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Posted: Fri Feb 02, 2001 4:24 am
by ZinZan
I've never seen this problem, had many vehicles immobilised but never seen them incapable of firing.
Panzer Capatain said
However, i must say that i wish that immobilized vehicles, at least some of the time, maintained the ability to fire weapons. I may be completely wrong, but it appears that all immobilized vehicles are restricted from firing. For example, if a tank becomes immobilized due to tread damage, isnt it possible that it could still retain the ability to fire weapons?
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peter@myhelliconia.freeserve.co.uk
http://www.myhelliconia.freeserve.co.uk
Posted: Fri Feb 02, 2001 4:27 am
by Panzer Capta
Thanks for the clarification guys.
Posted: Fri Feb 02, 2001 4:34 am
by skukko
Just came in to my mind, that if Tigers engine is damaged and it is not running, then Tiger can't turn its turret...it works with hydraulics, not electrics...Should this be issue to take in count in future Spwaw?
mosh
Posted: Fri Feb 02, 2001 4:45 am
by Panzer Capta
I know the turrets of some tanks can be turned manually........not sure about the the large beasts though.
Posted: Fri Feb 02, 2001 4:50 am
by skukko
Yes I know it is possible in some tanks, but I am not sure about Tiger. It reads in the Tiger manual, but I haven't had time to read it.
mosh
And manual can be found from the net translated in english. Don't remember right now where I found it, must be in bookmarks on my discettes...
Posted: Fri Feb 02, 2001 6:36 am
by BruceAZ_MatrixForum
I have not had this problem in any game or scenario yet but I do know that the amphibs love to crash buildings.
The only way to deal with it was to advance near the buildings then stop and advance one hex at a time to clear them.
This will be a problem with my Guadalcanal Campaign as each battle has a number of amphibs. It really increased the level of frustration in the testers...
Posted: Fri Feb 02, 2001 9:58 am
by KG Erwin
Bruce AZ, you pinpointed my frustration with vehicle pathing. It's the amtracs in the Iwo Jima scenario that give me fits by their tendency to crash buildings. That's what prompted my post. It's bad enough that my marines are getting cut up in the Japanese crossfire, but when I try to maneuver thru the buildings around Airfield no. 1 and the cluster of buildings near the Quarry, that's when my amtracs have the worst tendency to kamikaze the structures. Drivers panicking under fire and looking for cover anywhere they can? Maybe, but annoying nonetheless.
Posted: Fri Feb 02, 2001 6:01 pm
by RockinHarry
Somebody wanted to know about manually traversing the turret of a tiger tank...dont know but heres some nice link to the german "panzertruppe":
http://www.achtungpanzer.com/panzer.htm
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RockinHarry
Posted: Fri Feb 02, 2001 9:52 pm
by skukko
Posted: Sat Feb 03, 2001 12:05 pm
by B52g
Here is one. Have you ever noticed that after an immobilzed tank becomes repaired and usable again, it sometimes becomes a super tank with super range? I had that happen a couple times. A tank that got routed by arty and ran into a building, then catching up to everybody after only two turns once its fixed. The thing just hauled butt across a huge map and caught up.
Posted: Sat Feb 03, 2001 2:24 pm
by skukko
I have noticed something like that happen, but haven't thought anymore of it. This makes me think that I should teach to each of my drivers how to crash in to the house
Seriously speaking: It would be very nice if tanks could get in the stone building, barn cave or something like that without immobilizing themselves.
mosh
Posted: Fri Feb 09, 2001 6:39 pm
by O de B
What would be cool is to have 'small' buildings that do NOT occupy the full hex.
A 50 meter hex can contain several houses i think. Usually even a BIG house will be less than 20x20m so a tank should be able to enter the garden near the house in the same hex and not bump into the house... i always feeled the building hexes from sp3 would quite suit to SP2 scale...
And for multihex buildings vehicles shoud be able to ENTER building and not crush it

Posted: Fri Feb 09, 2001 8:50 pm
by JTGEN
I totally agree on the buildings been such that one can enter the hex without getting immobilized. Especially the farm houses are probably not 50*50 meters and if there are some in adjacent hexes there should be space between them. But i guess the engine can not handle that.
Posted: Fri Feb 09, 2001 10:23 pm
by Fabio Prado
Originally posted by skukko:
Just came in to my mind, that if Tigers engine is damaged and it is not running, then Tiger can't turn its turret...it works with hydraulics, not electrics...Should this be issue to take in count in future Spwaw?
mosh
The Tiger I turret could be traversed by hand.
"The gunner's hand traverse and elevation wheels were used to make fine adjustement (laying the target onto the peak of proper triangle in the sight reticle). If the power traverse failed, the turret could be traversed by hand. The gunner could be assisted by the commander using the auxiliary hand traverse."
Excerpt from
TIGER I Heavy Tank 1942-1945, by Tom Jentz.
More info on the Tiger tanks:
http://fprado.com/armorsite/
FAP
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Fabio Prado fprado@fprado.com
Webmaster - The ARMOR Site!
"In War: Resolution
In Defeat: Defiance
In Victory: Magnanimity
In Peace: Good Will"
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[This message has been edited by Fabio Prado (edited February 09, 2001).]
[This message has been edited by Fabio Prado (edited February 09, 2001).]