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T-90A 0.4.0

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@marsattackk marsattackk released this 25 Oct 13:41

Shtora-1 is in, the Kord actually feeds and spits out cases now, the ammo inside got sorted out properly, and the thermal sight is the proper size. Fair few fixes on top, one of them for HEAT rounds landing short.

Shtora-1

  • The IR jammer (the two red lamps either side of the gun) messes with missiles steered from the launcher, TOW, HOT, MILAN and the Soviet ones, when they come in within about 20 degrees either side of the gun. It breaks the guidance about 6 times in 10, which is the published figure for MILAN and HOT, so a fair few still get through.
  • Get lased and the commander's Shtora control panel pops up bottom right, with a lamp showing which way it's coming from and a warning tone. Looking through a sight it shrinks into the black strip under the picture, so it doesn't cover anything you're aiming with.
  • In automatic mode a laser from the front fires a white 3D17 aerosol screen towards it by itself. An AI tank whose laser is blocked by the screen loses its rangefinder and has to judge range by eye like the older tanks do, give or take 10 %. Honestly against a modern APFSDS at 1600 m that barely matters, the round's flat enough to hit anyway.
  • A laser from the side or rear only gives you the warning, like the real system. The vehicle menu then has Turn to Laser, which swings the turret round until the front heads see it.
  • From the vehicle menu you can also toggle the IR jammer, fire a screen by hand and switch the screens between AUTO and SEMI.
  • The weapon info bottom left has a Shtora-1 line with the jammer and screen mode. If you got lased and no screen went up, the line under it tells you why: hatch open, your own shot (screens are held for 15 s after you fire the main gun, like the real system), laser from the side, a cloud already there, or out of grenades.
  • The two lamps and the 12 smoke tubes are all damageable modules. Lose a lamp and the jammer works on the other side only, lose a tube and its grenade's gone until it's repaired.
  • Six new settings under [T-90A]: Shtora-1 (false = a T-90A without it), Shtora-1 automatic screens (false = semi-automatic, you fire the screens yourself), Shtora-1 alarm tone, Shtora-1 jammer on at spawn, Shtora-1 panel on screen, all default true, and Shtora-1 panel always on screen (default false, true keeps the panel up the whole time).
  • The README has a whole section on how it works now.

Ammo inside

  • The 20 spare rounds are in the places the T-72B manual gives them, on their own racks: charges lying across the rear bulkhead, shells standing in the rear corners, a rack at the front right beside the driver, charges along the left wall and spares on the turret floor. Nothing clips through anything at any turret angle. The places are the manual's, the racks' shapes are my best guess.
  • The 3BM60 and the 9M119M Invar have their own models now instead of borrowing the 3BM42's and the game's Kobra, so the 3BM60 has its longer rod, and the stencils on every round are the right ones. Press O in game to have a look.
  • The crew compartment reaches round the carousel properly now. There was a notch beside it with some of the carousel's rounds up to 10 cm outside it, now it's 2 cm at worst.
  • In the hit x-ray the crew no longer sit inside grey blocks. Their seats now move with them, and the module boxes that were sticking into their legs got trimmed or moved. The smoke tubes and Shtora lamps show as tubes and lamps instead of grey cubes.

Kord

  • The belt actually feeds into the gun when you fire, round by round, and runs out of the box at the end of a belt.
  • Spent cases come out of the chute on the right, forward like the real 6P49, land on the tank and stay there. They slide off when the tank tilts or brakes hard. Up to 300 stay around before the oldest get reused. If you'd rather not have them, new setting Kord spent cases (default true).
  • Selecting the Kord now opens the TKN-4S straight away instead of the PZU-7, Cycle View still swaps between them.
  • The Kord only takes your aim and trigger from its own sights now. Before, it'd also fire from the commander's free-look head view, which the real one obviously can't.

Gunner's sights

  • The ESSA picture is now the 4:3 monitor at 754 x 576, the real Catherine-FC camera's resolution, with black bars at the sides. Before it was 288 lines, which turns out to be only half the picture. The CRT look stays, the early T-90A's monitor is an actual CRT.
  • The compass objectives point the right way in the ESSA's x2 zoom now. The game's compass goes wrong on any view under 2 degrees across, and the x2 field is 1.99998, so the tape was drawn 26 degrees wide for a 2 degree view.
  • The 1G46 can run up to 8 degrees ahead of the turret sideways (the ESSA 7.5), which is how far the real heads swing. Before it had no limit.
  • The 1G46 shakes and blurs a bit when moving, slightly less than the T-80B's 1G42. Before it had the T-72M1 sight's values, which are a lot rougher.
  • The 1G46's and ESSA's hit zones were on each other's boxes on the roof. Now the 1G46 is the low hooded box in front of the gunner's hatch and the ESSA the tall one behind it.

Fixes

  • HEAT rounds (and to a lesser degree everything else) could land short, up to 17 m at 1500 m for the 3BK18M. The T-72M1 the T-90A is built on lets the gun fire once it's within a set angle of the sight, but it doesn't care which side, and the T-72M1 never needed to care because it doesn't superelevate. The T-90A does, so a shot could go off while the gun was still climbing to the aim point. Now the gun only fires once it's actually there.
  • Rounds hitting the turret cheek at an angle that lined up with the armour plates could slip down the gaps between the packages and skip most of the composite (thanks for the report). A round in the game is a line with no width, so roughly 29 % of shots square to the cheek wall met no package at all. The layer between the plates now runs on into the gaps, so those shots get about the same armour as any other.
  • With two T-90As carrying different APFSDS in one session (a campaign mix, say), the second one's 1G46 drew the first one's ballistic scale. Each set of rounds gets its own reticle now.
  • Opening Instant Action logged a red "already been loaded" error every time, because the T-90A shared the T-72M1's ammo list entry. Harmless, but it's gone.
  • The three campaign settings take effect at the next mission load now. Turning Add to campaign roster off used to need a restart.
  • The few parts the T-90A borrows from vanilla tanks (T-80B voices, the T-64B's Kord station, the M60A3 TTS thermal look) can now be copied at the main menu. Before, it could end up without them if those tanks had already been freed by the time the first T-90A spawned.
  • When a game update renames something the mod uses, it now says so once in MelonLoader\Latest.log under the mod's name, instead of quietly doing nothing.
  • The spare charges at the back of the hull no longer cut through the autoloader carousel when it turns. The firewall was sitting in the wrong place, so the rack got pushed into the carousel's way. It's on the real bulkhead now.

Looks

  • The antenna sways and bends when you drive, brake and fire, about as far as the R-123 whip on the game's T-72s and T-80s. Before it was stuck rigid like a pole.

Heads up, this one changes a lot under the hood, so there's a fair chance a few bugs got through that I didn't catch. If something breaks or looks off, open an issue on the repo (https://github.com/marsattackk/GHPC-T90A/issues) and attach your MelonLoader\Latest.log from the game folder, it makes it a lot easier to track down.

Download is 139 MB, 3 MB more than 0.3.2.