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Arma 3 add more seats iunit
Arma 3 add more seats iunit












The engine is able to survive 135 points of damage before it fails. Depletion of the hull's integrity will always inflict a catastrophic kill. It takes 80% reduced damage from high-explosive (HE) type munitions. The hull can withstand up to 300 points of damage. Any strikes on non-highlighted parts will cause little (if any) noticeable damage. It should also be noted that in order to inflict actual damage, a munition must first penetrate through the surrounding armour plates and directly hit the component's weak point. no turret on SPW-60PU-12s/SPW-60PAs), but in general the layouts remain mostly identical no matter the variant. There are slight deviations in positions depending on the model (i.e. Note that only the SPW-60PB's hitzones are displayed. Only the SPW-60PU-12 has the least amount of room and supports just the driver, a commander, and two passengers in rear. Up to twelve passengers can ride (externally) on the back of the vehicle itself however, raising this to a total of twenty seats in total.įor the unarmed SPW-60PA, the turret's removal provides enough space for ten passengers internally and fourteen externally, raising its total capacity to twenty six seats. And needless to say, SPW-60s are nothing more than scrap metal for anti-armour launchers.Įxcluding the driver, gunner and commander, the baseline armed SPW-60PB provides enough room for up to six passengers who are seated inside the troop compartment. It is entirely possible for bullets to penetrate through its steel plating on all sides aside from the front. Protection-wise, the armour plating on SPW-60s is borderline useless since the crew and passengers are equally vulnerable to medium/large calibre small arms fire (7.62 mm and above).

arma 3 add more seats iunit

With no means of defending itself, the crew of this SPW-60PU-12 are about to learn the dangers of not carrying armament the hard way.įurthermore, the PB variant's armament isn't very impressive to begin with and unlike the TPz 1, lacks a dedicated sub-variant with anti-tank missiles. Both the regular troop carrier and command vehicle variants are completely unarmed and require an escort to protect them, whereas all TPz 1s have a mounted 7.62 mm machine gun for its crew to defend themselves with.

arma 3 add more seats iunit

Only the baseline PB variant possesses weaponry in the form of its machine guns. As such, it is ill-suited for urban areas with little room to manoeuvre. Its handling leaves much to be desired with turning around sharp corners being a struggle due to the vehicle's size. For instance, TPz 1s can attain speeds of up to 99 km/h whereas SPW-60s are restricted to just 83 km/h (and only on flat terrain). The vehicles themselves are nowhere near as agile however, and are vastly inferior when it comes to both acceleration and top speed. Like its West German counterpart, all variants of the SPW-60 are amphibious-capable and can traverse over bodies of water. It is available in two other variants: an alternate (unarmed) troop carrier and a mobile command vehicle variant.Įssentially the East German equivalent of the TPz 1, the SPW-60 family of APCs are the mainstay of East Germany's mechanised infantry units. Its coaxial PK on the other hand, is only pre-loaded with a single 1,000-round linked belt and has just one spare belt to reload with. It has access to ten "magazines" in total that are split between these two for a combined total of 500 rounds (250 rounds of each type). The KPVT HMG can switch between two types of 50-round belt magazines armour-piercing (AP) or high-explosive incendiary (HEI). The armed SPW-60PB variant features a one-man turret fitted with a 14.5 mm heavy machine gun and 7.62 mm coaxial machine gun.

#Arma 3 add more seats iunit driver#

Its layout, considered unconventional at the time of its production, has the driver and commander seated at the front of the vehicle, while the troop compartment is at the middle and the engines in the rear. If the friend AI is not in player's group, when the mission start the AI will change to the driver seat.The SPW-60 is a locally-manufactured variant of the Soviet BTR-60 Armoured Personnel Carrier. But if this AI is in Players' group and the group leader can still order the AI to get off the truck by using radio(whatever the AI has radio). So I put one friend AI in the truck (passenger seat) and force this AI disable to move and disable simulation. If players are not in the truck, AI will not attack the truck and the mission will be easy to completed. I found the enemy AI never attack an empty vehicle.

arma 3 add more seats iunit

I want the mission failed when the vehicle(truck) be destroyed. But the failure condition is so difficult to make. The mission Successful condition is players drive the specific vehicle(a truck) and reach the escape area, that's easy to make. I put one AI unit on passenger seat in a vehicle in 3D editor, The AI is not in player's group.












Arma 3 add more seats iunit