bradley and Puma to be purely defensive assets, always stationary, always afraid just a bit of movement locks the turret and fucks them up. Executing a simple shoot-and-scoot manoeuver is impossible in all but a few situations, or you're doing so slow calling it "shoot-and-scoot" is retarded.
So, how do we alter this without completely disregarding the Bradley's IRL behaviour?
Well, if you look at this system, you get the idea that EDIT: its design in the game causes it to trigger when the Bradley is moving. How about we change it towards triggering when the Bradley is traveling because that's what it is designed for EDIT: IRL, shielding the launcher from harm during travels?
In order to do this we simply have to change the distance variable towards the Bradley's maximum speed in meters per second(again, the launcher is folded when the vehicle is traveling). Wikipedia reveals 60km/h(72 km/h for the Puma) which equates to roughly 16.6 m/sec(20m/sec)*. Since we want the launcher to pack up when moving over large distances, we don't take the full 16.6m/sec(because then you could have it permanently active with just a little bit of effort), but instead 85% of it, about 14.16(17) m/sec.
With this percentage it should be possible to move the vehicle for at least 7 seconds after the launcher has unfolded because you're gaining speed, which equates to almost 100m(120) of distance, enough to crest ANY hill ingame without locking the turret at the most unfortunate of times.
*ingame meters might not be IRL meters, but it shouldn't be too much of a problem to convert between the two if it is
