More Petard Testing
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- Опубликовано: 18 июн 2024
- Song: CoH2 British Theme
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hiiiiii
Ah, that why its lagged out when i finished watching.
Hey, what about thst Russian tank with aps system?
Is it possible that run parallel from the petard trajectory will detected by aps
Aps vs aircraft missiles? (modern)
To be fair. We’ve never had a need for relative velocity because we’ve never had anything this slow up until now
Also it seriously reduces the reliability of things at edge cases which would cause more raging.
also driving towards the projectile rather than away
@@willyvereb Idk what kind of edge cases you mean, relative velocity is super easy to calculate
@@Gxaps It really isn't when you talk about a videogame and what is online. What you see on the screen isn't really what happens in game so a lot of bugs can happen.
In addition, you got edge cases. Say a projectile travels at 220km/h and your APS sensitivity is 180km/h. If a tank travels to the same direction as the projectile at 41km/h then suddenly the APS won't activate. If the travel is at an angle then it's some fraction of that so usually irrelevant unless you got immense speeds or extremely tiny speed difference between the projectile and APS sensitivity. Regardless it makes APS far more difficult to account for, either to the user or the enemy targeting them.
Again, this is without War Thunder being buggy with this, which assuredly it will. So yeah, it would be a terrible implementation.
@@willyvereb Relative velocity is just missile velocity minus target velocity, assuming they have the correct vector subtraction methods set up which there is no reason not to. All of this is happening on the server too so it would add virtually no additional desync issues.
It could literally be like
if ((tank.Velocity - missile.Velocity).LengthSquared() > tank.APS.MinTriggerVelocity * tank.APS.MinTriggerVelocity) {
// do aps stuff
}
Basically the projectile is so slow it travels through multiple dimensions before landing, thus such deathcams
So slow to where aps is distracted making fun of it to where it isn’t doing its job now 😭
Those deathcams clearly shows how petard avoid any APS system
Least broken Petard death cam:
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"Petard, petard, petard"
smooth landing
@@EL100TIFIKO_01 -160 fpm
butter
I'm petarded
we all are
Petard is like PO-2 but tanks
What about increase projectile speed from hill/montain?
Yea - it will be hard to find this place, but projectile get speed up when go down.
"Super duper modern active protection systems" vs glorious Petchad goes exactly as expected
Ah, that music from Company of Heroes 2, when you hear it, all you see is an image of a waving flag or the British or, of course, Oberkommando West. beautiful memories and a beautiful episode
The game is still alive and has even more players than coh3!
we love (hate) the petard
How many (r)petard testing will there be???
i think only two
@@Zenturion7try t55amd it has 10ms
When you said "Relative Velocity" i thought you were going to be driving forward then shoot with the Petard but instead the vehicles with APS were moving.
Too slow to make speed sadly
@@Zenturion7 what about both vehicles moving at the same time? Still no difference?
@@apocsyn5889 probably could test that later, but the speed difference over 50m/s didn't yield anything sadly
devs forgot to code the part where could add velocity by moving lmfao they just do a check on the stat of the weapon and call it good enough
What other situations would even need that mechanic?
think about the time it would take, versus the almost non existent benefit.
now, now what would you do to calculate relative velocity? not that simple right?
@@burner33 isnt being dedicated to 'realism and historical accuracy' something theyre priding themselves on these days or are we gonna pretend they arent so that we can win an online argument? lol
@@nimportepas do you understand how little difference relative velocity would make in this context?
@@nimportepas also war thunder is not really that realistic anyways, to the point where they dont really market it as much like that anymore. it is somewhat historically accurate though bu in term of realism, they are only better relative to world of tanks or something
Re- ah, petard, nice.
Love the coh2 music in the background!
what if the petard is moving itself while launching? it should add a good chunk of speed to the projectile
It's a Churchill, what speed are you talking about?
@@user-vgrau through the power of friendship it shall go half the speed of its gun velocity
@@user-vgrau Churchill's top speed is 7,77m/s. The speed of the petard is 50m/s. Add them up.
the slow blade penetrates the sheild
great experiment but unfortunately the snail does not do math
I guess you could call this petarded testing
I thought you would drive with the Churchill to add velocity... 28kph is almost 8m/s.
Can also try shooting down from a cliff to improve the energy retention.
Or shoot from much closer, so the petard loses less velocity.
You need to try it again but this time with the Churchill in motion, from what I have been able to test it increases the maximum distance of the projectile in motion, so in theory it should work
They just nerfed the a-6e TRAM with the new update by downgrading its thermals to gen 1
Gotta love the coh2 reference
Based and petarded.
You should try driving the AVRE at the tank with APS since I know velocity inheritance is coded for sure, this should add about 7 m/s to the projectile.
Would it detect if you fire the petard right next to a tank with APS? Because the max velocity of the petard would be at launch or right after launch
honestly i think its just programmed for the APS to only target things somehow classed as missiles and not what technically is a normal shell according to the game
Petard making APS Petarded
Looks like people need to cry about relative velocity in forums for realism
Did the update broke the abrams ammo layout?
Some of my rounds (i brought 21 rounds) are in the secondary storage
Because normally all 36 rounds should be in the turret, now it's different
yay
my mind: for why?
Harrier GR7's flare pods no longer work
Maybe soviet "drozd" aps can do it?
Do you think it could do the Same thing but with other old artillery or obusiers? (Like the FCM 2C Bis)
Yey he actually did it😂
Hi to everyone
thats so petarded
How about firing from a higher position to make the bomb fall faster, thus adding velocity? Would APS intercept it then?
Alternative, gajin's gotten so lazy and complacent they didn't bother to code in the petard having any reactions to being hit let alone triggering counter measures.
Petarded APS
280 ping all the time holy cow
¿bug report to gaijin for them to fix the non detonating in the air and not triggering of aps?
Hmm
I wonder if soft kill APS can counter a multitude of threats at once or fast intervals.
Not that it would be possible irl or in game,but just a mithbuster mindset.
Talk about some very Petarted aps huh, 137 gigs of storage and yet they cant program relative velocity.
A weapon to surpass metal gear
lol silly gaijin spagheti code
and more?
Reasons why the petard should not be 2.7
What about firing the petard in a downward angle so that it speeds up over 50 m/s?
mmmm big bomb thingy
what about firing it from above so it gains enough velocity?
By chance, could you do a video on how the kf41s aps system works? Cause idk how it works and it would be nice to learn
Pretty sure he already did a video on it
12 player option is not working in air RB do a video on it :)
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How bout the isreali trophy aps its quite strong n mite work
1:43 THE D POINT IS REAL????
what about the Merkava Mk.4M with the Trophy APS? maybe it will work
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