Tank Defensive Smoke Screen Suggestions
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nedlands1
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Tank Defensive Smoke Screen Suggestions
Firstly, I would like to say that this is not a thread about how the developers should implement an ATGM system which is not unlike the AA missile/flares system currently on the aircraft in this mod. This thread is on the issue of smoke screen production and placement.
In real life there are three main systems to produce smoke screens on a tank. All of these systems, to the best of wikipedia and other informative website's knowledge, are implemented on the tanks of the conventional armies which feature in this mod. Firstly there are generally two sets of smoke grenades launchers placed at the 11 and 2 o'clock positions on the turret. These traverse with the turret itself. They normally have five or six smoke grenades in each bank of launchers. They work by firing of a salvo of smoke grenades in the general direction that the turret is facing. This, in theory, creates a opaque smoke screen between the threat and the tank itself, allowing the tank to either escape or flush out the enemy. Secondly there is a smoke generator on the tank which creates a dense smoke cloud around the tank itself. This cloud is created by burning engine fuel at a rapid rate. Thirdly there is a set of smoke producing rounds for the main cannons of most, if not all, of these tanks. It creates a cloud of smoke at the point of impact.
Currently smoke is produced in a rapidly expanding cloud around the tank when the necessary button is pressed by the driver. What I suggest is that the driver has control of a fuel-burning smoke generator which produces smoke around the tank on demand. This should act like the current smoke cloud produced but should be continuously produced when activated. This may cause lag so the smoke cloud could be smaller or have a cool-down timer not unlike the machine guns. The gunner would have control of the smoke grenades which would act like two sets of fixed angle mortars. They would shoot alternating smoke grenades or two at once. The rounds should probably be set to land ~50m away from the tank and slightly to the left or right of the barrel, depending on which launcher they originated from. The gunner could also have a third tank round which would be a smoke round. It would detonate on impact, instantaneously forming a dense cloud of smoke.
In real life there are three main systems to produce smoke screens on a tank. All of these systems, to the best of wikipedia and other informative website's knowledge, are implemented on the tanks of the conventional armies which feature in this mod. Firstly there are generally two sets of smoke grenades launchers placed at the 11 and 2 o'clock positions on the turret. These traverse with the turret itself. They normally have five or six smoke grenades in each bank of launchers. They work by firing of a salvo of smoke grenades in the general direction that the turret is facing. This, in theory, creates a opaque smoke screen between the threat and the tank itself, allowing the tank to either escape or flush out the enemy. Secondly there is a smoke generator on the tank which creates a dense smoke cloud around the tank itself. This cloud is created by burning engine fuel at a rapid rate. Thirdly there is a set of smoke producing rounds for the main cannons of most, if not all, of these tanks. It creates a cloud of smoke at the point of impact.
Currently smoke is produced in a rapidly expanding cloud around the tank when the necessary button is pressed by the driver. What I suggest is that the driver has control of a fuel-burning smoke generator which produces smoke around the tank on demand. This should act like the current smoke cloud produced but should be continuously produced when activated. This may cause lag so the smoke cloud could be smaller or have a cool-down timer not unlike the machine guns. The gunner would have control of the smoke grenades which would act like two sets of fixed angle mortars. They would shoot alternating smoke grenades or two at once. The rounds should probably be set to land ~50m away from the tank and slightly to the left or right of the barrel, depending on which launcher they originated from. The gunner could also have a third tank round which would be a smoke round. It would detonate on impact, instantaneously forming a dense cloud of smoke.
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77SiCaRiO77
- Retired PR Developer
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t90s has more defensive system , like shtora-1(the model ingame has it) and ARENA (not ingame
) . shtora can defead incoming missils by confusing their electronics , causing a no hit . ARENA can destroy missils flying , but is in test .
also, type99s has a laser thing that can blind the operador and the launch system of ATGM .
also, type99s has a laser thing that can blind the operador and the launch system of ATGM .
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AnRK
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I know most of the systems are probably fairly complex to implement, but wouldn't smoke rounds be fairly easy to do? Easy in the context of coding the laborious engine of BF2 of course 
All of the other ideas would be nice to see in game but a pain in the arse to code I would of thought.
By the way how do BF2 flares work? I haven't paid enough attention to them in action cos I hardly ever fly (It's bad for the environment m'kay
) but do they actually distract missiles or just locks? Perhaps the code could be exploited for this purpose?
All of the other ideas would be nice to see in game but a pain in the arse to code I would of thought.
By the way how do BF2 flares work? I haven't paid enough attention to them in action cos I hardly ever fly (It's bad for the environment m'kay
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youm0nt
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Speaking of smoke grenades and tanks, would it be possible to disallow spotting enemies, tanks, etc through smoke? What's the point of smoke if you can get spotted through the smoke and players can just blind fire in the direction infantry players are in and you show up on the minimap?
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Vaiski
- Retired PR Developer
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Yes it should be fairly easy to implement once the effect is done. I’d say it’s more of a prioritizing issue.AnRK wrote:I know most of the systems are probably fairly complex to implement, but wouldn't smoke rounds be fairly easy to do? Easy in the context of coding the laborious engine of BF2 of course![]()
I did a smoke screen effect test few months ago (for 0.4 IIRC). It looked lame so it wasn’t implemented. I was going to make a better one some day but there was always some higher priority texturing tasks. Eventually the effect was just forgotten or something.
Katarn has done some neat effects lately. Maybe he makes a proper smoke screen some day
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LtSoucy
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true but just use the list of keys for something else. And the tank smoke screen does nothing because it does not fill in right around the tank. Leaves a tank outline and its like yelling "HIT ME HIT ME!"Speaking of smoke grenades and tanks, would it be possible to disallow spotting enemies, tanks, etc through smoke? What's the point of smoke if you can get spotted through the smoke and players can just blind fire in the direction infantry players are in and you show up on the minimap?
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nedlands1
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Update: Fark it I'll do it myself. The results: YouTube - M250 Smoke Grenade Launchers. Also, the USMC official Tank Commander's Handbook which details the M250 grenade launcher's payload and salvo pattern: http://www.mcwl.quantico.usmc.mil/file_ ... NDBOOK.pdf
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BloodBane611
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For the record, that's frickin cool. It also fits much better with the idea of a smoke grenade launcher. Right now smoke can only be used defensively, and you are caught in you own smoke when using it. I like the idea of driver and gunner controlled smoke.
[R-CON]creepin - "because on the internet 0=1"
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nedlands1
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Masaq
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That's *very* nifty, I like that a lot. Might help encourage infantry to move up in support of tanks instead of having them run around by themselves on the edges of cities. Good to see them closer up and properly supported.
Adding a main-gun launched smoke round would also be pretty good - would enable smoke to be deployed from range. I'd even suggest that a commander-placed marker (Smoke Required Here!) as was added for CAS in 0.7 would be useful...
Adding a main-gun launched smoke round would also be pretty good - would enable smoke to be deployed from range. I'd even suggest that a commander-placed marker (Smoke Required Here!) as was added for CAS in 0.7 would be useful...
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Gyberg
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http://www.youtube.com/watch?v=tllB1HpJM2k[/youtube]
At 6 minutes a smokescreen is deployed...
BTW: Really nice work nedlands
At 6 minutes a smokescreen is deployed...
BTW: Really nice work nedlands
Anthony Lloyd, himself a former soldier in the British army and a Northern Ireland and Gulf War veteran:
"The men inside (the APC) might have been UN but they were playing by a completely different set of rules. They were Swedes; in terms of individual intelligence, integrity and single-mindedness I was to find them among the most impressive soldiers I had ever encountered. In Vares their moment had come."
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VipersGhost
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I'm no expert on the idea but hows about we R-CON Nedlands1 and Jonny...then sick them on projects like this AND more importantly the weapon deviation stuff?? They are both involved with the code already and have done a bit of research.
All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
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Nickbond592
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