Author Topic: Tank sights  (Read 3286 times)

Offline THeTA0123

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Re: Tank sights
« Reply #15 on: 10-03-2011, 22:03:54 »
Nah, ok... If it was developed in this way...
See i told ya i was right yesterday on 762  ;D

I WAS right! IS MIRACLE!

Well, i knew the reason, but I didn't know why theres side deviation only in some situations - I mean closer range.  ;)
Its okay

let us all drink a tyskie on it!
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Offline Kwiot

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Re: Tank sights
« Reply #16 on: 11-03-2011, 00:03:54 »
But I haven't ever forbidden such thing!  ;D

Offline Butcher

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Re: Tank sights
« Reply #17 on: 11-03-2011, 15:03:12 »
Hey,

I dont think its worth starting a new topic about this, but it roughly has to do with tank sights:

the wirbelwind and sdkfz 222 dont have free-look mode (ctrl)

why is that? i mean they are both anti air vehicles (sdkfz222 not totally but can be used as such as in reality) and the vision you have in them is already very restricted. i think its pretty annoying that you always have to turn the whole turret to spot a plane. and as anti air vehicles i think they need it more than every other vehicle. I cant believe that they are THAT overpowered if they get free look.

thx
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Offline THeTA0123

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Re: Tank sights
« Reply #18 on: 11-03-2011, 15:03:34 »
Yes Wirbelwind is OP AND historical inaccurate (it had a slow rotating turret IRL not this super rotating turret)

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Offline Butcher

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Re: Tank sights
« Reply #19 on: 11-03-2011, 15:03:31 »
Yes Wirbelwind is OP AND historical inaccurate (it had a slow rotating turret IRL not this super rotating turret)



well, then whats about achilles/ m10? i heard they didnt have a powered turret. the crew had to do it themselves. - so dont talk about inaccuracy.

i was just talking about the free look, i think an anti air vecile should have it. you cant use the wirbelwind taht well against infantry because the sight is already restricted (yes even if you have free look, you dont see the lower half of the map). of course this (free look mode) has to go with the crusader AA also then.
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Offline THeTA0123

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Re: Tank sights
« Reply #20 on: 11-03-2011, 15:03:34 »
Yes Wirbelwind is OP AND historical inaccurate (it had a slow rotating turret IRL not this super rotating turret)



well, then whats about achilles/ m10? i heard they didnt have a powered turret. the crew had to do it themselves. - so dont talk about inaccuracy.
and issent that ingame?the super slow rotating turret?

Quote
i was just talking about the free look, i think an anti air vecile should have it. you cant use the wirbelwind taht well against infantry because the sight is already restricted (yes even if you have free look, you dont see the lower half of the map). of course this (free look mode) has to go with the crusader AA also then.
My guess to prevent it from being a infantry rape machine, wich it was and still is.
The crusader AA issent like that because everyone can easily shoot the driver out of the turret. This is not the case with the wirbelwind.
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Offline Atkins

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Re: Tank sights
« Reply #21 on: 25-01-2012, 10:01:45 »
On a related matter. Is there going to be some sort of fix for the axis tank sights?
Now they are less useful and more difficult for estimating distances than allied sights that have a distance scale.
It should be the other way around so that axis sight is easier, faster and more accurate for adjusting distances.
If it is not possible to add the setting-of-distance to axis sights, how about adding some artificial scale to the side or something.

I know, old topic, but still timely so I repeat the question above.

Any chance that there will be feature where u can adjust the sight range for axis sights like in DH/RO/RO2/I44 for example?
It is frustrating trying to "adjust" the sights now when all you got is empty space under and over the axis sight's triangle. Add the hovering aiming style of a mouse-aiming to that and it is really hard trying to hit stuff that is far away and then try to adjust your aiming when all you got to work with is the triangle and a whole lot of empty space. Most Allied sights at least have the horizontal lines as a reference for adjusting aiming.

If the game engine is blocking a way to adjust the triangle's "height"? Perhaps just go ahistorical and add horizontal lines to axis sights as well?

Offline hyperanthropos

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Re: Tank sights
« Reply #22 on: 25-01-2012, 15:01:21 »
I know the Axis tanks sights can be difficult from time to time on longe distances (espacially with the Panther if you ask me), but since those problems can be solved by experience for about 90% I think its okay.

I`d love to see different sights for different ammo and so on, if its possible. What I very much wouldnt like would be historically incorrect sights, just to solve some minor problems. (I dont want to sound mean or arrogant, but I thinks these Problems are just not that important)

P.S.:

Freelook for SDkfz 222, AA Tanks, the MG42/34 Lafette (and the other Tripods), AND A UNBLOCKED FREE LOOK FOR PANZER III and IV.


Greetings.

Offline Mazz

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Re: Tank sights
« Reply #23 on: 25-01-2012, 20:01:09 »
You find the Panther's sights the most difficult? At least the round travels at high velocity.

Most axis sights are actually better centered on the midpoints of the trangle sides (left or right depending on gun) rather then the centerpoint or outer corners. In FH .6 the IVH's sights used to be calibreated to the exact right corner, it made things like shooting through windows at range a breeze. Ah the good old days.

The M36 and Pershing have the worst sights IIRC, they are way off. Pershing isn't on any stock maps though and technically not finished in stock.

I will agree the Allies sights are generally easier to use, just due to the less clutter at the actual point of aim and the area directly beneath that.
« Last Edit: 25-01-2012, 20:01:24 by Mazz »
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Offline Tankbuster

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Re: Tank sights
« Reply #24 on: 26-01-2012, 08:01:32 »
There is a Pershing in game ???

Offline ajappat

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Re: Tank sights
« Reply #25 on: 26-01-2012, 09:01:45 »
Just as mazz said. Isn't in any maps yet, only in files.

Offline Oberst

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Re: Tank sights
« Reply #26 on: 26-01-2012, 11:01:44 »
With the most german tanks it isnt a problem, as they have a very high muzzle velocity.

But what about the Panzer IVD and F1 Version? They are nearly useless against tanks, although they still able to penetrate most armor on africa maps. Even on range.
Would be nice to get a little boosts of this tanks.

They next thing was mentioned before, Panzer IV and III and the Grant and may some other vehicles need a better free look.

Offline Atkins

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Re: Tank sights
« Reply #27 on: 26-01-2012, 11:01:39 »
I can understand that it is possible to learn to master the axis sights even though u are working mostly with empty space as a reference when u adjust the sights and the view distance is mostly so low in maps that I suppose there isnt that much engagement beyond 400ish meters. I am still protesting that axis sight design should be the easier for aiming cos of the sharp triangle top. Other players that have played more realistic tank shooters have said the same thing to me about this matter. Axis sights are just not right. I am not talking about misalignment issues, which are a separate issue and ofc should be looked into as well.

Couple of ideas how to alleviate Axis sight-issue;
- Set the triangle top to 400m by default, that way it is easier to adjust the sights around normal engaging distances. Downside is that it is a bit counter logic. But perhaps just plain write 400m beside the triangle top to indicate this.
- Let the player choose in the options or ini files the range for the top of the triangle.
- Add little just barely horizontal dotted lines under the triangle which could be used for reference.
- Actually make the sights work like they should IRL.

This might be minor issue to some but to I find it somewhat annoying issue. Might be cos I am used to more realistic/immersive tank behavior. But I don't see any harm trying to get the sights to working as realistic as you can and perhaps FH2 might attract to more immersion (realistic) oriented players from other games...

Offline Thorondor123

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Re: Tank sights
« Reply #28 on: 26-01-2012, 11:01:11 »

But what about the Panzer IVD and F1 Version? They are nearly useless against tanks, although they still able to penetrate most armor on africa maps. Even on range.
Would be nice to get a little boosts of this tanks.

Those were infantry support tanks. The short, low velocity 75 mm L/24 gun was designed to fire HE shells. For self defence, they also carried HEAT shells to use against enemy armour.
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Offline CHRISTIEFRONTDRIVE

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Re: Tank sights
« Reply #29 on: 10-02-2012, 08:02:14 »
Has anyone ever done a little write-up teaching new players how to aim with tank sights? Explained what the various triangles, notches, lines and circles mean? I am getting pretty good from experience at aiming the guns on most tanks, but this is just because of earlier trial and error. I don't feel like I'm thinking about aiming, lining up my sights, taking variables into account, etc., I just sort of aim it like I would a rifle. Even if I can aim alright in a Panther or Panzer III, I don't know what the theory behind the triangles are for. Even if I can aim alright in a StuG, Marder, PaK 36, etc., I don't really comprehend or appreciate the gun sights, I just pretend it's a big rifle.

Anyone know if there's somewhere I could find an editorial like this, with the gun sights/optics from all/most tanks and anti-tank guns, explaining them?
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