Additional Info
- gains Armour bonus on veteran
- gains Speed bonus on veteran
- gains Firepower bonus on elite
- gains ROF bonus on elite
- gains Self-repair on elite
- gains improved autoloaders on elite, enabling them to fire twice as many shots
- detects stealth
- has space for two infantry (size limit 2)
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The Flak Track was the mainstay armoured personnel carrier of the Red Army and one that was notoriously unreliable. It had paper-thin armour that couldn't even withstand small arms fire and was armed with a rather weak flak cannon. While it was cheap, spacious and easy to produce en masses, it's poor durability ended up costing too many valuable lives. It was eventually replaced by the heavier but more expensive Bullfrog near the end of GWWII, which was itself unreliable in some parts and was introduced too late into the war. The Flak Track has since made a comeback as an entirely reworked vehicle; its now more akin to a dedicated anti-air artillery than an actual IFV. It's new design is a far cry from it's predecessor, although it still has the half-track setup. Its also heavily armoured, comparable to that of a tank. For offence, its armed with a pair of flak cannons complimented with Raven MkIII SAMs, effective against a wide variety of aircrafts. A manned 12.7mm DShK helps to fend of ground targets, mainly against infantry as its rather weak against heavy armour. It's on-board radar also helps to detect stealth units within a fairly large range, making it a heavy scout of sorts. Lastly, it has a rather cramped passenger compartment that can accommodate two infantry or one large infantry, useful for transporting important personnel.
credit: Bu7loos
Trivia: Inspired by the BTR-112 Cockroach from Tom Clancy's End War. _________________ The future belongs to The Forgotten! Last edited by freedom fighter on Mon Mar 03, 2014 1:53 pm; edited 3 times in total QUICK_EDIT
I'm guessing it has that bug on Specialized UnitTypes requiring to deploy Twice since iirc Gatling Logic Units also suffer from the same bug Gunner Units do. _________________ ~ Excelsior ~ QUICK_EDIT
Not sure what you mean. This uses Cyclic Gatling Logic; stage 1 fires off the missiles, stages 2 and 3 are flak cannons before it reverts to stage 1 again. The only bug is wonky sounds but that is fixed by giving the firing anim a Report=. _________________ The future belongs to The Forgotten!
Not sure what you mean. This uses Cyclic Gatling Logic; stage 1 fires off the missiles, stages 2 and 3 are flak cannons before it reverts to stage 1 again. The only bug is wonky sounds but that is fixed by giving the firing anim a Report=.
Units that have IsGatling & Gunner have to be ordered to deploy twice since the first passenger must be ordered to deploy out. A Residual coding effect for the IFV probably since it might have been able to carry more than 1 infantry originally where the first passenger counted as the "pilot" of the Gunner Mode.
For testing purposes try adding Passenger Slots to the Gatling Tank or adding more Slots to the IFV. _________________ ~ Excelsior ~ QUICK_EDIT
Vanilla IFV & Gatling Tank (When adding the Passenger Flags) they have to deploy twice. How did you fix those then... When I mean Passengers they include the Pilot (For IFV). _________________ ~ Excelsior ~ QUICK_EDIT
Don't know about the IFV but I didn't do anything else other than giving the Flak Track a gatling weapon. NpatchExt must have fixed it I guess. _________________ The future belongs to The Forgotten!
Updated and resized the voxel. Updated it's stats and properties.
Apparently Npatch Extended did not fix the "gatling weapons on transports" bugs. You can't have everything they say ^_^lll However, treat it as a useful bug: you don't have to worry about accidentally unloading all infantry (there's only two of them anyway) and large infantry take up the entire transport's space. _________________ The future belongs to The Forgotten!
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