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2. Armor, provides ability to make turret rings/cupola hatches
3: https://imgur.com/a/jWd74zB
4: It'd let us use cupolas as hatches, alongside providing the extra detail to help shape out the turret ring on applicable vehicles.
Remember to use the formatting for next time Nyet :)
Or maybe try experimenting with autoloader cannons (for example: 4 or 3 shells in magazine with short reload in between and longer reload for reloading all shells.)
2. Provide protection and aesthetics in addition to the flat ones already in the mod
3. Picture the ERA blocks we already have, but sloped.
4. Lots of modern tanks have ERA blocks mounted on the front slopes of their hull. Adding sloped variants of ERA blocks allows players to re-create those designs. Some simple 1x1 & 2x1 slopes would be a great addition imo.
1. Corner/side armor for your 25mm/62mm/100mm armor blocks. We cannot connect the front and side armor, which results in awkward "cross" shapes with the turret and chassis of our tanks. It'd be nice to have one to complement every variation, so we can choose which thickness we want to use. Look at the Merkava mk 4 MBT, K2 Black Panther MBT and the T-90 MBTs to see how sloped side and corner designs should be.
2. More plate armor to match the sloped armor since the only ones that actually match are the 25mm quarter plate with the 62mm 4 (1) slope and the 62mm 7 (3) slope with reactive armor slabs. Everything else is out of alignment and clunky.
3. Sloped frontal, side and corner ERA blocks. All modern tanks have this. I think this is pretty much what would make our tanks look amazing and more effective. It is a staple of modern tanks. Look to the T-90M MBT and Leclerc MBT for their large ERA composite slabs. Especially on the turret and side skirts. That'd be amazing to have sloped ERA slabs for the side skirts.
4. Increase the amount of resistance your armor blocks have. They are simply too weak and far too heavy for practical use in combat when it comes to using your weapons. Using just your armor blocks brings the weight of my tanks up to 70 - 80 tons and provides little to no protection. All your weapons do a ton of damage, to the point where I am forced to use the Graphene armor mod because otherwise, I would need 8 or 9 layers of armor in order to stop a single round from a 120mm gun from decimating my tank. Modern tanks have thick armor and are certainly heavy but nowhere near the amount that we must use in this mod. So, increasing the resistance rather than the integrity would help a great amount. Or just create a new material that performs similarly to the Graphene armor mod instead that is low in weight and high in integrity and resistance, which is what modern tank armor should be all about.
5. Military camouflage skin looks very bizarre and awkward on every single armor block with the exception of the ERA slabs you have. Consider making it so that it all matches across all blocks like how Keen has done it. I have to use the carbon fiber skin across all my designs as it's the smoothest and least awkward looking one.
6. You may want to consider adding smaller optics that blend in with the armor around it. Smaller and thinner camera blocks would be very ideal here to allow us to have more complex designs while still having visual awareness in combat. Perhaps look at the T-14 Armata and the Leopard 2SG MBT to see what sort of optics I'm talking about here, they're small, compact and tucked away in niche areas on the tank chassis and turret.
7. It's a tiny nitpick but your smoke grenade launchers take up an entire block rather than a half block, which means I don't really have many options to place them. It'd be nice to place them under the turret like the T-14 Armata.
8. Add a camera that can follow the main gun elevation as a gunsight. Your gunsight cameras are great but they're nightmarish to work with and place on the main gun so it doesn't look like a floating phantom.
9. Add modern tank track models. Like the Leopard 2 MBT or K2 Black Panther MBT. A track that fits the 1.5x half wheel suspension wheels (which is the realistic and accurate size of tank wheels irl). Create a model for both 6 and 7 wheels with 2 gears at the front and back. It does not need to be physical, but do consider a simple rotating animation that activates when the wheels are in motion.
10. Perhaps a RCWS with a 12.7mm or 20mm machine gun? Look at the Mergen RCWS mod on the workshop. It's fantastic, and I think you might want to have a try creating something like that in the future but it isn't very crucial right now.
Thank you for all your brilliant work, AWG, and I hope that you keep it up. Everything you do here is amazing, and I can't stress enough on that. Your mods have brought me literally several hundreds of hours of enjoyment in this game and allowed me to create some really cool and practical designs.
I hope you choose to implement some of these ideas into your mod! :D
1. Remove the pitch and roll axes, leaving only the yaw axis of the existing transmission unit.
2. The tank can only turn left and right-the yaw axis of transmission block is responsible for this. Lifting the nose of the tank with the appropriate mouse movement, and even more so its roll is not necessary. If this functional gyroscope (transmission unit) stops intercepting the extra two axes of movement, the built tank will become more realistic and physically correct to control.
3. The appearance has already been created in mode - the tank transmission unit. The changes will only affect the block settings.
4. Now it is difficult to adjust the control of the tank with such a transmission - if you move the mouse, the tank rotates on three axes, like an airplane - this is unrealistic and inconvenient. If you turn on the interception of the movement of this gyroscope, then, receiving signals to turn the tank left and right, it tends to keep the tank on the other two axes in balance, as a result, the tank does not tilt under its own weight in accordance with the terrain where it should. It would be great to fix this =)
This is the wish of the inveterate tank designer SE. I hope you'll listen. Thank you, have a nice day))
1. Fix camouflage skins on your blocks, especially the sloped armor blocks and plates included in the CWP pack. The only skin that I can really use for any of my tanks that doesn't make it look awkward or strange is the carbon fiber skin. It'd be really nice to have this feature!
2. Side slope options for the 62mm 4 and 62mm 7 slopes. More modular, like modern tanks, so we can form more interesting turret shapes and designs. To add to this, it would also be nice if we could have 4mm, 25mm, 50mm and 100mm plates that have slopes to align with these particular blocks. I've asked for this in my previous suggestion but I'm hoping you're able to add something like this, it'd be really helpful as I feel that I'm very limited in what I can do as a tank designer right now. Would be awesome if we could create turret shapes like that seen on the Merkava IV, K2 Black Panther, Leclerc, Leopard 2SG and so on forth!
3. More ERA options, especially sloped ERA blocks, for the front slopes (like the 62mm 7 slope pack) and corners of turrets along with flat ERA panels for sides. Look at the K2 Black Panther front glacis on the chassis, you can see sloped ERA panels there as well as on the turret front and sides. That's the sort of thing that'd be really nice, so we have more modern and modular looking tank design options.
4. Reduce recoil on the 120mm smoothbore & rifled guns, 125mm gun and especially the 130mm gun. They are just simply too much. These guns are almost tipping over my tanks at 50+ tons. A current tank design of mine is around 72 tons, when I fire the 125mm gun, it will lift my tank up and almost tip it over. If you look at real life tank footage, none of these guns should even come close to tipping the tank over, especially at 70 tons. So... It would be nice if you could edit the recoil to match real life counterparts, AWG.
5. Perhaps an APS of some kind? It's probably not possible, but it'd be cool if there were works to incorporate some kind of APS to add to our tanks. Perhaps something that can track and destroy incoming projectiles, it shouldn't be too difficult if they are physical rounds too.
6. More optics, perhaps a CIWS, some periscopes that are small enough to fit just underneath the turret like in more modern tank designs and don't stick out like sore thumbs. Maybe more camera options?
7. I did previously mention that the current projectiles from your weapons just punch clean through your armor blocks, even with ERA and NERA. Maybe consider increasing the resistance and health of your armor blocks, especially the layered ceramic alloy armor that you have in the CWP, increase the resistance enough that you don't end up increasing the weight too much, that should do the trick! :D
Again, thank you very much for creating these things, you've been adding lots of awesome stuff and equipment, and I've noticed that you've added some of what I've suggested previously, so thank you for that. Keep up the good work!!
I never asked to buff the armor beyond reasonable measure. I asked to make sure the armor can actually handle the weaponry that is in this mod pack. Have you actually tested anything in this pack that goes beyond WW2 weaponry? 120mm and above just punches through anything. It damn near punches through blocks from the graphene armor mod, which I have to currently use, otherwise nothing stops these rounds.
When your weapons are nearly destroying blocks from OP mods, that's when you should reconsider weapon damage. The modern weapons in this pack are overpowering any armor blocks from the same pack, they go straight through at least 7 layers of 62mm armor, 4 layers of 100mm armor, and 3 layers of ERA blocks along with 2 layers of NERA blocks.
Do you realize that a tank that is roughly 3 meters wide, 2.2 meters tall and 9 meters long would weigh at least 110 or so tons with that sort of armor alone? And it doesn't even stop a round properly? Even when the armor is spaced? Something is wrong here, very wrong.
I've been working with these weapons for a very long time and I can safely say that the armor either needs to be buffed or the weapons need to be nerfed. Let's not even start with the recoil of these guns nearly tipping over tanks that are above 60 - 70 tons in weight as well.
You have never seen any of my tank designs before. I haven't posted any works for a very long time. But I have seen your designs, they only consist of WW2 designs, which tells me that you really have no clue what you are talking about. You haven't got any particularly impressive designs under your belt to boot, which makes me question if you even realize that you're out of your depth here when it comes to tank design philosophy.
I value accuracy and realism in my designs. If you haven't got anything constructive or helpful to add to the discussion then we're done here.
The armour can already handle the weapons, yes a modern class 4 APFSDS-firing machine is hard to stop, thats the point. The downside is its like firing needles and does ♥♥♥♥ all to the interior. Your changes are not reasonable for this reason, it would just turn every fight into a 5 minute slugfest. (they already can be with certain designs)
A tank 3 meters wide, 2.2 meters tall and 9 meters long would weight a lot, thats the nature of tanks. But the abrams IRL is taller, wider and almost as long yet all it takes is one good shot to disable it. Much like how it is with these mods. Funny how that works isnt it.
Recoil is exaggerated for gameplay reasons, but any MBT worth their salt in armour should handle even an rh130 fine (you're mentioning 60-70 tons) this is definitely on you.
Good luck using my workshop as a basis for my designs, the only things I post now are arty replica builds. about 97% of my other works are locked away in my blueprints.
If you value accuracy and realism above all us, let me direct you to actual tank simulators like upcoming GHPC or Il-2 tank crew. A modded space lego game full of sci fi tropes probably isnt ever going to satisfy you.
Oh and by the way, there is composite armour. No need to stack 62mm plates all the time. Combine that with some real ERA on the outside and you can stop APFSDS shots quite easily
Please download the Text API mod and check armor & damage numbers if you haven't already. Composite armor is significantly less than ERA, and weighs twice as much. NERA weighs almost as much as the composite and offers far less armor, which is a bit ridiculous. There's a clear disparity in the weight of these armors compared to their real life counterparts.
You clearly haven't been working with these weapons if you're saying that armor in this pack can stop a 130mm without ridiculous bulking up. I literally have discarded composite because its weight does not justify its armor numbers, perhaps if there was a resistance stat added to it, it would make more sense.
You should be forced to search for and hit actual weak spots in order to disable or kill a tank. Side armor, turret bustles, engine compartments, tracks, etc.
Recoil is far too exaggerated and does not spice up gameplay but makes it really difficult to do anything without tipping over a tank by accident. I still stand by that this needs reworking, particularly for the 130mm. If you've seen these guns fired in real life, at most, it will give the tank a brief nudge and knockback.
I have already built many vehicles that stop these rounds. The fact is that you have to overengineer them in order for the armor to actually do something, and they weigh far too much as well as tipping over.
The M1A2 Abrams is 70 tons with combat weight and is able to handle sabot rounds to the front hull armor. In fact, documents say that it couldn't even be penetrated with its own gun from multiple angles and sides, and they only managed to achieve penetration through the turret bustle at the back, which activated the blowout panels and still didn't damage the tank. The tank was back in service within a few hours with a new turret.
There was also a Challenger 2 MBT that took perhaps five to a dozen RPG warheads from all angles when it was disabled and pinned down in an urban area, and they managed to put that same MBT back into service after repairs.
So, data does show that modern armor is capable of allowing tanks to endure slugfests. But thank you for mentioning the simulators!! Honestly speaking, Space Engineers is the closest thing I could find that would allow me to craft tanks designs of my own in this fashion... So, yeah, it's more of a means to an end.
The upgraded abrams are pretty chunky but I find it hard to believe that their own gun can only penetrate the turret rear. A source would be nice, and a random youtube video doesnt count.
CH2 is much more believable because rpg's are HEAT warheads and not darts. Replicating that in SE is easy, see my point above about ERA and C-3. Spaced armour can also do a lot with earlier HEAT cannons.
Tanks can indeed have slugfests, but those are outliers.Though they can still happen in SE. Its just no fun when EVERY battle is a slugfest.