reyemmanuel
Posts: 101
Score: 100 Joined: 6/16/2011 Last Login: 5/20/2013 From: BrisbaneQueensland, AUSTRALIA Status: offline
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hello all, I've shot Clark an email regarding some queries below which some of the good rc tankers here may have thought of as well. 1. Wouldn't it be good if the bergepanzer mode be expanded such it can also reload the ammo loadout of the the vehicle being repaired to its initial ammo level. This would in essence provide a sense of logistical perspective when doing battles (i.e., scenarios) or series of battles (i.e., campaigns). This paves way to tank company battles, with 3 x tank combatants, 1 HQ vehicle/bergepanzer, and 1 scout (i.e., halftrack),whereby logistics and recon must be factored in not just simply blasting away. Especially with the iDrive project rolling, this I think would really be enjoyable. For instance, scouts may probe the front with MGs and may take out the HQ vehicles, or flanking manuevers to either keep your HQ vehicle (such that repair, resupply and perhaps reinforcement-tank respawn) or destroy enemy HQ to deny these functions. 2. As to the the MG firing function, would the IR10 be used for this purpose and would just be a simple swap to the HL-provided MG led? 3. Variable IR range toggle switch or add-on board to the TK boards to dial down IR range. For instance, if the max IR range of current technology is about 30 m, then this would be reserved for the modern guns. (Option 5, 30 m range) guns with > 105 mm (Option 4, 25 m range) for 90 to 105 mm as well as 88 mm L71 on the KT's. (Option 3, 20 m range) for 76 mm, 17 pdr, 88 L/56, 75 mm L/70 (Option 2, 10 m range) for 75 mm (Option 1, 5 m range) for guns 37-57 mm
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