![]() ![]() At this stage the round is already in the breach so there’ll be no need to start the entire process over. We have a solution in mind for this one - we can try to save the reload progress after a certain percentage of the reload cycle is reached, say 80% for example. Absolutely, it’s a good point to bring up, especially for vehicles with a very long load time.Is it possible to refine the reloading mechanics, when the loader is knocked out during a gun misfire, then the reload cycle starts again? Great idea! We’ll look into how complicated this would be to implement, and if it is indeed possible we’ll aim to make them destructible and prone to catching fire as well.Is it possible to make 3D decorations physical so that they can detach from vehicles when hit? We're keenly aware of this issue though and will introduce a solution if and when we can. There are several possibilities we’re considering but they will take some time to develop. This is a big topic for players and a common talking point inside our team as well.Light vehicles might be very die-hard, being able to absorb 3-4 rounds, because fuses are unable to arm. Because of this we don’t plan on making these particular munitions overly powerful, but in regards to destroying modules and incapacitating crew in the path of the jet we are planning some changes that will make their damage more consistent. These rounds do have a very narrow post-penetration jet, and there are lots of real world examples of instances where lightly armored vehicles remained mobile and even in fighting condition after taking a hit from HEAT. ![]() We’re planning to rework certain aspects of shaped-charge jets for lower caliber rounds.Q.We are concerned about the comparatively low efficiency of the post-penetration effect of low-caliber HEAT rounds, for example on such vehicles as Ru 251, AUBL 74, leKPz M41, AML-90, PT-76, T92, etc. ![]()
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