• Announcements

    • =VG= Double_13

      Red Tide Part IV   05/21/2017

      OPERATION "RED TIDE" PART IV 27 May 7pm GMT More info here.

=ICE= InchPincherToo

PR Admin
  • Content count

    32
  • Joined

  • Last visited

Community Reputation

39 Good

About =ICE= InchPincherToo

  • Rank
    Private First Class
  • Birthday 01/19/1998

Profile Information

  • Gender
    Male
  • Location
    Jakarta, Indonesia
  • Interests
    Military stuffs (Firearms, Vehicles etc), History, Games, Anime (maybe?) :P
  • Occupation
    College Student

Contact Methods

  • Steam
    InchPincherToo

Recent Profile Visitors

592 profile views
  1. Q: What is this all about? A: A Soviet-made KPV Heavy Machine Gun-! Q: Is it included/available in PR:BF2? A: YES! In BTR APC series, BRDM-2 and anti-air quad guns (ZPU/ZPTU series) The KPV-14.5 heavy machine gun (KPV is an initialism for Krupnokaliberniy Pulemyot Vladimirova*, in Russian as Крупнокалиберный Пулемёт Владимирова, or КПВ) is a Soviet designed 14.5×114mm-caliber heavy machine gun, which first entered service as an infantry weapon (designated PKP) in 1949. In the 1960s, the infantry version was taken out of production because it was too big and heavy. It was later redesigned for anti-aircraft use, because it showed excellent results as an AA gun, with a range of 3,000 meters horizontally and 2,000 meters vertically against low flying planes. It was used in the ZPU series of anti-aircraft guns. Its size and power also made it a useful light anti-armour weapon on the BTR series of vehicles and the BRDM-2 scout car. *Literally means Vladimir Heavy Machine Gun Now let's go to the main gun topic, KPVT-! The version for use in armoured vehicles is called the KPVT (tankoviy, 'tank'). KPVT is used for armoured vehicle installations, boats, movable and stationary mounts and various anti-aircraft mounts. It features a shorter receiver and a heavier barrel jacket. The KPVT also uses a 50-round belt instead of the original 40-round belt. KPVT's are the primary armament of the wheeled BTR-60PB/70/80 series armoured personnel carriers* and BRDM-2 armoured reconnaissance vehicles*. It is intended for fighting against light armoured targets, weapons systems and light shelters at the distances of up to 3000 m, as well as air targets at distances up to 2000 m. The distance at which the bullet retains lethal force is 8 km. The maximum flight range of the bullets is 9 km. *Which uses BPU-1 Turret, conical-type turret along with PKT 7.62mm Coaxial General-Purpose Machine Gun (GPMG) - Mechanics of KPV Heavy Machine Gun: The development of the machine gun began in 1944. The 14.5×114mm M41 cartridge can be used with High Explosive Incendiary - Tracer (HEI-T) or Armour-Piercing Incendiary (API) bullets, and they have approximately twice the energy of a 12.7 mm (.50 BMG) projectile. The KPV is air-cooled and fitted with barrel with a hard chrome plated bore. It uses a short recoil operation system with gas assistance and a rotary bolt. It can be fed with the 40-round metallic belt from either the left or right side. The barrel can be removed by turning the prominent latch on the forward end of the receiver and pulling on the barrel's carrying handle. - Versions of KPV Heavy Machine Gun: The ZPU** is a towed anti-aircraft gun based on the KPV. It entered service with the Soviet Union in 1949 and is used by over 50 countries worldwide. *Quadruple- (ZPU-4), Double- (ZPU-2) and single-barreled (ZPU-1) versions of the weapon exist. *BTR-40A SPAAG - A BTR-40 APC with a ZPU-2 gun mounted in the rear. Entered service in 1950. *BTR-152A SPAAG - A BTR-152 with a ZPU-2 mounted in the rear. Entered service in 1952. **History of ZPU right here: 1. Precursors: The first dedicated Soviet mount for anti-aircraft machine guns was developed around 1928 by Fedor Tokarev and was adopted for service in 1931. It was a base for mounting up to four 7.62 mm PM M1910 (Russian Maxim) guns. This was also called a ZPU, although the name М-4 was also assigned to it. It served the Soviet armed forces in all major conflicts until 1945. 2. Description: Development of the ZPU-2 and ZPU-4 began in 1945, with development of the ZPU-1 starting in 1947. All three were accepted into service in 1949. Improved optical predicting gunsights were developed for the system in the 1950s. All weapons in the ZPU series have air-cooled quick-change barrels and can fire a variety of ammunition including API (B32), API (BS41), API-T (BZT) and I-T (ZP) projectiles. Each barrel has a maximum rate of fire of around 600 rounds per minute, though this is practically limited to about 150 rounds per minute. The quad-barrel ZPU-4 uses a four-wheel carriage similar to that once used by the obsolete 25 mm automatic anti-aircraft gun M1940. In firing position, the weapon is lowered onto firing jacks. It can be brought in and out of action in about 15 to 20 seconds, and can be fired with the wheels in the traveling position if needed. The double-barrel ZPU-2 was built in two different versions; the early model has large mud guards and two wheels that are removed in the firing position, and the late model has wheels that fold and are raised from the ground in the firing position. ZPU-2 turned out to be too heavy for the Airborne Troops, so a new UZPU-2 (later redesignated as ZU-2) was developed from ZPU-1. The single-barrel ZPU-1 is carried on a two-wheeled carriage and can be broken down into several 80-kilogram pieces for transport over rough ground. Versions of the weapon are built in China, North Korea and Romania. 3. History: The series was used during the Korean War by Chinese and North Korean forces, and was later considered to be the most dangerous opposition to U.S. helicopters in Vietnam. Later it was used by Morocco and the Polisario Front in the Western Sahara War. It was also used by Iraqi forces during Operation Desert Storm and again in Operation Iraqi Freedom. In 1974 the Cyprus National Guard artillery batteries used their ZPU-2's against the Turkish air force. In the Russian military, it was replaced by the newer and more powerful ZU-23 23 mm twin automatic anti-aircraft gun. The type has seen widespread use by all sides in the 2011 Libyan civil war and Syrian Civil War often mounted on pickup-truck technicals with plenty of videos showing the gun engaging different targets. The Lebanese Army has mounted the ZPU-2 and ZPU-4 on M113 armored personnel carriers to create armored self-propelled AA vehicles. Literally means Zenitnaya Ustanovka/ZU or Zenitnaya Samokhodnaya Ustanovka/ZSU years later (if you familiar with the assets name, in-game) - Specifications of KPV Heavy Machine Gun: Weight: 49 kg (108.03 lb) Length: 1,980 mm (78.0 in) Barrel length: 1,346 mm (53.0 in) Width: 162mm Height: 225mm Cartridge: 14.5×114 mm Caliber: 14.5 mm Action: Short recoil operation Rate of fire: 600 rpm Muzzle velocity: 1,005 m/s (3,297 ft/s) Effective firing range: 3000m Maximum firing range: 4000m Feed system: 40-round belt Thanks for reading, hope that helps people that unfamiliar with the guns in-game (Project Reality). Please leave any comments below on this thread-! Sources: Wikipedia, tank-encyclopedia and many other sources.. Regards, InchPincherToo
  2. FOB being shoveled/with Combat Engineer, is just the best for the server. Personally had no problems with it, making the Co-Op great again with more tmwork. Quite a challenge tho- Shovels needs some love from players~ Inch
  3. corrupted files

    Ah, sorry it doesnt work at all, i would say maybe Black Gold from the v.1.4.1.0 PR Installer would do, if anyone does have it (not corrupted at all). Please upload around or send any links to Black Gold from PR v.1.4.1.0 Installer. I'll be waiting if someone has it, be in touch around this thread- Sorry for the inconvenience.. - Inch
  4. corrupted files

    Thanks a lot, ZZANG1847. Really helpful enough, i'll try to extract it to my current PR map files. - Actual file size for Black_Gold: approx 175mb - My current Black_Gold: approx 40mb after full torrent download, LOL (means corrupted) Cheers, Inch
  5. Hey guys, Needs a quick response on this, does anyone have links to download the maps of PR? I had a problem seeing error of verifying integrity of just one map, Black Gold (said to be corrupted, i kinda need some replacement for that). Plus, i dont wanna re-download everything again from the start, really wasting my time enough till now. It'll be much easier and useful if uploaded around VG downloads or share any links to the map downloads here in this thread, i'll be in touch. (Google Drive, Dropbox, Mediafire, etc. would do) Thank you Cheers, Inch
  6. PR becomes something that i need to see lately, how interesting that still.. some of the random people just went in to the server and breaking the rules easily like that, didnt noticing that there are witnesses around them. I guess its a well done for reporting these, to both of you, Mr. Satirical and SoldierOfMisfortune-! Take your time waiting for these 2 crooks to be added to banlist, no one will ever seen them again that's some real proof you've got there- I'll brb in-game until im done with my downloads, and TS3 if possible. Still had some issues in it miss you folks around VG Regards, Inch
  7. TOW Humvee for me, is claimable assets to any squads (except dedicated squad like Tanks, APC, IFV, CAS, Trans etc. but, i dont think i can agree with regrouping AT Vehicle into APC/IFV squad.. that's just unnecessary, in some situations/maps) because it is reasonable for Inf/Mech Inf squad to gain their power/advantage not just relying to other dedicated squads, preventing them down from enemy ordinance and as a mobile attacker/defenser when capping CP's at frontline without any supports available.. Same goes to Anti-Air Vehicles, few of them are claimable to Inf/Mech Inf, but not the Heavier ones, plus.. realizing that using the AAV are mostly using Crewman kits as well as the AT Vehicles (so, i guess it's better to make a dedicated squad for AT/AA Vehicles that uses Crewman kits) All of this (mostly Heavy ATV/AAV) can be used in dedicated squads, like making ATV or AAV squad since theyre capable of destroying specific types of vehicles (ATV for ground armors and AAV for aircrafts/helicopters), i had no problems about this atm.. i see it's not even breaking the rules.. For Inf/Mech Inf, i do agree that they can use Lighter AAV/ATV's (in case if there's no dedicated squad available, have to ask the admin in-game about the usage/allowance of Heavy AAV/ATV's first). It's going to be great if someone has to do it.. Pretty confusing about AT Vehicles since there are lots of them.. like: - TOW HMMWV, SPG-9 Technical (claimable for all or making dedicated squad) - BRDM-2 Spandrel, 9P149 Shturm-S, ZSL-92 ATGM (dedicated squad) And AAV's like: - Avenger AAV, Fennek SWP, Ural SPAAA Truck (claimable for Mech Inf, dedicated squad) - 9K35 Gopher, 9K22 Tunguska, Stormer HVM, Type 95 SPAAA, ZU-23-4 Shilka, MT-LBM 6MA "Beast", BRDM-2 Gaskin, ZSU-57-2, M163 VADS (dedicated squad) Crewman Kits are needed mostly for heavier AT/AA vehicles, i think it's better for make one dedicated squad for that For things like light ATV's (TOW HMMWV, SPG-9 Technicals/equivalents) and AAV's (Avenger (exception for Mech Inf), Ural SPAAA Truck/equivalents), as long as they're not using Crewman (or light sized) seems to be allowed and used by Inf/Mech Inf or making dedicated squads.. Cheers, Inch "There is a Alvis Stormer HVM in Co-Op Vadso City LRG, check that out-! Great to see one of this btw "
  8. Check out the plan i've made for IDN National Army/IDN Marine Corps, still needs some of the research around specific websites on internet:

    https://docs.google.com/spreadsheets/d/1fEnbtKP3xGB6Rv2IaGBo7iWthzt6f7sgdRzEPyI6FWU/edit?usp=drivesdk

     

    Still, it's just a design plan for the Community Faction in PR (i had no plans to post it over PR Forums because it's said to be useless.. :(, since i had no real project team for it), i'm also not a modeller or anything else required to make this..

     

    I've been not playing PR recently, had problems in real-life.. busy at College and mostly study, but when bored.. i take my chance and start to wrote the idea (plan) down into Spreadsheet like this.

    Hope you guys liked it, or maybe.. military experts liked it :)

     

    Cheers,

    InchPincherToo

  9. I've seen BTR-60 did this on Sbeneh STD, but it was accidentally flipped coz of terrain being not helping First time seeing this, awesome-
  10. Is this on Beirut? Lol coz i've tried couple times to dive or even spawn bug inside a carrier- (firstly on Muttrah) real hard to do it
  11. A Commander role.. It is changed, it's not like BF2 or anything, but you are talking about PR. Completely different than other mods, this CO position requires a good sense of strategy, knowledge of the game itself and mainly having an experience of communication around with other squads in a team (SPEAKS ENGLISH in general), it's not easy to become CO without having any of them above.. Following what ZZANG1847 said, i'm agree.. when theres under-populated server, players sometimes not doing their objective.. instead doing some bad stuffs, like teamkilling, trashtalks, loafing around or even wasting assets/considering this =VG= Co-op as a practice server. As Lite-Admin among people, i'm just trying to make the server running, me myself being commander is necessary (is a must when the team struggling/nowhere to go), even tho if they had not following orders, i still have to help them winning a game or it's going to be unpopulated (bored/intentionally losing/burn tickets). Disobeying the rules on under-populated server? I do believe that the rules still remain active even if theres no admins around.. those who done that will be warned/kicked, done it multiple times means banned by Admins. I have seen good CO's around Co-op servers, like Hater, Double, Melon or even SoldierOfMisfortune for example. They're proved themselves, earned respect from other players in the team. Being active on supporting all squads in a team is one of CO's job to do in-game- (building FOB, UAV recon, giving area attacks, strategy and orders) Area Attacks has no been used in under-populated server while i'm being CO's in weeks ago. But still, it's an useful firepower if theres a lots of Inf or huge of Armors nearby squads position. It's a best way to turn back the battle for being overrunned by the enemy forces.. only had to ask for the SL's to call an Area Attack to desired place and make it up for it- UAV is very crucial while playing as a sitting duck CO on carrier/base, it's not counted as doing nothing, but it's very useful for telling the enemy movements around the map, and report to SL's about the intel, so they can make a counter-attack/avoid it as possible, in order to make a progress.. not just relying on their instincts/own skills or abilities to predict movements- I haven't been playing as CO's for a week, but i'm already gain some of the respects around as a CO's when =VG= is under-populated.. (and also as Lite-Admin too ), being helpful and constructive in battle is what i'm trying to do on winning a game as CO, even if someone trying to be jerk/not obeying orders, have to be patience.. it's fun, had no problems with it I do recommend to "read the Manual" again on "Commanders" page, should be helping you if wanted to do as CO next time.. See ya on field, i'm still downloading the newest PR installer (v1.4.0.0) coz my game files are corrupted and i have to reinstall and redownload the main file (yet again ), since the older installer (v1.3.5.0) seems to be not working at all.. Cheers, Inch "I do not accept and refuse when there's a CO leading the team with a Sniper kit-" >:(
  12. Dear Melon, Please don't kill me, just because i have to woke up around 4am for the greatest =VG= event here, needs more coffee for sure-! XP (That teamkill on warm-up maps on last event was not really that intentional/accidentally did bcause of lag, real sorry and won't happen again) Yep, thats right.. i missed about half of the events, only managed to play warm-up maps and Khami in first 15-20 mins, suddenly blackout strikes to my house, i'm bringing shame to my fellow squad members.. with just a shitty problems like that :v I hope, if theres any good time set to play around.. i'm sure i'll be there. I know, you're the best one here for this. "Alpha Group will be returning soon (maybe without meh )" Regards, Inch
  13. I wonder, who might be in our squad in last place? (If Rotblut's away from squad) hope some more cooperative player.. and also clearly being communicative too as well In the end, i'm feeling okay with this Alpha Squad, nothing bad anyways. Let's go for it!
  14. Looks neat, Kav! It's gonna be awesome squad in the event-! Can't wait for Friday to come~ Wanted to suggest, some of these guys should be invited to our squad, if Rotblut's going for fly/drive assets (just couple random guys here as possible replacement, pick one of them if like/also PM them): - SoldierOfMisfortune - ALI.MORADI - A.Deker - Teejay001 - .Blizzard. - Spartanish - =VG= STARK (?) Many more possibilities, but idk if these guys have issues in real-life till today/not able to participate or not? Cheers, One and only InchPincherToo
  15. It's good to see those old maps making a coming back into the game with a lots of changes, honestly i'd never seen one of those maps earlier in Betas of PR, played this first time after Betas ouch.. Co-Op maps.. i guess mostly 1-2km maps (including returning Qwai River AAS, dunno why..) still be used for better INF gaming experience rather than semi/full Vehicle Warfare in Single Player (and also Co-Op if possible in VG Server , my dying wish lol) It is gonna be awesome, if one of these maps shown up in VG Server.. so the game wouldn't be like monotone in map rotations.. (needs variations each rounds tho..) playing Muttrah, to Pavlosk, to Karbala, to Black Gold etc. XD Still, maps like Bamyan, Goose Green for Co-Op had some issues, like FPS drop for sure.. and ofc bots too~ Cheers, Inch "Did you saw the 0,5 km map in the PR link? Gosh.. that really freaking small map ever i seen-! Too much INF! "