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    T-72 ΜΒΤ modernisation and variants #2

    Isos
    Isos


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    T-72 ΜΒΤ modernisation and variants #2 - Page 11 Empty Re: T-72 ΜΒΤ modernisation and variants #2

    Post  Isos Tue Feb 06, 2024 10:16 pm

    Regular wrote:^^^
    The issue is that we rarely see Trophy engaging RPGs. So not only their tank usage is flawed operationally, but there is this little technical nuance as well

    In urban areas I doubt the radar and launching system ha e time to detect a rocket and deploy the interception explosives.

    An rpg will travel at 300 or m/s. If it's shot 10m away by a team hidding in a building it gives not even 1sec to react.

    The radar is also affected by such closed spaces with lot of noise coming from metalic structures around that bounce the signals.

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    GarryB
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    Post  GarryB Wed Feb 07, 2024 5:32 am


    In urban areas I doubt the radar and launching system ha e time to detect a rocket and deploy the interception explosives.

    I have to agree... ARENA and DROZD had munitions pointed in fixed directions with a bit of overlap so three missiles coming from the same direction could be intercepted without needing to turn the munitions launcher (ie turret).

    The speed of reaction can be high because as soon as it detects the incoming target it knows which munition to fire and will quickly calculate when...

    With and aimed munition launcher what happens if it is pointed in the opposite direction to that needed to work?

    Is there time to turn it 180 degrees?

    I personally liked the original ARENA design with a row of vertically launched downward firing munitions located behind the front row of ERA around the turret front... whether fired or not they add to the frontal protection of the tank. The new ARENA has boxes of munitions each able to cover a quarter of the vehicle... so one box carrying munitions for the left and right side and one box carrying munitions to cover the front and the rear.

    Why not go for both where munitions around the entire circumference of the turret and be launched up and away from the tank to fire downwards on incoming threats, while a couple of boxes hold further munitions to cover from any direction too... perhaps also diving top attack threats too.

    Those munitions around the turret could also be manually launched against enemy troops near the tank or hiding in nearby trenches.

    An rpg will travel at 300 or m/s. If it's shot 10m away by a team hidding in a building it gives not even 1sec to react.

    Most RPGs wont arm that close and would likely kill the guy launching the rocket if it did.

    The standard RPG-7 has a propellant charge to blow the rocket out of the tube at about 180m/s and after the rocket travels about 14-16m the sustainer rocket motor ignites and accelerates the rocket to about 370m/s to its target.

    When the sustainer motor burns out it sets off the warhead and acts like a safety system so you don't have rockets landing from tens of kms away.

    This self destruct feature works at about 930-950m and is sometimes used to get helicopters.... when a flying helicopter is about 940m away launch an RPG and it will explode rather close to the helicopter even if it doesn't hit it.

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    lyle6
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    Post  lyle6 Yesterday at 5:10 am

    T-72B3Ms spearheading the attacks on the Avdiivka Terrikon.


    Exhibit A of why armor will never go away as long as humans fight on land. You need armor to lead the charge and draw out enemy fire because everything else will get destroyed before you can identify where the enemy positions are and return effective fire.

    You can also see the annular splashes from 155 mm cassette shells at some points. The spin from the rifling disperses the submunitions in a very thin circular pattern with a very sparse coverage of the actual aimpoint. You would need a massive barrage of at least a couple hundred shells to really do some damage with against armored columns.

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