Piranha DF90

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Belgian Army DF90

Piranha DF90: Fire Support / Reconnaissance Vehicle

Statistics

Main gun: 90mm Cockerill Mk.8
Ammunition Stowage: 17 ready/20 stowed
Default Ammunition "A": 27 M690A1 Mk8 APFSDS-T, 20 M691A2 HESH-T


Coaxial machine gun: 7.62mm M240
Ammunition Stowage: 970 ready/4275 stowed
Default Ammunition: 970/4275 7.62mm NATO

Grenade Dischargers: 50mm smoke dischargers
Ammunition Stowage: 8 ready/16 stowed
Default Ammunition: 8/16 Multispectral smoke


Armour protection:
Frontal Turret Armour: 39mm vs KE, 147mm vs HEAT
Frontal Hull Armour: 39mm vs KE, 147mm vs HEAT
(SB documentation)

Combat Weight: 20.71 tonnes
Length: 7.57m (Hull)
Width: 2.75m
Height 2.93m to turret roof
Engine: 400hp Caterpillar C9 diesel
Top Speed: 105kph

General

The Pirnaha DF90 is a variant of the Swiss MOWAG Piranha IIIC 8x8 armored personnel carrier family.

In 2006 the Belgian Army ordered 242 Piranha IIIC variants, 40 of which were fitted with the CMI Defense 90mm turret. These vehicles were known as the Piranha IIIC Direct Fire 90, of DF90.

The DF90 can support other Piranaha IIIC armored vehicles with direct fire. The operational concept behind these lightly armored vehicles is to emphasize speed, deployability and maneuverability.

The main role of the DF90 in the Belgian Army is to support the infantry. It is effective against light armored and non-armored vehicles, buildings, fortifications and infantry. The DF90 is not effective against modern main battle tanks, because the 90mm has inadaquate firepower to deal with that threat. The 90mm gun was selected because the 105mm gun had too much recoil for the chassis.

Thermal Signature

Pirnaha DF90, front-right Piranha DF90, rear-left

Crew Positions

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Commander's Position F7

TC's unbuttoned view

In Steel Beasts Professional the tank commander's position on the DF90 is fully crew-able and fully modeled. The commander's position is accessed by pressing F7.

From this position the user can raise and lower their perspective (and exposure level) by holding the Q key (to go up) and the Z key (to go down). The TC can also button or unbutton (close and open the TC's hatch) by pressing the B key (toggle). While unbuttoned, the TC may also wish to use binoculars to get a closer view on a distant area by pressing the N key (toggle).

Commander's Display Unit

The heart of the commander's position is the Commander's Display Unit. This the display is a multifunction display (MFD), similar to the MFD on a typical RWS. The commander can access his display unit, which is the heart of the vehicle, by pressing F2.

Commander's display unit view

The display unit has a row of buttons around the left, bottom and right side of the screen. These buttons correspond to the on-screen labeled boxes around the edge of the screen.

In the upper left of the screen are a series of icons and symbols. The box with a triangle on top is the vehicle's hull (as if looking down from above). The circle in the middle of the box represent the turret, while the long line that extends from the center of the circle is the gun's orientation. The large circle that surrounds the hull symbol is the compass, as the "N" on that circle points north (and you can derive your general hull and gun cardinal direction from this).

To the right of the hull and compass graphic is the gun and sight LOS graphic, which appears like a tall rectangular box with the bottom 1/4th of it shaded gray. The shaded gray area is below 0 degree elevation (on hull), and the area above is above 0 degree elevation. The bar to the left side of the rectangle is the gun's current elevation.

In both graphics, there is is a dark blue colored area. This dark blue shows where the commander's independent thermal viewer is currently looking. Most of the time it will be in line with the gun orientation, however the commander has the ability to disconnect it with the gunner's LOS, and can independently scan around for targets.

Commander's Panoramic Sight System (PSS)

The DF90 commander has a fully independent panoramic sight system (PSS) that

While in the display unit view, the commander can disconnect the PSS from the gunner's LOS by pressing DOWN ARROW or Joystick Button 6. Once the PSS is disconnected from the gunner's LOS, the commander can traverse and elevate the PSS around with mouse or joystick movements. As this occurs, observe that the dark blue markings in the upper left part of the screen's hull/gun orientation graphic will now move independently of the gun.

Commander's PSS is looking at 1 o'clock on hull, while gunner is looking at 11 o'clock on hull; Commander designates a new target for gunner, a BMP-2

Once the commander locates a target, he can designate the target to the gunner, which causes the gun LOS to slew to the commander's LOS, by holding P (which overrides the gunner), then by pressing UP ARROW or Joystick Button 5. Once the gunner is on target, you can release P to give control back to the gunner.

When the commander designates a target, then the PSS is now aligned with the gunner's LOS and you must disconnected the PSS from the gunner's LOS if you want to scan independently again.

Display Unit Modes and Settings

Starting in the upper left of the display unit and going around counter clockwise, the display unit has the following settings and menus, which are consistent between the commander and gunner:

NOTE: All sub menus are listed, even if not fully modeled, in order to let you know what is currently modeled in SB and what isn't. If a selection is not modeled, then it will either say "not modeled in SB" or "N/A" (not available).
"COMB" (Combat) Menu
The display unit in Combat Menu

(counter clockwise)

  • AP / HE toggle - toggles the computer between AP and HE calculation
  • MG - toggles between the maingun and coaxial MG weapon system
  • TP / HET - not used, for training
  • MAN RNG - Accesses the Manual Range menu (see below)
  • FULL SCR - Puts the display unit in full screen mode, which removes all the clutter around the view (go back to "COMB" to exit full screen mode)
  • DATA - Accesses the Data menu (see below)
  • COMB|MAN - Nothing, it shows whether you have a manual range entered (MAN) or LRF ranging active (COMB)
  • LWS - Accesses the Laser Warning System menu (see below)
  • "-" - This is a context senstive button to toggle upwards between options (see below)
  • "+" - This is a context senstive button to toggle downwards between options (see below)
  • [Pl] or [Zm] / Rt / Fc / Ir - These are various selections which determine what the "+" and "-" buttons (located below it) do; essentially whatever is selected here will cause the context sensitive "+" and "-" to quick toggle between applicable settings
Pl [thermal mode] - This causes the "+" and "-" buttons (below it) to toggle polarity of the thermal sight between white and black hot
Zm [day mode] - This causes the "+" and "-" buttons (below it) to zoom in and out in continuous zoom; this allows you to get a better look at something in the distance
Rt - This causes the "+" and "-" buttons (below it) to toggle reticle color
Fc - This causes the "+" and "-" buttons (below it) to increase or decrease focus (but is only available when in manual focus mode); you have to hold down the "+" or "-" button to focus
Ir - Not modeled in SB
  • W / N - Toggles between Wide and Narrow FOV
  • G / C (TI) - Puts the display unit in thermal mode, and toggles between Gunner and Commander LOS
  • G / C (DAY) - Puts the display unit in day mode, and toggles between Gunner and Commander LOS
"MAN RNG" (Manual Range) Menu
The display unit in Manual Range Menu

(counter clockwise)

  • 1 - Enters "1" into the manual range entry
  • 2 - Enters "2" into the manual range entry
  • 3 - Enters "3" into the manual range entry
  • 4 - Enters "4" into the manual range entry
  • 5 - Enters "5" into the manual range entry
  • 6 - Enters "6" into the manual range entry
  • ENTER - Enters whatever manual range you have selected into the ballistic computer
  • DATA - Accesses the Data menu(see below)
  • COMBAT - Returns to Combat menu (see above)
  • <- - Moves the entry back one space to the left, if you made a mistake you can use this to go back and enter a new digit
  • 0 - Enters "0" into the manual range entry
  • 9 - Enters "9" into the manual range entry
  • 8 - Enters "8" into the manual range entry
  • 7 - Enters "7" into the manual range entry
"DATA" Menu
The display unit in Data Menu

(counter clockwise)

  • MAN RNG - Accesses the Manual Range menu (see above)
  • C DRIFT - Initiates an automated process to correct "drift" in the commander's control handles
  • G DRIFT - Initiates an automated process to correct "drift" in the commander's control handles
  • CAM PROP - Accesses the Camera Properties menu (see below)
  • BS - N/A
  • MIN RNG - Accesses the Manual Range menu (see above), but instead will enter the minimal range that you want the FCS to accept
  • COMBAT - Returns to Combat menu (see above)
  • MAINT - Accesses the Maintenance menu (the selections in this menu are not modeled in SB)
  • AMMO T - Accesses the Ammo Temperature menu, which is nearly identical to the Manual Range menu, but where you can set the vehicle's internal ammo temperature for greater accuracy in ballistic solutions (this is not something that is necessary to do in SB)
  • ALT - Accesses the Altitude menu, which is nearly identical to the Manual Range menu, but where you can set the vehicle's altitude for greater accuracy in ballistic solutions (this is not something that is necessary to do in SB)
  • AIR T - Accesses the Air Temperature menu, which is nearly identical to the Manual Range menu, but where you can set the outside air temperature level for greater accuracy in ballistic solutions (this is not something that is necessary to do in SB)
  • WIND - Accesses the Wind menu, which is nearly identical to the Manual Range menu, but where you can set the crosswind speed for greater accuracy in ballistic solutions (this is not something that is necessary to do in SB)
"LWS" (Laser Warning System) Menu
The display unit in Laser Warning System Menu, gun is pointing over the right side of the hull, and a laser was received from the right side of the hull (yellow arc)

In the center of the LWS menu is a similar hull and gun graphic to the standard one in the Combat menu. The box with triangle represents the hull, while the line represents the gun facing in relation to the hull. Additionally, if a lase is "received", then a yellow arc will show the general direction / quadrant where the laser was emitted from. In this way, you can look in the general direction of the event to locate the source of the emission.

NOTE: Normally the commander's sight does not move towards the direction of the lase, but this can be adjusted on the commander's computer panel.

(counter clockwise)

  • NEXT - Goes to the next LWR even (if there is more than one)
  • PREVIOUS - Goes to the previous LWR even (if there is more than one)
  • DATA - Accesses the Data menu (see above)
  • COMBAT - Returns to the Combat menu (see above)
  • IR - Specifies that the received laser is an Infra Red countermeasure type (not modeled in SB)
  • BR - Specifies that the received laser is a Beam Rider type
  • DSGT - Specifies that the received laser is a Designator type
  • LRF - Specifies that the received laser is a Laser Range Finder type
  • # - Shows the number of LWR events

When the Computer Panel is in the "BYPASS" menu you can set the LWS to "AUTO". When it is in AUTO mode, what happens next depends on what mode the FCS is in:

  • in AIMING or STAB mode, then the PSS will automatically move towards the laser threat. If the commander engages the palm switch then the turret will be brought to the threat as well (it moves to the PSS's location).
  • in S.STAB mode (the degraded mode for when the gunner's GPS is damaged), as soon as either the the commander or gunner presses the palm switch then the turret will go into automatic control and move towards the laser threat. The only way to cancel this is to exist S.STAB mode (by going back to AIMING or STAB modes).
"CAM PROP" (Camera Properties) Menu
The display unit in Camera Properties Menu, and in thermal black hot mode
NOTE: Just about everything useful in this menu can be quick toggled from the Combat menu by toggling between Pl/Zm Rt Fc Ir and using the "+" and "-" buttons in that menu

(counter clockwise)

  • ON / OFF (RETICLE) - Toggles the reticle on and off
  • W / B (HOT) - Toggles the thermal sight between white and black hot (only available in thermal mode)
  • W / B (RETICLE) - Toggles the reticle between white and black color
  • AUTO / MAN (FOCUS) - Toggles between auto and manual focus
  • AUTO / MAN (IRIS) - N/A
  • RESET - N/A
  • NUC - N/A
  • DATA - Accesses the Data menu (see above)
  • COMBAT - Returns to the Combat menu (see above)
  • "-" - This toggles GAIN or LEVEL upwards, depending on which is selected (currently not modeled in SB)
  • "+" - This toggles GAIN or LEVEL downwards, depending on which is selected (currently not modeled in SB)
  • GAIN / LEVEL - Toggles between GAIN and LEVEL adjustment for the "+" and "-" buttons below it (currently not modeled in SB)
  • AUTO / MAN (GAIN) - Toggles between auto and manual gain (currently not modeled in SB)
  • G / C (TI) - Puts the display unit in thermal mode, and toggles between Gunner and Commander LOS
  • G / C (DAY) - Puts the display unit in day mode, and toggles between Gunner and Commander LOS
Commander's Computer Panel
DF90 Cdr CCP.jpg

Located to the left of the commander's display unit is the commander's computer panel. This computer is the brains of the vehicle, and has two horizontal rows of six buttons, which correspond to items listed at the bottom of the green monochrome screen. The commander can access this computer panel by pressing ALT + F2.

In other words, in the image, the upper left button corresponds with the "OBSERV" selection in the bottom of the screen, the lower right button corresponds with "F-RDY", and top row second to right most button corresponds with "LOAD" selection.

If a button is illuminated green, then it corresponds with a selection on the bottom of the screen. If a button is not illuminated green (it appears black) then its because the button has no corresponding entry on the screen. If a button is illuminated solid red, then it corresponds to an arrow selection on the screen, which is a scroll left/scroll right action.

Like the commander's display unit, the computer panel has a series of menus that has different selections.

NOTE: All sub menus are listed, even if not fully modeled, in order to let you know what is currently modeled in SB and what isn't. If a selection is not modeled, then it will either say "not modeled in SB" or "N/A" (not available).
Commander's computer panel display screen, POWER menu selected
"MODES" Menu

(top row, left to right)

  • OBSERV - Puts the commander's panoramic sight system (PSS) into observation mode, which can also be done with DOWN ARROW, which allows the PSS to move independent of the gun
  • AIMING - No stabilization but powered traverse is available (emergency mode)
  • STAB - Stabilized mode (normal mode)
  • S.STAB - Puts the PSS in S.Stab mode, which is a special degraded mode you should use if the GPS has suffered damage. If the GPS damaged then this mode will cause the commander's PSS to become the new primary sight for the gunner. Essentially S.Stab hands the PSS over to the gunner; it slaves the gun to the PSS, and the gunner then controls the PSS movement instead of the commander.
  • LOAD - Puts the gun in the elevated reload position; This is required to reload the 90mm maingun

(bottom row, left to right)

  • F-RDY - This is essentially the arming button for the weapon systems; When this button is pressed, it will flash red and "FIRE READY" will be displayed on the screen, and weapons are able to fire; Weapons are on safe when this button is green and "FIRE READY" is not displayed on the screen
  • MODES - Accesses the "MODES" menu, (which is the menu you are currently in because the select is lit green on the screen)
  • POWER - Accesses the "POWER" menu
  • BYPASS - Accesses the "BYPASS" menu
  • MISC - Accesses the "MISC" menu
"POWER" Menu

(top row, left to right)

  • PCS 1 - N/A
  • PSC 0 - N/A
  • FAN 1 - Turns turret exhaust fan on (continuous)
  • FAN 0 - Turns turret exhaust fan off
  • -> - Goes to additional items in the list, to the right
after pressing ->
  • <- - Goes back to previous listed items, to the left
  • PSS 1 - Turns Panoramic Sight System on
  • PSS 0 - Turns Panoramic Sight System off

(bottom row, left to right)

  • F-RDY - This is essentially the arming button for the weapon systems; When this button is pressed, it will flash red and "FIRE READY" will be displayed on the screen, and weapons are able to fire; Weapons are on safe when this button is green and "FIRE READY" is not displayed on the screen
  • MODES - Accesses the "MODES" menu
  • POWER - Accesses the "POWER" menu, (which is the menu you are currently in because the select is lit green on the screen)
  • BYPASS - Accesses the "BYPASS" menu
  • MISC - Accesses the "MISC" menu
"BYPASS" Menu

(top row, left to right)

  • LWS - Adjusts the Laser Warning System
  • MANUAL - (default setting) Sets the LWS to manual mode where it only reacts
  • AUTO - Sets the LWS to auto mode where it reacts automatically to a lase event (see the LWS section above)
  • OK - Goes back to the BYPASS menu
  • HATCH - N/A
  • AUTO - N/A
  • BYPASS - N/A
  • OK - N/A
  • REAR-Z - N/A
  • AUTO - N/A
  • BYPASS - N/A
  • OK - N/A
  • BLKOUT - N/A
  • AUTO - N/A
  • BYPASS - N/A
  • OK - N/A

(bottom row, left to right)

  • F-RDY - This is essentially the arming button for the weapon systems; When this button is pressed, it will flash red and "FIRE READY" will be displayed on the screen, and weapons are able to fire; Weapons are on safe when this button is green and "FIRE READY" is not displayed on the screen
  • MODES - Accesses the "MODES" menu
  • POWER - Accesses the "POWER" menu
  • BYPASS - Accesses the "BYPASS" menu, (which is the menu you are currently in because the select is lit green on the screen)
  • MISC - Accesses the "MISC" menu
"MISC" Menu

(top row, left to right)

  • BALCOR - N/A
  • T/GPOS - N/A
  • FAIL< - Display's previous FCS fail data
  • FAIL> - Display's next FCS fail data
  • -> - Goes to additional items in the list, to the right
after pressing ->
  • <- - Goes back to previous listed items, to the left
  • JMPVAL - Sets the jump value of the sight when various weapon or ammo types are selected
  • VIEW - Views the current jump data
  • NEXT - Selects the next main gun ammo or coax jump data
  • SET - Sets the main gun ammo or coax jump data
  • CANCEL - Returns to the MISC menu
  • SAVE - Saves the jump data
  • HANDLE - Displays the commander's control handle deflection values
  • S-VERS - Displays the current firmware software version of the computer

(bottom row, left to right)

  • F-RDY - This is essentially the arming button for the weapon systems; When this button is pressed, it will flash red and "FIRE READY" will be displayed on the screen, and weapons are able to fire; Weapons are on safe when this button is green and "FIRE READY" is not displayed on the screen
  • MODES - Accesses the "MODES" menu
  • POWER - Accesses the "POWER" menu
  • BYPASS - Accesses the "BYPASS" menu
  • MISC - Accesses the "MISC" menu, (which is the menu you are currently in because the select is lit green on the screen)

Overriding the Gun

The commander can override the gun in order to either put the gunner on a target, or to engage the target himself.

To override the gun, the PSS must first be aligned with the gun. When the PSS is aligned with the gun's LOS, then the commander will override the gun and turret movement by holding the P key and moving the joystick or mouse. While overriding, the commander can lase with CTRL and fire the selected weapon system with SPACE BAR.

Reloading the Maingun

Commander's computer panel, loading button pressed, gun in loading position

The commander must reload the maingun on the DF90 after every engagement. To do this, the gun must first be placed in the loading position.

On the computer, in the MODES menu, the button second from the right on the top row will put the gun into the loading position. When this button is pressed, the gun will enter the loading position after each time it fires. When this happens you will hear the gun jump, and the computer will display "GUN LOADING" on the screen. At this point, the gun is now slightly raised into the loading position, and the breech is already open (it is open after firing the previous round, after the shell was ejected).

The command must now look behind him in the interior view, and look towards the 90mm ready rack on the rear of the turret.

DF90 ammorack.png

(See image above for reference) While looking at the ready rack, you can see KE rounds and HESH rounds. KE rounds have the long pointy tip, while HESH rounds appear like larger and smooth cone. This is important, because you have to visually identify which round you want to load. There are three horizontal rows of rounds. When loading the gun, the round that will be loaded will be the second round from the right on the row (this is referred to below as the "2nd slot"). So, if you want KE, then make sure a KE is in the slot that is second from the right, and if you want HESH, then make sure that HESH is in the slot second from the right. The red arrows originate from which road will be loaded into the gun.

Once you have identified which round you will load, then left click on the pull handle (light blue arrows), which has one handle for each horizontal row of ammo. Once you pull on the handle, the 2nd slot round on the row will be removed from the ready rack and will be loaded into the gun.

Once you have loaded the gun, look back towards the computer panel and left click on the left most button on the lower row of buttons, which in the MODES menu is the "F-RDY" button. Once you do this, the gun will lower from the loading position, and the computer will briefly display "GUN RETURN", and once in position it will display "FIRE READY" and the F-RDY button will flash red.

The gun is now armed and ready to fire!

After the gun has been fired several times, it will be necessary to move the ammo around in the rack to fill up the empty 2nd slot. There are two ways to do this. You either move the rounds from the left of the 2nd slot towards the right, or you move the round to the right of the 2nd slot to the left. In either case, you will end up moving another round in the 2nd slot once you do this.

To move the round on the right of the 2nd slot to the left, left click on the handle located just to the right of the 1st slot round you are moving (pink arrows). Once you do this, the appropriate 1st slot round will be moved to the left, and will be in the 2nd slot ready to load. You can also left click the same handle again to move a round from the 2nd slot to the right, back into the 1st slot.

To move the entire row of rounds from left to right, first left click on the far right handle that corresponds to the row (green arrows), then the handle will move (unless that row is already selected), and then left click on the rotating handle at the bottom right of the ready rack (yellow arrow). Once this happens, the rotating handle will open and then rotate around several times and the rounds will be moved to the right one slot.

By using the various handles, you can manage the ammunition in the ready rack so that you should also be able to load either a KE or HESH round as needed.

Emptying Spent Cartidges

90mm brass basket is full, and needs to be emptied (5 casings); Note the green text in bottom status bar: "Spent cartridges must be emptied!"

The DF90 has a very limited spent shell cartridge/casing capacity. Since the vehicle does not have a dedicated loader who, on other vehicles, might toss spent casings out the loader's hatch, the commander must continually empty the spent casings in order to prevent injury or mechanical failure.

Located behind and below the maingun breach is a basket designed to catch 90mm shell casings, and located just below the commander's display unit is a large coaxial MG shell casing bag.

The maximum capacity of both is 5x 90mm shell casings for the basket, and 200x 7.62mm shell casings for the bag.

  • WARNING: Firing the 90mm maingun while the basket is full may result in injury to the gunner or commander as the ejected casing flies around the turret at a high rate of speed.
  • CAUTION: While emptying brass from the turret, the commander's side spent brass door must be opened, and this presents a vulnerability to the crew for bullets and fragments. Be mindful when the brass is emptied as the procedure makes the turret crew vulnerable to hostile fire and high explosive fragments.
  • CAUTION: Failure to empty the coax brass will result in repeated temporary 15 second damage to the coax MG, which represents stoppages and immediate action to clear the stoppage.

If the commander is an AI crewman, then the commander will empty the spent shell casings (commonly and very generally referred to as "spent brass") on its own, as it is able to do so. Keep in mind that it is easily possible to fire the maingun faster than it can normally be emptied, so the crew should monitor the 90mm spent casing level accordingly.

Spent cartridge door handle (green arrow)

If the user is the vehicle commander, then you must empty the spent brass manually. This is done easily in the F1 interior view by looking to the lower left of the commander, and left clicking on the knob of the handle that is to the left of the small round door. When you left click on this knob, the side door will open and the spent casings will be removed from both the maingun basket and and the coaxial MG spent casing basket.

Commander's Vision Block View

TC's vision block view


On some occasions the TC may need to look around the vehicle without having to spin the turret and without having to expose himself to hostile fire. The vision block view allows the TC to remain safely inside the vehicle and quickly scan around for close threats. Access the TC's vision block view by pressing F4.

Once in the vision block view, the mouse or joystick can be used to quickly and seamlessly pan the TC's view from vision block to vision block, allowing him to scan around the vehicle. While the vision block view completely protects the TC from hostile fire, it does have an extremely limited field of view and offers no magnification.

Key listing for DF90's Commander's Position


General Commands:

TAB: Pop smoke. Instructs the gunner to launch smoke grenades to deploy a smoke screen in the direction that the turret is facing. Useful for breaking up enemy LRF or completely obscuring your vehicle against a non thermal sight equipped threat.

Q: Raise position in hatch. Moves the TC's view and exposure level up in the hatch.

Z: Lower position in hatch. Moves the TC's view and exposure level down in the hatch.

B: Button and unbutton the hatch (toggle). This is used to close and open the hatch.

+ (num pad): Thermal mode (toggle). This toggles the thermal view on and off on the display unit.

UP ARROW : While also holding P, designates a target to the gunner which causes the turret to slew to the direction that the PSS is facing.

DOWN ARROW: While also holding P, toggles between aligning and unaligning the PSS to the gun (toggles between align and observation mode). When you enter align mode, the PSS slews to the gun's POV.


Driver related commands:

SHIFT + BACKSPACE: Shut down / start up engine (toggle). Orders the driver to shut off or start up the engine. If the TC is a platoon leader then it orders the platoon to execute a "short count" and simultaneously shut down or start up their engines.

W: Driver, move out. Instructs the driver to move forward (press again for increased speed.

S: Driver, stop. Instructs the driver to stop.

X: Driver, backup. Instructs the driver to reverse.

A: Driver, go left. Instructs the driver to go left (hold the key).

D: Driver, go right. Instructs the driver to go right (hold the key).


Gunner related commands:

SPACE BAR: Fire. Orders the gunner to fire at a target he is looking at.

SHIFT + SPACE: Instruct the gunner to "fire and adjust", that is to engage a target and continue to engage as necessary.

H: Hold fire. Orders the gunner to hold fire. If the TC is a platoon leader then it will also order the platoon to hold fire.

F: Fire at will. Orders the gunner to fire at will. If the TC is a platoon leader then it will also order the platoon to fire at will.

E: Engage. Orders the gunner to engage, and instructs the driver to take up a battle position. If the TC is a platoon leader then it orders the platoon to engage and take up a battle position in the direction of the user's view.

M: Coax / Main gun (toggle). Orders the gunner to toggle between the main gun and coax to engage targets.

SHIFT + LEFT ARROW: Gunner, scan left. Orders the gunner to put move the turret approximately 45 degrees to the left and scan for targets.

SHIFT + RIGHT ARROW: Gunner, scan right. Orders the gunner to put move the turret approximately 45 degrees to the right and scan for targets.

SHIFT + UP ARROW: Gunner, scan front. Orders the gunner to put the gun over the front and scan for targets.

INSERT: Fire, fire (ammo type 1, usually sabot/KE). Orders the gunner (who controls the autoloading mechanism) to switch to ammo type 1 after the next round is fired. Holding SHIFT and pressing this key will instruct the gunner to reload this round type from stored areas in the turret.

DELETE: Fire, fire (ammo type 2, usually HEAT). Orders the gunner (who controls the autoloading mechanism) to switch to ammo type 2 after the next round is fired. Holding SHIFT and pressing this key will instruct the gunner to reload this round type from stored areas in the turret.

END: Fire, fire (ammo type 3, usually HE). Orders the gunner (who controls the autoloading mechanism) to switch to ammo type 3 after the next round is fired. Holding SHIFT and pressing this key will instruct the gunner to reload this round type from stored areas in the turret.

SHIFT + PAGE DOWN: Reload all. Orders the tank crew to reload all weapons systems.

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Gunner's Position F6

In Steel Beasts the gunner's position on the DF90 is fully crew-able and fully modeled. The gunner's position is accessed by pressing F6.

From this position the user can raise and lower their perspective (and exposure level) by holding the Q key (to go up) and the Z key (to go down). The gunner can also button or unbutton (close and open the gunner's hatch) by pressing the B key (toggle).

SB gunner's position
Gunner's unbuttoned view

Gunner's Display Unit

This gunner's display unit functions as the gunner's primary sight and is essentially identical to the commander's display panel. See the commander's display unit section for details about the various menus.

The gunner display unit can be accessed by pressing F2.

Gunner display

The gunner's display has three levels of magnification, very wide (VW), wide (W) and narrow (N).

The gunner can also toggle the display from day and thermal view using the MFD or by pressing NUM PAD +.

Thermal view
Gunner's Computer Panel
DF90 Gnr CCP.jpg

Located above of the gunner's display unit is the gunner's computer panel, which is nearly identical to the commander's computer panel, except that it has less control. The commander's computer is the brains of the vehicle, and the gunner's computer is an extension, where the gunner has limited control, and can obtain information. The computer panel has two horizontal rows of six buttons, which correspond to items listed at the bottom of the green monochrome screen. The gunner can access this computer panel by pressing ALT + F2.

In other words, in the image, the upper left button corresponds with the "OBSERV" selection in the bottom of the screen, the lower right button corresponds with "F-RDY", and top row second to right most button corresponds with "LOAD" selection.

If a button is illuminated green, then it corresponds with a selection on the bottom of the screen. If a button is not illuminated green (it appears black) then its because the button has no corresponding entry on the screen. If a button is illuminated solid red, then it corresponds to an arrow selection on the screen, which is a scroll left/scroll right action.

Like the gunner's display unit, the computer panel has a series of menus that has different selections.

NOTE: All sub menus are listed, even if not fully modeled, in order to let you know what is currently modeled in SB and what isn't. If a selection is not modeled, then it will either say "not modeled in SB" or "N/A" (not available).
"MODES" Menu

(top row, left to right)

  • AIMING - N/A
  • STAB - N/A

(bottom row, left to right)

  • MODES - Accesses the "MODES" menu, (which is the menu you are currently in because the select is lit green on the screen)
  • POWER - Accesses the "POWER" menu
  • MISC - Accesses the "MISC" menu
"POWER" Menu

(top row, left to right)

  • PCS 1 - N/A
  • PSC 0 - N/A
  • FAN 1 - Turns turret exhaust fan on (continuous)
  • FAN 0 - Turns turret exhaust fan off
  • -> - Goes to additional items in the list, to the right
after pressing ->
  • <- - Goes back to previous listed items, to the left
  • FCS 1 - Turns Fire Control System on
  • FCS 0 - Turns Fire Control System off

(bottom row, left to right)

  • MODES - Accesses the "MODES" menu
  • POWER - Accesses the "POWER" menu, (which is the menu you are currently in because the select is lit green on the screen)
  • MISC - Accesses the "MISC" menu
"MISC" Menu

(top row, left to right)

  • BCA - N/A
  • T/GPOS - N/A
  • FAIL< - Display's previous FCS fail data
  • FAIL> - Display's next FCS fail data
  • -> - Goes to additional items in the list, to the right
after pressing ->
  • <- - Goes back to previous listed items, to the left
  • JMPVAL - Sets the jump value of the sight when various weapon or ammo types are selected
  • VIEW - Views the current jump data
  • NEXT - Selects the next main gun ammo or coax jump data
  • SET - Sets the main gun ammo or coax jump data
  • CANCEL - Returns to the MISC menu
  • SAVE - Saves the jump data
  • HANDLE - Displays the commander's control handle deflection values
  • S-VERS - Displays the current firmware software version of the computer

(bottom row, left to right)

  • MODES - Accesses the "MODES" menu
  • POWER - Accesses the "POWER" menu
  • MISC - Accesses the "MISC" menu, (which is the menu you are currently in because the select is lit green on the screen)

Sight Symbology

In the center of the gunner's display, the sight will be visible depending on the current level of magnification. In both the VW and W field of view, the sight will have brackets which represent the field of view of the narrow magnification level, and a cross in the center to mark the location of the narrow magnification's aiming reticle.

Gunner's display, narrow FOV aiming reticle (DAY)

The GPS main gun aiming reticle is used for aiming at the target. The reticle consists of a center crosshair, and a series of surrounding vertical and horizontal lines (veterans of the Centauro and various Elbit type RWS will recognize that it is the same common reticle pattern).

In the upper left of the screen are a series of icons and symbols. The box with a triangle on top is the vehicle's hull (as if looking down from above). The circle in the middle of the box represent the turret, while the long line that extends from the center of the circle is the gun's orientation. The large circle that surrounds the hull symbol is the compass, as the "N" on that circle points north (and you can derive your general hull and gun cardinal direction from this).

To the right of the hull and compass graphic is the gun and sight LOS graphic, which appears like a tall rectangular box with the bottom 1/4th of it shaded gray. The shaded gray area is below 0 degree elevation (on hull), and the area above is above 0 degree elevation. The bar to the left side of the rectangle is the gun's current elevation.

In both graphics, there is is a dark blue colored area. This dark blue shows where the commander's independent thermal viewer is currently looking. Most of the time it will be in line with the gun orientation, however the commander has the ability to disconnect it with the gunner's LOS, and can independently scan around for targets.

Engaging Targets

Engaging targets with the GPS is relatively simple in the DF90. Obviously the first thing you need to do to engage a target is to acquire it. The best way to do this is by instruction from the TC or by scanning with the GPS sight itself.

Load the Gun

The second thing the gunner needs to do before he can engage a target is ensure that a round is loaded in the gun tube. Unlike typical tanks, the the commander loads the gun but the AI commander awaits the loading commander from the human gunner. To give the loading commander to the commander, select the appropriate round type to load (INS for KE, DEL for HESH), and then press the V key to issue the loading instruction. Also, the commander will reload the currently selected ammo type, so there is no need to press INS or DEL until you want to change to a different round type.

Lasing

Once a target is acquired and the gun is loaded, the gunner should lase the target to get the range to it. To do this, the gunner must utilize the GPS reticle.

When the target is in the center of the narrow view's GPS reticle (the central cross), lase the target by pressing CTRL or Joystick Button 2.

Once you lase the target the fire control system will elevate the gun to the appropriate position so as to accommodate for the ballistic trajectory at that range and currently loaded round type. Also, the lased range will appear in the upper left of the gunner display, next to the "RANGE:" text. Also, "LAS" will be displayed to the right of the range to signify that the range is from a laser return.

Target lased, range 1252m
Firing

After a target has been lased, the gun is ready to be fired. To fire the main gun press SPACEBAR or Joystick Button 1. The round will now be launched down range and the enemy will hopefully be rewarded with a quick and painless death.

Lead

Lead is the term used to refer to putting a gun in front of a target which is moving perpendicular to your vantage point. When you lead a target, you essentially need to fire in front of target at the point in which the round and target will meet. The DF90 has automatic lead, so determining lead is relatively easy.

To calculate lead, put the reticle on target and lase. Then track the moving target and press the lase button again and hold it for five seconds, then release. Then when you fire, you will have lead applied to the shot.

Lead is reset to 0 if...

  • there is a new lase
  • "Fire ready" was unselected, ie. the GNR should re-lase and obtain lead each time the commander manipulates "F-RDY" or main gun is loaded
  • the ammo type was changed
  • the turret mode was changed
Reengaging

If by some chance you miss the target, first and foremost you need to reload another round. Next, place the reticle back on the target and re-lase and check that the range is longer (if the round fell short) or shorter (if the round was long). If you fired at a moving target and lead was not correctly applied then chances are you need to hold the lase button longer.

Engaging with the Coaxial Machine Gun

To engage with the coaxial MG, simply select the "MG" on the MFD (button F2), or press the M key to select the machine gun. Then lase and engage the target as you would with the main gun.

Gunner's Auxiliary Sight (GAS)

The auxiliary sight

The DF90 has an auxiliary sight that can be used as a backup in case of damage or failure in the gunner's display. The auxiliary sight has only a day channel, and has a similar reticle to the narrow field of view in the gunner's display.

In the upper part of the sight, the currently selected ammo type is shown ("KE" or "HE") along with the current range in the ballistic computer. Additionally, a yellow light is present (at all times), and a red light will appear when the laser is used.

DF90 Aux symbols.jpg

Access the auxiliary sight by pressing F3.

Manually Firing the Main Gun

Located to the left of the gunner is the manual fire lever. Normally, on other vehicles, pressing SHIFT + "SPACE BAR will fire the main gun manually. On the DF90 however, there is a safety device that prevents the gun from being fired manually. To fire the main gun manually, look to the left of the gunner's position, and locate the large manual firing lever.

The gunner's manual fire lever

In the image above, left click on the saftey (pink arrow) which will cause it to move to the bottom of the lever, which allows the manual firing lever to move upwards. At this point you can either left click on the manual firing lever to fire the weapon (green arrow), which causes the arrow to move upwards (blue arrow), or you can press SHIFT + SPACE BAR.

Additionally, if the main gun does not fire manually, then you may need to cock it. Do this by left clicking on the safety so that it is above the lever again, allowing the lever to move downwards to the "manual cocking" direction, and then either left click on the lever or press SHIFT + SPACE BAR. Just remember that the safety must be placed below the lever again to fire the gun.

Gunner's Side Vision Blocks

Like the TC's position, the gunner has vision blocks which can be used as a way to look around the vehicle from safety. The vision block is located above and to the right of where the gunner is sitting. It is accessed by left clicking the mouse on it in the interior view, or by pressing F4.

Gunner vision block view

Key listing for DF90 gunner's position


Weapon system commands:

V: Load the main gun. This button instructs the auto-loader mechanism to load a main gun round.

P or Joystick Button 3: Release palm switches. This disengages the hydraulics and stops movement of the gun and turret.

SPACE BAR: Fire main gun. Fires the main gun (coax uses a separate key).

M: Main / Coax (toggle). Toggles between the main gun and coax.

SHIFT + SPACEBAR: Master blaster. Fires the main gun manually which is useful in situations where where the gun does not respond or when electrical power to the turret is lost.

CTRL: Lase. Lases the target or area currently in center of the reticle.

`: Range toggle (toggle). Toggles between lase return range and combat (battlesight) range.

INSERT: Select KE. Selects KE on the display panel and also designates that the commander should load a KE round when you press V.

DELETE: Select HESH. Selects HESH on the display panel and also designates that the commander should load a HESH round when you press V.

/: Manual mode. Puts the fire control system in manual mode.

.: Emergency mode. Puts the fire control system in emergency mode. This essentially slaves the sight to the gun and disables all form of lead and stabilization. This is necessary when the fire control system suffers a malfunction.

  • If the fire control system suffers a malfunction or stabilization is lost while in normal mode then emergency mode must be selected in order traverse the turret.

,: Normal mode. Puts the fire control system in normal mode. This is the normal operating mode for the fire control system and essentially slaves the gun to the sight. Normal mode must be selected to have a stabilized gun sight and lead calculation.


Commander related commands:

T: Identified! Tells the commander that you have located a target and that you are going to engage it. Essentially it tells the AI commander to leave you alone while you engage and forbids the AI from overriding you to another target. Use at your own risk.

I: I can't see it! Tells the commander that you cannot see a target or the one he is commanding you to engage. Essentially it tells the AI commander to override you on to a target that it wants you to engage.


Driver related commands:

W: Driver, move out. Instructs the driver to move forward (press again for increased speed.

S: Driver, stop. Instructs the driver to stop.

X: Driver, backup. Instructs the driver to reverse.

Driver's Position F9

In Steel Beasts the driver's position on the DF90 is fully crew-able but partially modeled. There is a 3D view for the driver but there are no functional switches or gauges in the driver's position. The driver's position is accessed by pressing F9.

Once in the driver's position, you can drive the tank by using the joystick or "W, A, S, D, X" keys. You can also unbutton the driver and raise his view by holding Q and you can lower the driver and make him button up by holding Z.

While unbuttoned, the driver on the driver has a speedometer available on the exterior of the vehicle.

Reference

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--Volcano 02:01, July 25, 2019 (UTC)