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Pilot's Lounge Members meetup

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  #1  
Old 02-11-2012, 12:36 PM
salmo salmo is offline
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For what it's worth. In-game, the 40mm Bofors MkI gun has the following specs:

RateOfFire: 60 rounds per minute
ActiveRange: 15 m to 4000 m
Clip: 8 rounds
ReloadTime: 1 sec
Reserve: 1000 rounds

With two round types:

Type: MkI
Mass: 0.88 kg
Projectile spec: ArmorPiercing 0.4 kg / Concussion 0.05 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Contact
Projectile lifeSpan: 20 sec

Type: MkIIIT
Mass: 0.93 kg
Projectile spec: HighExplosive 0.5 kg / Fragmentation 0.067 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Timeout
Projectile lifeSpan: 20 sec

I'm thinking the amounts of exposive & other parameters might be modeled for in-game effects/results and might not necessarily reflect RL values.
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Last edited by salmo; 02-11-2012 at 12:46 PM.
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  #2  
Old 02-11-2012, 08:29 PM
335th_GRAthos 335th_GRAthos is offline
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Posts: 1,240
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Quote:
Originally Posted by salmo View Post
For what it's worth. In-game, the 40mm Bofors MkI gun has the following specs:

RateOfFire: 60 rounds per minute
ActiveRange: 15 m to 4000 m
Clip: 8 rounds
ReloadTime: 1 sec
Reserve: 1000 rounds

With two round types:

Type: MkI
Mass: 0.88 kg
Projectile spec: ArmorPiercing 0.4 kg / Concussion 0.05 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Contact
Projectile lifeSpan: 20 sec

Type: MkIIIT
Mass: 0.93 kg
Projectile spec: HighExplosive 0.5 kg / Fragmentation 0.067 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Timeout
Projectile lifeSpan: 20 sec
Awesome!

Hold on a moment... only two types of ammo!
Oh Jesus, what a whining this will be.... ROFL!


~S~
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  #3  
Old 02-12-2012, 12:01 AM
Skoshi Tiger Skoshi Tiger is offline
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Location: Western Australia
Posts: 2,197
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If this doesn't get them looking forward to the Bofors Gun then nothing will!



I wan't the co axial Bren Gun on mine please!


Cheers!
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  #4  
Old 02-12-2012, 12:18 AM
BadAim BadAim is offline
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Posts: 984
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LOL! Damn the naysayers! Full speed ahead with AAA!
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  #5  
Old 02-12-2012, 04:12 PM
5./JG27.Farber 5./JG27.Farber is offline
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Posts: 1,958
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Quote:
Originally Posted by salmo View Post
For what it's worth. In-game, the 40mm Bofors MkI gun has the following specs:

RateOfFire: 60 rounds per minute
ActiveRange: 15 m to 4000 m
Clip: 8 rounds
ReloadTime: 1 sec
Reserve: 1000 rounds

With two round types:

Type: MkI
Mass: 0.88 kg
Projectile spec: ArmorPiercing 0.4 kg / Concussion 0.05 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Contact
Projectile lifeSpan: 20 sec

Type: MkIIIT
Mass: 0.93 kg
Projectile spec: HighExplosive 0.5 kg / Fragmentation 0.067 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Timeout
Projectile lifeSpan: 20 sec

I'm thinking the amounts of exposive & other parameters might be modeled for in-game effects/results and might not necessarily reflect RL values.
So basically this value should be Contact and or 20 secs.... Then it would be realistic. So I suppose now someone needs to report it was a bug/unrealistic, unless someone comes along with any other evidence.

Last edited by 5./JG27.Farber; 02-12-2012 at 04:16 PM.
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  #6  
Old 02-12-2012, 05:07 PM
pupo162 pupo162 is offline
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Posts: 1,188
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Quote:
Originally Posted by 5./JG27.Farber View Post
So basically this value should be Contact and or 20 secs.... Then it would be realistic. So I suppose now someone needs to report it was a bug/unrealistic, unless someone comes along with any other evidence.
i believe the line "Projectile lifeSpan: 20 sec" is the time after wish the game ignores and stops processing each bullet. i believe its a factor common to every single bullet in the game, evne those who are nto explosive. (LMG)
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  #7  
Old 02-14-2012, 12:08 PM
salmo salmo is offline
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Posts: 632
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Quote:
Originally Posted by 5./JG27.Farber View Post
So basically this value should be Contact and or 20 secs.... Then it would be realistic. So I suppose now someone needs to report it was a bug/unrealistic, unless someone comes along with any other evidence.
You have to remember that timeout fusing is an in-game name given by the programmers, and may not necesarily code only for shell exploding after timeout is reached. For all I know, the code for fuse: timeout may already included timout and contact.
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Get the latest COD Team Fusion patch info HERE
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  #8  
Old 02-14-2012, 01:21 PM
Oldschool61 Oldschool61 is offline
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AA in WW2 used a proximity sensor that used radio waves that would bounce off aircraft and when the sensor detected the signal it would explode.
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  #9  
Old 02-14-2012, 09:07 PM
WTE_Galway WTE_Galway is offline
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Posts: 1,207
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Quote:
Originally Posted by Oldschool61 View Post
AA in WW2 used a proximity sensor that used radio waves that would bounce off aircraft and when the sensor detected the signal it would explode.
Not in the Battle of the Britain they didn't. That is about 3 years too early.

Proximity fuses did not show up in the ETO until the Battle of the Bulge.
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