General Japanese & Thai Ground Forces Discussion HQ

It uses 30x113 mm chain gun or Northrop Grumman M230LF Bushmaster, a ground based version of the Apache’s main gun so its primary ammunition against ground targets is M789 High Explosive Dual Purpose (HEDP) with 51mm pen at pointblank in the game.

But as a drone hunting vehicle or SPAAG it will be using the XM1211 Proximity (High Explosive).
Sullivan_20210930_6175resized
A specialized round designed for Counter-UAS (drone hunting) . It uses a sensor to detonate near a target, making it highly effective against small, fast-moving drones.

Could definitely be something we could use to fill upp the SPAA branch.


Let me know what those four radar things on each side are if you do know. They also appear to have different shape than the one that shown during Cobra Gold which are rounded rather than square shaped

Anyway, the Ho-Ni I got one extra crew putting a total crew member to four like Ho-Ni II.

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could it be a acoustic detector?

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Insane amount of firepower from Thai BTR-3E1.

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Photos of SUB-I-II along with information about its development.




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I’m doomed… It is realistic.
at least more than for Leo’s that almost only have an empty metal basket.
I wonder how much time we’ll need to see a buff for NATO tanks, and I don’t even think we’ll get something as that for ex-USSR tanks.

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Royal Thai Army and U.S. Army launch “Hanuman Guardian 2026”(Mar 9–20). About 1,000 U.S. troops are training with the Royal Thai Army, and 17 Stryker armored vehicles will be transferred to Thailand after the exercise.

Spoiler

Dragoon for Thailand?

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The problem is that Gajin is just looking for any excuse to nerf NATO/Western tanks. Damage to the turret basket doesn’t disable traverse, unless the motor or gearing itself is damaged

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Yeah, I really don’t like how they do the new modules. They’re nothing more than an unrealistically big target for spall to hit in a damage model that is already unrealistically empty and suitable for spall to spread.

Instead the module should probably be split into multiple parts, the actuators that are actually part of the turret drive and vital to it functioning and the basket itself that should provide an additional obstacle for some spall to catch on. Also when there’s backups they should be separate, we don’t need an “FCS” type situation where the entire control for the gunner is also taken out because the commanders screen (that should be optics, not FCS anyways) was hit.

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Gaijin: Don’t care, if you don’t like just leave; if you don’t leave then I has to assume you like it. (They really said this🤦‍♂️)

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I’m pretty sure modern turret baskets are designed for the reasons you mentioned, to actually make sure the turret drive doesn’t get hit. I do remember voting for more detailed vehicle modules, but I did it out of principle because I thought it’d be interesting to see. However, I also remember talking to someone about how Gaijin was sure to mess it all up, either on purpose or not, and give USSR/Russian tanks the usual benefit of the doubt.

I’m not too sure, but I’m pretty sure that hitting the turret “basket” of Soviet tanks doesn’t disable the traverse in the same way it does for Western tanks. And now I’m kinda annoyed because I’ve been getting killed frontally by 30 mm autocannon, so now I won’t even be able to fire back

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Yeah I did that too, I was hoping we could see the interior modules of tanks more detailed, new components with different and maybe new roles. I thought survivability might be more of a tradeoff where more functions could be assigned to their vital components, but in return we’d get a more filled out interior including more non-vital parts (like most of the turret ring) that can actually catch spall and improve survivability in some cases.

Instead we got overly bloated modules with no purpose than to add a weakpoint, like driver controls that are destroyed for a hit to the glove compartment, FCS that takes out all control input from multiple crew no matter where on the massive multi-part module it’s hit and the worst implementation of a power system I could’ve imagined. All of them only have one thing in common, their only function is “disables X other modules” without anything in return for it being there like actually improved function for the components they represent.
It’s like they only added them to make tanks weaker, not to improve the game or even add realism.


For an example, why is this?

This “Electronic Equipment” disables IRST and LWR. I am not sure if this really is where the IRST would be, but it’s absolutely not where the LWR is and Gaijin even know this. The LWR is even modeled as a separate module (but one that doesn’t tell you what it does).

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LWR module

So why not just make the LWR a module directly? It adds a function and a purpose and makes sense. Ideally even split it into different areas of coverage for the sensors themselves so that unless the system at the back is hit it might only affect it partly, but as long as LWR is a universal 360° thing it’s fair to be one big module.

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Yeah, it really makes no sense. Granted, adding more detailed modules that the technology of the tank relies on was always going to make it “weaker” by making it more realistic. However, the way Gaijin went about doing it makes no sense. It’s just unrealistic. Like you pointed out, damaging the electronic equipment shouldn’t disable LWR. Maybe that’s a bug report?

Owari da

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Is that a different configuration of the double barrel? I would love to use this Type in such lowprofile configuration

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The cannons can be raised and lowered.

Type 60 elevation

Personally I’d really like this feature to be bound to the radar on/off key like some sights are so you can switch between low profile and better traverse.

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Yes, i would love to see that too. But with the ability to shoot from lower

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It is, although unfortunately without the recoilless rifles. Gameplay wise it would probably be usable when compared to the Type 60 ATM, but the main issue is that there is no additional missile storage on board.

Realistically, the M24 ATM will still be the most effective Type 64-armed vehicle left to add.

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They need to add the Type 60 ATM Kai to unlock its full power.

Spoiler

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What I see is just another suffered vehicle. The Type 64 MAT is so bad that it can’t even consider as a decent weapon in 3.7

I don’t see anything.🧐

I never found the missile to be the issue, only the poor chassis of the Type 60. Yes the speed is poor, but the penetration and damage is as good as any other early ATGM. Combine that with the mobile chassis as the M24, and it should be somewhat easy to use on oblivious tanks you have flanked yet cannot quite kill with the 75mm.

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