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Fliegel

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  1. M4A3E2 (76) "Jumbo" 101mm@47° front armour with 76mm gun with great accuracy. Ability to penetrate Tigers front plate at about 1 km (2 km with rare ammunition) while being relatively safe from the 88mm KwK36/L56 above about 500m (unless it hit the scope or somehting). Wet storage ammuniton also makes it less likely to burn.
  2. Yes, that would be good. Both the manual gear and the commands. Something like in Operation Flashpoint, which is what =362nd_FS=RoflSeal described (except in OF tank just starts turning with A/D or left/right keys push and stops turning with their release... both with delay so it was a bit unintuitive at first but perhaps faster). photog95661: I think that was the point - that after the order forward and some delay, driver will accelerate and will take care about changing gears and such without additional orders. Though I think he would not be able to stick with the road and similar . But here we have the answer about the manual gear (so now we only can hope it will come eventually):
  3. That is probably for the road though. The crossroad is another thing. And by my numbers Firefly has top speed of 22.25 miles per hour* (36km/h) so is still slower than the Tiger. *David Fletcher - Firefly *Supposedly WO 194 http://www.wwiiequipment.com/index.php?option=com_content&view=article&id=69:the-sherman-medium-tank&catid=46:tanks&Itemid=57
  4. The combat distance was around 600m on the West front as far as I know. I did not mean armour piercing discart sabot (the problem with sabot separation were solved by different muzzle brake, after which precision improved a bit) as those were rare anyway. Just APCBC. And I think that the difference between accuracy of the 88mm kwk 36 and the 17pdr mark IV is neglitible. The 17pdr has higher muzzle velocity than the 88mm so it probably has pretty flat trajectory too (again, APCBC). Even though it is often mentioned that at extreme ranges it wasn't that accurate as US 76 (no idea why or details, just saw some US report once). I'm not sure if the Firefly really had any speed advantage. It was heavier than normal Sherman and Tiger wasn't that slow. I mean - I think it was little bit faster actualy. And definetly could climb better as were better at going trough obstacles than the Sherman. I just think that sitting back and snipe the Tigers could work for Fireflies. And with 2 to 1 ratio, if every hit counts, the chances could be good.
  5. Well... first shot. Was't that generaly one of the most important thing in tank combat? Anyway, in this scenario it is mutual. The 17pdr has the power to destroy Tiger and so the 88mm to destory the Sherman. So I would bet on 20 Fireflies just because the superrior firepower.
  6. Which underline my point about those examples: .... Another point is, jammed turret or destroyed tracks were sometimes all you could do to heavy tanks. And so people aim for those and try to put the tank out of the action that way. It is not always about frontal armour. P.S. No crew = tank taken out of the action. And crew did bail out probably sooner than in games (after first penetration, fire... etc.).
  7. I just press E once to start both engines. Do you have both engines selected at the start? I do by default but perhaps your game behaves differently... BTW: This is the Tank Crew section of the forum.
  8. Given this is well known example and used by propaganda, it was almost certainly not the rule. Same as Tiger 131 taken out frontally by 6pdr (cca 57mm) gun. Also, what it has to do with tracks and the fact that if they were hit by an AT gun they were likely to be damaged or destroyed making them (their nature to stay broken and being hard to repair) important factor when facing heavy tanks?
  9. Sounds like it will be great update. I'm just still concerned about the tank repairs, as it will mess with realistic balance in my opinion (in favor of big tanks and guns). Sherman that has been hit in the turret ring by the 88 even at distance doesn't need repair anymore... Tiger that has been hit in the turret ring by the 75mm at distance could use some repair... Even though they would be both out of action for that day, the game Tiger will have another chance. The Sherman not. (if stuck turret is not enough for you, imagine they have been immobilized as well but there is real life example with just that). I mean - make the enemy stop fighting should be as viable tactic as destroying his vehicle entirely. Remember capturing of the Tiger 131 (after hit by 6 pdr that stuck the turret the crew bailed out and the tank was captured). So I just hope it is connected to the Realism: Normal as the markers are already there, thus this is just a detail.
  10. Little detail: The ammo inside the tank is black with white markings. That is M61 APC (APCBC) traced ammo without the HE filler (it is not M72 though, since it has caps and is partially hollow). But the tank in-game used M61 APC with the HE filler (APCHEBC) which should be olive with yellow markings UK manual for Sherman The filled projectile is painted olive-drub with yellow lettering: – "75 G Proj APC M61 with tracer." The unfilled projectile is painted black with white lettering: – "75 G Shot (or Proj) APC M61 with tracer." US Artillery Ammunition TM 9-1901 (page 15) High-explosive Olive-drab; markings in yellow Armor-piercing containing Olive-drab; markings in yellow high-explosive Armor-piercing without Black; markings in white explosive ... (pages 100 and 102) image of olive M61 fuzed and black M61 unfuzed round the part availibel on the internet: http://www.theshermantank.com/wp-content/uploads/75mm-M3-spec-booklet-MK-VI.pdf
  11. No. Tracks are weak-spots and were vulnerable (as far as I know, even to terrain in some cases). What is the point of asking for that? It is like asking to make planes more durable to withstand more cannon hits or to remove stall mechanism to make them fly more comfortably. That really sounds like an another game. The problem would be the AI shooting from impossible position, but that is not easy to fix (probably save to say when it is connected to AI). Still, it is better to have this flaw and hope for an improvement than bending realism that way.
  12. From screenshots and information given I feel I get what I expected. Comparing to other game genre is quite pointless. It is not about developers didn't know where to place a sunflower. If there is another air and ground simulator with 19x23km ground map (and more times bigger aerial map) then it would make sense. And talking about mods changing resolution of grass texture - I'm definitely not worried by that. If community could change it good... mods often take care of some minor issues of games and developers don't have infinite time for everything, the have to prioritize. I'm mostly worried about the LOD change. Often I seems to be on the "edge" and things disappear and appear with slightest move or whole forest changes to horizontal texture. Or sometimes things change LODs even when I'm really close (which seems like a bug, I will try to reproduce it) And that thing about grass not visible at certain distance makes you think you are hidden when you are not... No game I know draw grass at extreme ranges. But I heard that ARMA push texture of the ground up when the grass is not drawn due to distance. So object are somehow sink into the ground but it is practical.
  13. I have to stay suspicious to this as there are not enough Soviet loses for that. At 1941, there were 7 to 1 ratio, but there weren't many T-34 (or KV - more likely some light tanks). And later in the war, this ration lower 4 to 1 for all vehicles (Zaloga, Armored Champion). Yes, the T-34 has those problems (and more - like transmission, lack of radios/radioman). Though I can imagine that the "Mickey" turret with two rounded hatches and with the front driver hatch it wasn't that hard to get out, at least not for those three crew members. Still, good mobility and resistance to guns up to long 50mm were quite noticeable benefit.
  14. Are you sure? I think this average include dozens of thousands BT5 light tanks from beginning of the war. And that it is average of tank loses rather than tank to tank casualties.
  15. That's what War Thunder do in ground forces. In simulators I would prefer (especially in multiplayer) not to have this. The uncertainty what damage you have done (if any) is part of it.
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