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April 8th, 2009, 09:17 PM
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Re: artillery cluster ammo
You just need to keep in mind one thing. You have 3 majors kinds of cluster ammo :
- the M77, BLU 3, tennis bomb or golf bomb have the size of a 40mm (+/-) grenade and detonate on contact. The major drawback of this desin it's the lake of terminal aiming. So the ammo ares just realase and dispersed one a wide area. Some hit de ground and act as anti personale frag grenade (the heat jet is wasted in the soil), other on the side or various angles. On the final only few sudmunition hit an hard target verticaly on a weak spot.
Another thing some munition could be detonate/disable/deviate in air by shrapnel/shockwave of close exploding ammo.
- BLU 108, Bonus shell submunition incorporate some detector (mainly IR) to track specifique target. This systeme use EFP (Explosively Forged Penetrator) and detonate at an average altitude/distance of 200m (600 ft) from the target. In this case you could see an airburst with a king of lighting under the smoke (the fast traveling projectile). It's more accurate, more powerfull (bigger diameter) but you have less sub munition (2 for the 155 mm Bonus shell vs 64 for the old M77 155m cargo shel).
- the third are the mines but it's another unit for WSPMBT  .
I hope it's could help you to have a better wiew of you videos or pictures.
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April 8th, 2009, 10:15 PM
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Re: artillery cluster ammo
Well the one that blew the turret off was certainly multi burst as said 3 times the area of the tank but I would say set for airburst most went off at about half to 2x tanks height from memory hence you could not see it. May well not have been US.
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April 9th, 2009, 12:08 AM
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Lieutenant Colonel
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Re: artillery cluster ammo
Well, considering that the artillery cluster ammo in the game can easily destroy MBTs that are located 2 hexes away, which do you think are from the above?
(I am not complaning, I have found a solution, never refill them)
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April 9th, 2009, 05:41 AM
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Re: artillery cluster ammo
Quote:
Originally Posted by Wdll
Well, considering that the artillery cluster ammo in the game can easily destroy MBTs that are located 2 hexes away, which do you think are from the above?
(I am not complaning, I have found a solution, never refill them)
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Not quite sure what you meant but from my experince will only kill a tank in hex it lands in splash is only 1 hex total diamater of 3 & wont kill a MBT or possibly if the 1 in a 100 event occurs
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April 9th, 2009, 12:54 PM
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Lieutenant Colonel
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Re: artillery cluster ammo
Then I guess we have different experiences. There hasn't been a battle where CM from artillery will not kill a MBT (and lesser armoured vehicles) from 2 hexes away. I am not saying that every strike on one hex means it will kill 2 hexes away, but the percentage is high enough to make it a frustrating but expected pain when it happens, and it will happen.
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April 9th, 2009, 02:06 PM
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Re: artillery cluster ammo
Okay me bad switched fast arty off yes it seems to if hits anywhere other than front assumed it was just a stray shell landed by it.
Think you suggested & in line with urbans post that it delivers 2 warheads (air more) you could reduce the warhead size to try & stop it hitting more than 2 targets. It does however deploy them at 1000ms on delaying fins so it has time to search for targets & probably should hit 2 most times if in the area.
Tend to keep 50-100m between tanks most of the time if expect it so had not really noticed just took as bad luck if 2 died.
As a note the mortar variety should only hit one (Bofors site & mortar)
The powerful version with sensors should probably generaly hit the top as arty models that it can hit sides more often in fact I think Koh said the penetration is probably boosted to reflect that
Last edited by Imp; April 9th, 2009 at 02:16 PM..
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April 10th, 2009, 01:42 PM
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Corporal
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Re: artillery cluster ammo
Ok, have made another tests  .
LRM cluster ammo :
HE pen = 20, Heat Pen = 10
Target = packed M1A2
HE bombardement :
Almost 50% of Top hit.
Penetration is changing from 0 to 20 vs HEAT armor factor with no "angle of attack" correction.
You have some kills vs hard target but side, front or rear hit will also penetrate softer target like moderne IFV or older tanks.
AP bombing :
50% of top hit
Penetration is changing from 0 (rarely) to 21 (  )with a lot of result between 10 to 14. The problem is the "angle of attack" used for top hit. Is generaly 70° and rarely lower of 30° (looks like a strafing aircraft). The result is a to hight armor factor. Increasing the Penetration will probably fixe that but conduct to have "overkill" against softer target because side or front hit have a lot of angles < 30% 
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April 10th, 2009, 04:07 PM
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Re: artillery cluster ammo
I think pure guess its supposed to represent both types of rounds.
Multi cluster high warhead for spread & good infantry kill.
How the tank killer works not sure no time to look at the mo but would assume if 2 rounds find targets small blast so could restrict warhead so just effects adjancent hexes does it give off a blast or just fire the projectile. The problem as I say is think represents both types.
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April 11th, 2009, 08:14 AM
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Re: artillery cluster ammo
Another try with new setting for the second type of cluster.
Change weapon class for 25 (Top Attack HEAT-Inertial Guidance)
HE Pen : 4
HE Kill : 21 (i have set this value to 22 for most modern weapons)
AP Pen : 13 (BOFOR/GIAT claim a 130 mm penetration for the BONUS shell)
AP Kill : 1 (the ammo detonate far above the battlefield, so the anti-personal effect is probably very low)
Sabot pen : 0
Sabot range : 60 (seen to be the minimum range for 155mm GCT guns).
Result indirect fire (on board or off board):
With AP ammo, a lot of Top hit with low angle of attack (around 30°) and 13 points penetration vs stell Top AF
With HE ammo (classical bombing) it's look good, maybe to many top hit but the HE pen could be reduced.
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