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KrautCommander

Panzertöter

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10th April 2004

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#21 13 years ago
Flakpanzer...A high velocity round can kill, that much is true, but the problem is, its possible for a round to be moving so fast that it simply goes straight through the target, causing minimal damage to the victim. The same concept goes with tank rounds, and AA rounds.

Thats definitely not true for tanks - even a round that goes straight through a tank (sometimes seen with KwK75 L70 or the KwK88 L71) throws enough fragments from the tanks armor with high velocity into the interior to kill or severely hurt the crew - and inoperate the tank that way. For armor piercing and AT combat a high muzzle velocity is always an advantage and low muzzle velocity a big disadvantage - if paired with a high cross section of the projectile you get the problems, the wehrmacht had with it's KwK75 L24 Stummelkanone against the T34.




Mp5-Killa

FH Betatester

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20th April 2004

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#22 13 years ago
NighthawkThe 88mm round should hit before you hear it go off. Thats what made them so deadly as artillery pieces if I'm not mistaken. The explosions would start going off then you would hear the shells coming in so you wouldn't get any warning. I really wish this was how it worked in FH.

Been working this out and yeah that certainly would seem to be the case. If an 88mm shell is travelling at approximately 820m/s, and the speed of sound is roughly 350m/s (depending on the temperature) there could be several seconds delay from either the whistling of the shells or the firing of the guns (depending on the distance from where the 88 has fired). I'm not that great as science but I'm pretty sure that's correct. Pretty cool idea for commander artillary in FH2 ...




LordKhaine

I sing the body electric...

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5th October 2003

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#23 13 years ago

There is a delay to sounds in FH, but obviously due to the small distances you can't tell it very well.

And I second Ladigue, the Panther is a real plane killer. The hard hitting high velocity gun makes aiming fairly easy, and death certain for any fighterbomber hit. I've seen an awful lot of planes shot down by tankers lately, eventually the pilots will figure out that flying slowly in a straight line near tanks is a bad idea ;)




Nishat

iN GaME NaMe: Desert Fox

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19th April 2004

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#24 13 years ago

wait, so do we have to nail the plane straight up? Or does it go off if it within a certain radius of the point in question (the plane)..and if so, Is it a graduated damage system where the closer you are it causes more damage, further away causes less??




Suckyshot

meh I got nothin...

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15th June 2005

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#25 13 years ago

Flak AA shells were basically like midair frag grenades: If you hit it directly with the explosion, that's a plus, but you mostly want it to get close enough so the shrapnel rips their engine(s) apart, or kills the pilot/crew.




BigDom

I don't spend enough time here

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19th November 2005

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#26 13 years ago
sgtsuckyshotFlak AA shells were basically like midair frag grenades: If you hit it directly with the explosion, that's a plus, but you mostly want it to get close enough so the shrapnel rips their engine(s) apart, or kills the pilot/crew.

Exactly... The Flak 88's where used where the target had a consistant path, i.e. predominantly Bomber streams. The altitude could be gauged with accuracy and the shells would have an altitude fuse on them at which point they exploded filling the path through which the bomber stream was flying with bits of flying shrapnel.

20mm and less guns on the other hand where used at lower altitudes and often against marauding fighters and fighter bombers. i.e. where able to track aircraft well and where either using direct impact or proximity fusing to damage the target.




KrautCommander

Panzertöter

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10th April 2004

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#27 13 years ago

but it would be quite hard to implement that Zünderstellmechinusmus for the 88. you could put the height in manually or automated with a device at the 88.




Nishat

iN GaME NaMe: Desert Fox

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19th April 2004

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#28 13 years ago
KrautCommanderbut it would be quite hard to implement that Zünderstellmechinusmus for the 88. you could put the height in manually or automated with a device at the 88.

wait, what exactly is the Zünderstellmechinusmus..i tried googling it...is it a altitude fuse?




Ronin Pedroshin

GF is my bext friend *hugs GF*

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13th June 2004

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#29 13 years ago

I think a good idea would be to add the unshielded version of the 88. It would serve it's role as AA much more efficiently. It's annoying having to constantly change camera views to keep an aim on aircraft since you have the shield blocking your vision on certain angles. If possible it would be nice to spawn randomly and alternating with the shielded version and with a certain ratio. It would fit best on bases and such, perhaps just some on control points. The shielded version was more for field version I believe. flak88s.jpgflak88b.jpg It wouldn't be hard to do. Just a matter of removing the shield. I've read that the 88 was the bulk of the German AA defences, is that true? Read about also other versions of it like the flak 39 or 40 which had 105mm and 128mm. The 40 seemed to have 2 cannons mounted on 1 chassis! Seems they were mainly for AA. I guess they must have been used on the Flakturms (flaktowers).




Sgt.kar98

Back from the dead

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23rd November 2004

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#30 13 years ago
'LIGHTNING [NL']Don't use a cannon to kill a mosquito. 88mm guns are for bombers, for fighters you've got 20mm vierling and 37mm guns.

Da!A funny AA thing was that in Iwo Jima I killed a Dauntless(they are very slooow) when was in straight line with the AT Grenade and with the Knee Mortar!!!But flak is cool to be used against slow bombers.... And you can destroy a tank using the Flak as AA?And a plane with it as AT? And Ffs!Dont remove the Flak shield from all flaks!