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View Full Version : West Germany OOB - unit 074 -- Jaguar-1


EpoletovSPR
June 11th, 2010, 07:32 AM
This unit cannot make smoke (for it is available 5 smoke round).

Probably at others "Jaguar" the same.

thatguy96
June 11th, 2010, 07:56 AM
The Jaguar 1 had a bank of smoke grenade launchers on its rear deck as can be seen in this (http://www.panzer-modell.de/referenz/in_detail/jaguar1_at/bh002g.jpg) picture. The Jaguar 2 had the smoke grenade launchers on the front of the hull. It appears to be the same arrangement that was fitted to German M113Gs.

Mobhack
June 11th, 2010, 09:01 AM
This unit cannot make smoke (for it is available 5 smoke round).

Probably at others "Jaguar" the same.

It is of a class that gets smoke ammo for its main gun, but it has a missile and not a gun.

The smoke ammo is not for smoke grenade dischargers (D key) - but for the X key, (slot 1 main armament smoke shells) which I have tried and it works. But it should not have such smoke ammo to launch from the missile tubes ;)!.

We will need to put in some code to check the slot 1 weapon for an ATGM class weapon, and delete any smoke ammo issued if such is present. (X key smoke uses the slot 1 weapon characteristics - e.g. range)

Andy

EpoletovSPR
June 11th, 2010, 11:11 AM
I have checked up still time.

July 1985
West Germany
Jaguar 1
Smoke 5 round
Create battle
Press button "X" -- no results, no smoke.


It has begun after has been destroyed ATGM Co.
At it was not Smoke and Soviet T-80 have caught up with them... :re:
It was in mine Campaign. :)

Imp
June 11th, 2010, 05:34 PM
As said its an error fires using weapon 1 rather than as a discharger.
As weapon 1 is an ATGM probably has a minimum range which it cant fire in including the smoke

Mobhack
June 11th, 2010, 06:40 PM
As said its an error fires using weapon 1 rather than as a discharger.
As weapon 1 is an ATGM probably has a minimum range which it cant fire in including the smoke

Quite probably - my quick lash-up test was firing the smoke at 10-20 hexes, did not try in close (where min range for an ATGM might kick in).

Anyway - it does not matter, since the new code when slotted in will simply nuke any smoke ammo issued if the slot 1 weapon is not a proper gun with big enough bullets (WH 3 seems to come to mind?).

Andy

EpoletovSPR
June 11th, 2010, 07:09 PM
As said its an error fires using weapon 1 rather than as a discharger.
As weapon 1 is an ATGM probably has a minimum range which it cant fire in including the smoke


Indeed, far probably (range 10-15 hex) to make hex in smoke. :)

PlasmaKrab
June 13th, 2010, 09:11 AM
Anyway - it does not matter, since the new code when slotted in will simply nuke any smoke ammo issued if the slot 1 weapon is not a proper gun with big enough bullets (WH 3 seems to come to mind?).

AndyHow about WH=2? Autocannons should be off, but I assume that older AFV guns under 40mm could also get smoke rounds?

Also wondering about the odd cases where the 1st slot weapon is WH=1 or 2 and there is a heavier weapon in another slot (exemples being the BMP-3 and any APC mounting an RCL or ATG).

Mobhack
June 13th, 2010, 09:46 AM
Anyway - it does not matter, since the new code when slotted in will simply nuke any smoke ammo issued if the slot 1 weapon is not a proper gun with big enough bullets (WH 3 seems to come to mind?).

AndyHow about WH=2? Autocannons should be off, but I assume that older AFV guns under 40mm could also get smoke rounds?

Also wondering about the odd cases where the 1st slot weapon is WH=1 or 2 and there is a heavier weapon in another slot (exemples being the BMP-3 and any APC mounting an RCL or ATG).

The smoke ammo the code "magically" adds on top of any ammo data values specified in Mobhack for HE, etc. is only relevant for the primary weapon in slot 1, as with specific Sabot and HEAT ammo. Therefore any larger weapon fitted in higher slots are irrelevant - especially since its range would likely differ from the slot 1 weapon's.

Andy