.tank bug

Discussion in 'Game bugs' started by Saddan, May 16, 2006.

  1. Tzebra

    Tzebra Well-Known Member

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    Mixer - what is the limit of the 75mm tank gun?
     
  2. hugo baskervill

    hugo baskervill Well-Known Member

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    It is nice to read old good threads about hmacks and tanks, and imho nothing changed about tanks:rolleyes:

    So:
    -it could be nice have useful tanks, at least more duriable. No tank kill after close 50kg bomb hit, only almost direct hit from 250kg, or direct hit by rocket and 37mm/75mm, 20-25mm couldnt do no damage or very little, and 30mm could kill tank after some hits.
    -Tanks needs better gun, closing field with so few rounds is difficult.
    -7mm separate gun could be nice AA defense and para killing tool for this almost useless beast. Killing paras by 75mm gun isn't the best way, imho paras didn't die after close hit, only after direct hit. 12mm could be good too, but we dont need another AA machine, only useful tool for emergency defense and para killing. But if tank will have 12mm gun, it could kill jeeps by gun and not by 75mm few highprice rounds. If gun have same vertical angle, it could be OK, if planes will attack from top angle.
    -the horriblest thing is submarine effect. It is possible give tanks and hmack 5-10m alt? It could improve this effect a little.
    -the second horrible thing is distance from enemy field. Tanks could be added by command .tank (azimut)(distance in feets, 15 000 or 30 000 feets will help a lot with driving tank, and it isnt so much to enemy field, only very few fields have distance less than 30 000 ft)
    -commands to change direction must be improved if tanks will be so good armoured. When I want change direction, tank could stop at 3s, this is delay caused by delaying of command from commander of tank to driver. Hmacks could be improved this way too, but with less delaying. I dont like hmacks making crazy moves.

    These points could make tank useful and mighty gun like it was, and it makes useful il2 with 37mm gun, 110 with 37mm flak and ju87G. It is very nice addition to have human controled tanks, so let's make it useful.

    Of course as i know developers and server admins, they are reading my points carefully and they are so great that they will realize my notes:cool: :cheers:
     
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  3. hugo baskervill

    hugo baskervill Well-Known Member

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    So the note about effective of 75mm cannon I'm taking back. 75mm is effective enough.

    Tanks and hmacks need higher restrict, because after one tak destroyed, there could be new tank after short period. Imho 300s could be good.

    I was attacking today f3 from f4 and i was very vulnerable against planes, plane can only fly very near to me and blast effect of light bomb can penetrate armour very easy.

    There is some problem with early war, because there are no anti tank planes, only bombs, so if you can, there could be two different types of armour 1940-1943 light armor, penetrated by direct light bomb or close hit by heavy bomb, and some hit of 20mm. If you want do different guns, i vote for many rounds of 37mm and 7mm AA gun. The second tank will be 1943-1945 with heavy armour, destroyed by direct hit by heavy bomb, rocket and 75mm gun, or close hit by very heavy bomb 500kg and more. Armour should be penetrated by some hits of 37mm, and 20-25mm will has no effect. there are anti tank planes and planes with a lot of A2G munition to killing these beasts, if you want different weapons, 75mm could be good and 12mm AA gun.
     
  4. -exec-

    -exec- FH Consultant

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    bookmarked
     
  5. hugo baskervill

    hugo baskervill Well-Known Member

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    cc, I'm thinking about career of writer, esspecialitty crtitism of something ;) , i can do it well:D
     
  6. Red Ant

    Red Ant Well-Known Member

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    I'm not so sure about that. A 50 kg bomb may contain as much as 20 or more kg of explosives. Depending on where it hits, 20 kg of explosives can do bad things to a tank IMO. Keep in mind that the top armor of most tanks is typically pretty thin.
     
  7. Red Ant

    Red Ant Well-Known Member

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    Very true. Inertia would also play into this. It's not as if a 20+ tons tank would just STOP the moment you slammed the brakes and then accelerate to full speed in the opposite direction in the blink of an eye.
     
  8. hugo baskervill

    hugo baskervill Well-Known Member

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    Ok, but imho 20kg of explosives wasnt enough to penetrate 1943 tanks, but it is on developers. The problem is with very small armour protection against bomb blast.

    So if 3s delay of movement will be implemented with better armouring against explosions, tanks could be hited easily by bomb or cannon, but it needs a direct hit, so it is much easier with 37mm anti tank specialists than bombers or rocketers.

    Have developers any plan change tank DM and FM in next FHL? Please, please, you can tell me cruel truth if it is.:rolleyes:
     
  9. hugo baskervill

    hugo baskervill Well-Known Member

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    And because i would like learn Russian and i need know words which i will
    mainly using:
    -Танк есть сейчас крайне ранимый от мин столь легко как йээпы, но с небольшой шанси защищаться. было бы хорошее, чтобы только прямое попаданиее от мин поменьшейих 200kg, ракет a канонy со ручеeм большиeм пока 35mm были счётаны, или близкий попаданиеe от мин большиeх 200kg.

    -Так как танки будут более бронированныe, то танки должна быть лучше попадатee a не может делать безумныee взмахь. Во время переменe курсy
    танк бы мог стаять на 3s a как бы мог переменить курс.

    -Танк не есть применимый про запасной AA охранy ни про бой co парашютисты, благодаря у него нет раздельный 7mm пулемет a 75mm канон. если бы он имел 12mm пулемет он бы мог употребить пулемет навстречу йээпy вместо 75mm канонa.

    -Танк есть чрезмерно далёко от неприятельскэго аэродромy. ну мог бы быть ближе если бы был приказ: .tank (дистанция меньше 25 000 ft.)(курс). Так бы мог преодолеть ближайшие реки. рэстрикт бы мог быть 300s.

    -А если бы танки имели вышинy 5-10m над уровений местности могло бы то урегулировать задачу со эффектeм подводной лодки.

    So, I extract the most important things from "my book" about FM DM bugs of tank and translated it to Russian for more readers from developers;) :director:

    ...the Russian isn't all bad:rtfm:
     
    Last edited: Aug 25, 2007
  10. DZIVDZAN

    DZIVDZAN Well-Known Member

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    Driving tank yesterday(depending on hour it was today early morning) from f3>f4 i was shooting at cons when i come to f4. When i shooting at cons with rapid fire and hit them i got conformation of hiting with 7mm not 75mm :( . Is it some old bug?
     
  11. hugo baskervill

    hugo baskervill Well-Known Member

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    Neg, tank are firing together 7mm and 75mm guns, so you missed 75mm but some 7mm bullets hited. And that is why we need separated guns :)
     
  12. Tzebra

    Tzebra Well-Known Member

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    I have made mention of the need for a seperate main-gun and coax-gun for over a year and nothing has ever happened. Perhaps you can get through to them Hugo?

    If they want to be realistic about it then a 12mm and 7mm coax with a 75mm main-gun. Using the M4 Sherman as an example.

    Armor 19 - 91 mm
    Primary armament 75 mm M3 L/40 gun with 90 rounds
    Barrel length: 40 calibres (3 m)
    Muzzle velocity: 619 m/s
    Shell weight (M72 AP): 6.32 kg
    Armour penetration (M72 AP shell, 457 m, at 30 degrees): 76 mm

    Basically triple the range of the current 75mm and it will be better.

    Secondary armament 1x .50 cal Browning M2HB machine gun with 300 .50 rounds
    2×.30-06 Browning M1919A4 machine guns with 4,750 .30-06 rounds


    A 50kg, (100# losely,) would do little to nothing against the armor of an M4. You might achieve a mobility kill by breaking the track but you wouldn't kill the tank unless you hit it on the turret-top.

    A 250kg, (500# losely,) can flip a tank but wouldn't destroy it.
    A direct hit would destroy it, even a Panther or a vaunted King-Tiger.


    Understand how a bomb works. The explosive force goes up-and-out. The primary killing effect of a bomb, (in the open,) is through the concusion-wave and the shrapnel. Same applies to handgrenades through artillery.

    The 37mm was not very effective against the front of any tank, (heaviest armor is there,) this is why Tank-Hunters always went for the roofs and rears.
    [Think of the M8 Greyhound scout car with its' 37mm or Hans-Ulrich Rudel in his Ju87G.]

    **********************

    Hmacks should be brought to Flakpanzer IV "Wirbelwind" standards.
    Armor 10 - 80 mm
    Primary armament 1x 2cm (4x20mm) Flakvierling 38 L/112.5 with 3200 rounds
    Secondary armament 1x 7.92 mm Maschinengewehr 34 with 1350 rounds

    The 2cm (4x20mm) Flakvierling 38L/112.5
    Effective vertical range: 2200 meters

    This can help fields clear away the vulchers so pilots can take-off and dogfighting can take place.
     
  13. hugo baskervill

    hugo baskervill Well-Known Member

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    Cc, but it could be quite difficult moddeled separate armouring of front, rear and sides, maybe top. We need only something which can be used like tank(not accurate model of some historic tank), something which is good protected, heavy firepower and less AA defence. And we need it to be playable, so if you are driving tank over whole map 1 hour and 22 min and you die, because you can't fire from -2m underground, it isn't the best one.
     
  14. Tzebra

    Tzebra Well-Known Member

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    I totally agree, the above was presented as an idea.

    The Basics

    Tank
    No pancake effect
    Same Up/Down AZ as Hmack
    Increase 75mm hit and range
    Seperate 12mm Commanders gun w/300 rds ammo

    Hmack
    No pancake effect
    4x20mm with increased range (D30+)

    The already modelled 25mm can be kept on a seperate jeep and used as an anti-tank cannon. It already requires numerous hits to disable or kill a tank with jeep.
     
  15. hugo baskervill

    hugo baskervill Well-Known Member

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    Vertical angle of cannon in tank is imho good, tanks couldn't be able move cannon to angle 80 degrees, it is mainly ground weapon.
     
  16. hugo baskervill

    hugo baskervill Well-Known Member

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    I was today on TH and imho TH tanks are flying to evade submarien effect. I saw tank, which overflew my landing li on enemy closed airfield at alt 35m:flyer:

    My copilot though he is drunk%)

    But it is maybe the easiest way to improve it;)
     
  17. Red Ant

    Red Ant Well-Known Member

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    The tank acts like a submarine, the tank is flying ... ts ts ts, there's just no pleasing some people. ;)
     
  18. hugo baskervill

    hugo baskervill Well-Known Member

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    Cc, I'm one of them...but i vote for flying tanks:rolleyes:
     
  19. Tzebra

    Tzebra Well-Known Member

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    Then we could treat it as a mortar and really have some artillery fun. :D

    We both know that the fix is very simple, the question is will they:

    Raise the tanks altitude,
    increase the armor
    increase the main-gun rounds to 90
    increase the range and power of 75mm round
    add a seperate 12mm with 300 rounds
    or
    add a seperate 7mm with 4,750 rounds
     
  20. Tzebra

    Tzebra Well-Known Member

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    What is the TH IP now?