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I think it doesn't have self destructor as i.e. RPG (and even when it comes to RPG7 there are exceptions - OG7V is without self destructor and can be theoretically fired at 1,5km - keep in mind it's a projectile without rocket motor!) so in theory you lob rockets like that. I would have to gather some data on it though |
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I know in Koth that guys go behind the base and lob rockets from backside of safezone 2.5-3k into the AO... with relative accuracy after a period of time... can be quite annoying :D |
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1300m "effective range" is a measure of useful accuracy against individual point target vehicles within line of sight. Basically it equates to how far the average soldier trained in using the CG can be expected to hit a target vehicle or bunker at least 50% of the time using the sights on the weapon. Some rounds have shorter effective ranges because they are heavier and less aerodynamic so don't travel as far when using the highest elevation settings for the sights. However CG rounds can ballistically be fired further than 1300m and particularly skilful gunners may have confidence in their ability to hit targets of opportunity beyond 1300m by aiming beyond line of sight to the target.
IRL example of maximum range vs effective range: Because it only needs to be within ~hundred meters of the target to be effective at illuminating, the FFV545 starshell round is said to be effective to 2100m by elevating the CG up to 20-25 degrees. However by elevating the CG above 25deg it can be fired as far as 2300m from the firing point before the maximum delay for the timer fuse ignites the flares.
Rounds that are not limited by a timer fuse, can potentially be fired in a harassing/indirect fires role even further than that, they're just no longer considered effective against point targets. And to our knowledge none of the rounds available for the MAAWS in RHS have a self-destruct timer for their impact fuze so their range is only limited by the skill of the gunner and the weapon's inherent accuracy.
The FFV-441 round does have an optional timer fuze mode IRL for doing HE airburst but we haven't added that feature yet so it only uses the impact fuze. The airburst setting goes out to 1200m which is 100m shorter than the effective range of the impact fuse, so it seems fair to say that the max fuze timer setting is not what limits the range of the weapon in impact mode. |
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I feel like things like this have been discussed serveral time before. Here is one http://feedback.rhsmods.org/view.php?id=2311. [^] The maaws rounds do not have a self destruct fuse so in theory can be fired very far. In arma you can aim much more accurately than irl so its easier to hit stuff at longer ranges. |
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(0011291)
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THE RUSSIA
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2020-11-19 18:29
(edited on: 2020-11-19 18:31) |
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I think the info we're looking for is "how far can an HE MAAAWs fly" ... 3km??
"350 to 400 m against moving vehicles 500 m against stationary vehicles 1000 m using smoke and high explosive rounds 2000 m using rocket-boosted laser guided ammunition"
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Considering what da12thMonkey said & taking into the account that i.e. OG9VM1 (this one is without rocket booster) fired from SPG9 can fly over 4,5km I think 3km are plausible. |
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