T-80

Principle Author:  Kenji "kenji" Nakamura

Description

The T-80 MBT is a development of the T-64 MBT. Conceptually, the vehicle is a high-technology replacement for obsolescent heavy (in Soviet usage, "breakthrough") tanks which would equip independent tank regiments (later brigades) and selected divisions. The number of machines required is therefore less than the number required to equip "line" tank divisions and provide the tank regiments of the Motor-Rifle divisions, who are equipped with the less complicated T-72 design. Major differences are improved armour for the T-80, better fire control systems, and the gas turbine engine.

The T-80s in AFRF v0.1 represent the early versions of this tank, with the first production model T-80, the improved T-80B with uparmoured turret, improved fire control and 9K112-2 ATGM system, the T-80BK with additional radio and navigation equipment, and the T-80BV and BVK, which are T-80B and BK with the addition of Kontakt-1 ERA. The T-80A is also included and is the most capable of the currently represented T-80 tanks, being fitted with an uparmoured, improved turret allowing for 45 rounds of ammunition to be carried, better fire control with the 1G46 gunner's sight and the 9K119 system allowing for the use of the more modern 9M119 barrel-launched ATGM and a new 895kW gas turbine engine. The T-80A in AFRF v0.1 is also equipped with a remotely operated NSVT HMG on the commander's station.

Fire Control System

T-80

In the T-80 has the same "FCS" as the T-72B ( In real life it only features a simple range finder ). In fact it would be a ballistic calculator (we will call it FCS for the sake of simplification). It will only collect ballistic data for ammunition and range, not the lead (lead is the term used to refer to putting a gun in front of a target which is moving perpendicular to your vantage point). When you lead a target, you essentially need to fire in front of target at the point you estimate the round and target will meet. There's also a visual reference that can be used to measure distances comparing it with a human height.

  1. To activate the FCS, select the Fire Control System "weapon" F and press once Left Mouse Button. If system is activated you should see red laser circle in the middle of the screen

  2. Once you have laser dot, select weapon you want to use (main gun or coaxial MG)

  3. With weapon selected, you can now lase targets. To do so, press once your lock target key (T key by default). The computer will now calculate required elevation to hit target and move weapon reticle. You have to now move gun so target is in front of the main aiming chevron (^).

  4. You can manually adjust range with the keys Page Up to raise and Page Down to lower.

The first image show the default position and the second with the gun elevated a bit.

T-80A

The T-80A has a complex 1A46 FCS, that includes a rangefinder that can be activated with the key T and displays the distance to the target in the crosshair. A light on the bottom left, shows when the main gun is ready to fire.

The first image shows a distance tracked and the second locked.

The tank also features a scale that can be used to measure distances comparing it with a human height. The key + switch to night vision (use - to return to standard sight). While in night vision it's possible to change the elevation of the gun with the keys Page Up to raise and Page Down to lower. The first image shows the gun with the default elevation, in the second it's elevated slightly:

You can change the night vision reticule using the key "night vision" (by default N). The binoculars key (by default B) open's the ballistic computer window where you can set manually the firing values (can be closed with ESC). The handbrake key (by default X) switch the kind of round that will be loaded next. The grenade key (by default G) erase the automatic lead calculation.

T-80B

The T-80B series of tanks (T-80B, T-80BK, T-80BV and T-80BVK) features a similar aiming system as the complex T-80A, the FCS is of type 1A33. It's rangefinder can be activated with the key T and displays the distance to the target in the crosshair. A light on the bottom left, shows when the main gun is ready to fire. The first image shows a distance tracked and the second locked.

The tank also features a scale that can be used to measure distances comparing it with a human height. The key + switch to night vision (use - to return to standard sight). While in night vision it's possible to change the elevation of the gun with the keys Page Up to raise and Page Down to lower. The first image shows the gun in NV mode with the default elevation, in the second it's elevated slightly:

You can change the night vision reticulate using the key "night vision" (by default N). The binoculars key (by default B) open's the ballistic computer window where you can set manually the firing values (can be closed with ESC). The handbrake key (by default X) switch the kind of round that will be loaded next. The grenade key (by default G) erase the automatic lead calculation.

External Appearance

You can customize the external appearance of the tanks by using the following script commands in the init fields of the tanks:

To remove all:

habarScr = [this,0] execVM “\rhsafrf\addons\rhs_c_tanks\scripts\bgr_t80_habar.sqf”;

To enable all:

habarScr = [this,1] execVM “\rhsafrf\addons\rhs_c_tanks\scripts\bgr_t80_habar.sqf”;

To enable random:

habarScr = [this,2] execVM “\rhsafrf\addons\rhs_c_tanks\scripts\bgr_t80_habar.sqf”;

To fully customize:

habarScr = [this,3,[0,1,0,1]] execVM “\rhsafrf\addons\rhs_c_tanks\scripts\bgr_t80_habar.sqf”;

where the array [0,1,0,1] describes:

  • The un-ditching log on the back of the tank. 0 - disabled, 1 - enabled.

  • Side skirts.

  • Front bottom skirts.

  • Front top skirts.

Fording

The T-80 tank carries a snorkel that can be deployed to ford shallow waters. The correct procedure for this is as follows:

The player must be the driver of the tank. Engine must be off. Make sure all hatches are closed and the tank is not damaged. In the menu choose: Install snorkel. You can also add and remove the snorkel via script commands in the init line or in a script included in the mission. To have the the snorkel installed on the mission start:

_t80 animate [“snorkel_unhide2”,1];
_t80 animate [“snorkel_unhide”,1];
_t80 animate [“snorkel_hide”,0];

To remove the possibility to install the snorkel you have to remove it from the back of the turret:

_t80 animate [“snorkel_unhide”,1];

To make AI install the snorkel:

0 = [_t80,driver _t80,0,[1]] execVM “\rhsafrf\addons\rhs_c_tanks\scripts\bgr_t80_snorkel.sqf”;

To make AI uninstall the snorkel:

0 = [_t80,driver _t80,0,[0]] execVM “\rhsafrf\addons\rhs_c_tanks\scripts\bgr_t80_snorkel.sqf”;

In all cases _t80 is the object name of the tank.