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stalintc

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11 hours ago, Ssnake said:

That's how our squad medics work. They may not have the best chances to restore a casualty back into fighting condition, but even the worst ones have at least a single digit percentage chance and the best ones will revive 50% of all casualties, without the arrival of specialized medevac teams.

So, in itself your observation does not necessarily show a bug. It's more likely that it is a feature, even if it isn't as well-known as maybe it should.

Oh, COOL! I'd read about it but didnt recognize it when it happened!
Thanks.

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  • 2 weeks later...

Well I was aware of that ,but didnt realise it was modeled in SB.If I shoot MBT round  at a 45 ' angle will it come down somewhere in the virtual world or will it just dissapear after so much distance and not be rendered.If you get what Im tryin to say. 

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2 hours ago, mpow66m said:

Well I was aware of that ,but didnt realise it was modeled in SB.If I shoot MBT round  at a 45 ' angle will it come down somewhere in the virtual world or will it just dissapear after so much distance and not be rendered.If you get what Im tryin to say. 

 

You probably need large maps.

 

For range safety planning we worked on 105mm APFSDS to have a max range of about 21km.

 

I'm afraid I'm unable to tell you the number for 120mm.

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APFSDS rounds in SB Pro have a cut-off range of maybe 10, 15km or so. We track only rounds with explosive content to their impact point since it's far more likely that they will cause noticeable damage. An APFSDS rounds, after dozens of kilometers in the air, would still be quite dangerous to un- or lightly armored units. But it endangers only things that are directly in the way of the trajectory. The chance of damage is not zero, which is why we still have range safety regulations in actual army life - but it requires computational resources that we'd rather spend on other simulation tasks.

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So I was having problems. 7 rounds to kill BMPs, 4-5 to kill T-72s. M1A2 M2 reloading not showing open M2 or playing tinkle tinkle audio of .50 cal belt fed rounds. Installed vehicle and building textures not showing up or distorting. Etc.

So I did a re-install.

Now everything is back to normal. PLUS I'm using some new textures. (which has inspired me to create a few textures of my own in the near future)

2024-03-30 (15).png

 

2024-03-30 (14).png

Love the M1A2 in solid green.

2024-03-30 (12).png

Plus I got this guy's camo to work right.

2024-03-30(9).thumb.png.e28b23a1cc1737f7bbedfc85dc7ea0d3.png
 

Edited by iamfritz
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On 2/4/2024 at 12:53 PM, Lumituisku said:

 How about reduce weight of destroyed burning ones that those could be pushed aside.  Same with popped turrets. Just to make things more manageable for players.

What about repairing and/or recrewing eny captured vehicles (at least when all eny crew is dead)? 

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1 hour ago, Ssnake said:

It's high explosive and anti...something.

anti everything 😉

 

Actually a HE-MP, but much of the "MP" part is not implemented in SB...ähm yet(??)

Edited by Grenny
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