On the card there are many not active objects. Mode of a distance of "AUTO"
doesn't join on not active objects. The distance of 1900 meters and lack of an opportunity to include "AUTO" in any situation, limits possibilities of the modern tank.
The modern tank is capable to shoot precisely on more than 1900 meters. Everything depends on that there is a tank or goes. There is a dependence of distance of an aim shot on shell type. For example tactical characteristics of the T-90 tank.
By rated estimates the battle range when firing straight off for armor-piercing ammunition of a 120-mm gun makes 1,9 — 2 km, for cumulative ammunition of 1,7 — 1,8 km. At delivery of fire from a place range increases, for armor-piercing ammunition of 120 mm 2,6 — 2,8 and for cumulative ammunition of 2 — 2,2 km.
There are also the managed shots of PTUR 9M119M "Invar", range of fire yes 5000 meters.
I cannot tell now for tactical characteristics of other models of the tank. They think have similar arms in an arsenal.
Sights in Arma3 tanks above than have no 1900 meters of correction of an aiming mark. There is no dependence on shell type.
Description
Details
- Legacy ID
- 1841848791
- Severity
- Feature
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 7
- Category
- Gameplay
- Open the editor
- On the card to put the tank (any in turn)
- Start mission
- Change for the shooter
- Press correction of a sight in top to 1900 meters
- Replace shell type
Aim firing more than on 1900 meters is not possible. Any accurate shooting on bigger distance only by a test method or arrows AI. Indicator target lock works only in the active view. No indicator static target capture (house, stationary machine gun, etc.). No capture by infantry units for precise explosive shot.
Event Timeline
T-90 have 125mm gun not 120 :}
Here is most simply source:
http://www.military-today.com/tanks/t90.htm
And how people can shoot to enemy vehicle, WHICH IS CLEAR VISIBLE throught the hill (like on screenshot) and round land on invisible ground? How player suppose to destroy targets behind the hill, when he dont know there is hill?! Please fix the terrain over 500M beacuse this is ridiculus rendering, not used in any other game, and making gameplay much harder, beacuse:
- GAME IS NOT OPTIMALISED and this is not gonna change in next 5 years, so player cannot use ULTRA terain details (to limit the bug to further distance only)
- Player see the target and cant take it down, this misinformation lead to waste of ammo. Glitches start on 500M!
The question in the ticket-of-range shot. You cannot select the next higher range 1900m. There is no question of drawing the landscape. Question on the schedule was in another ticket.
On a modern tank range must be greater than.
In the picture you can see the building of 3000 metres, but target sight can not, for accurate shots.
But isnt that 1900m for manual FCS, and you are able to get higher numbers using AUTO CORRECTION (T) ? Try to mark some vehicle at 3000M and check if round will hit the target. Sorry about writing about terrain, bu i couldnt resist after seeing that photo. Its one of "need fix asap" thing.
and you are able to get higher numbers using AUTO CORRECTION (T) ?
Something the distance not really correctly works with "AUTO". There are situations, the shell flies or is strongly high, or is low. It is necessary to do some shooting, look still at what dependences is.
On the card there are many not active objects. Mode of a distance of "AUTO"
doesn't join on not active objects. The distance of 1900 meters and lack of an opportunity to include "AUTO" in any situation, limits possibilities of the modern tank.
The modern tank is capable to shoot precisely on more than 1900 meters. Everything depends on that there is a tank or goes. There is a dependence of distance of an aim
Inclusion of autocorrection of a distance doesn't work at static objects, on thermal points of a body of the enemy and on laser points.