Slow the artillery time to reach the objective
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Jorgee!
- Posts: 350
- Joined: 2008-03-23 17:57
Slow the artillery time to reach the objective
Hi, this time i want to suggest that artillery takes only 30 seconds or less to reach the objective.
Why? because it goes too fast, and there is no way that in a 4KM maps (larger) it takes 1 minute to reach the objective.
I don't say anything about the JDAM, because it could take even more time, i suggest the change only to artillery/mortar attacks.
Why? because it goes too fast, and there is no way that in a 4KM maps (larger) it takes 1 minute to reach the objective.
I don't say anything about the JDAM, because it could take even more time, i suggest the change only to artillery/mortar attacks.
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Tirak
- Posts: 2022
- Joined: 2008-05-11 00:35
Re: Slow the artillery time to reach the objective
The muzzle velocity of an M101 Howitzer is 472.4m/s if my source is correct, ninja could probably give that info better, in any event, that means it'll take the shell about 8-10 seconds to cross 4km.
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Acemantura
- Posts: 2463
- Joined: 2007-08-18 06:50
Re: Slow the artillery time to reach the objective
I feel like Scruffy, the Janitor
"Second"
It really should be faster guys,
then again, where would the artillery be IRL, 4 km away or more like 30 or 40?
"Second"
It really should be faster guys,
then again, where would the artillery be IRL, 4 km away or more like 30 or 40?
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Sprats
- Posts: 867
- Joined: 2009-06-10 20:06
Re: Slow the artillery time to reach the objective
For example in muttrah artillery is behind the carrier, and muttrah is 2km map and it takes same time to launch arty than in quinling for example, when distance is doubled.And because the artillery is slow, enemies usually run away from it before it could do something.
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Ninja2dan
- Retired PR Developer
- Posts: 2213
- Joined: 2007-10-29 03:09
Re: Slow the artillery time to reach the objective
The time it takes for the round to actually travel from the gun to the target? Or the time it takes to get the round to the target from the moment the spotter starts his Call for Fire? There is a huge difference there.FusionGames wrote:Hi, this time i want to suggest that artillery takes only 30 seconds or less to reach the objective.
Why? because it goes too fast, and there is no way that in a 4KM maps (larger) it takes 1 minute to reach the objective.
I don't say anything about the JDAM, because it could take even more time, i suggest the change only to artillery/mortar attacks.
Players will need to realize that in real life there is a delay between the time the spotter calls in the mission and the time that the gun crews are actually sending some hurt downrange. The fire mission must be called in, FDC has to perform the calculations, and then forward the commands to the guns. With current technology and systems in place, this time is usually anywhere from 30 seconds (target was pre-marked) up to 3 minutes. And that isn't even figuring in any necessary mission approval through the CoC.
This means that, just like in real life, spotters will need to take this delay into consideration when calling their strikes in.
M101? Wow, man...talk about ancient technology.Tirak wrote:The muzzle velocity of an M101 Howitzer is 472.4m/s if my source is correct, ninja could probably give that info better, in any event, that means it'll take the shell about 8-10 seconds to cross 4km.
Real artillery rounds would be fired over an average distance of maybe 12-20km when not using RAP rounds. For the 155mm M107 HE round fired from the M109A6 SP howitzer, stats are below:
Projectile firing weight: 42.91kg
Muzzle velocity: 562.4 m/s
Max range (charge 7): 14.6km
When the gun fires, at the average stated distance in average conditions, time to target is maybe 30-50 seconds. Normally heard as "Shot Over...Shot Out....Splash Over...Splash Out"
As mentioned, 4km is simply the map distance. Real artillery units would be quite a bit further to the rear, hence the lack of on-map stationary artillery tubes in PR. Vanilla had the gun tubes on-map in order to allow the opposing team the option of destroying those guns, which in real life would never happen.acemantura wrote:It really should be faster guys,
then again, where would the artillery be IRL, 4 km away or more like 30 or 40?
Last edited by Ninja2dan on 2009-11-19 09:43, edited 1 time in total.

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KP
- Posts: 7863
- Joined: 2006-11-04 17:20
Re: Slow the artillery time to reach the objective
Almost 600 m/s, at a distance of 12 km? Wouldn't that be more like 20 seconds?
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.
-Paul Howe
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Ninja2dan
- Retired PR Developer
- Posts: 2213
- Joined: 2007-10-29 03:09
Re: Slow the artillery time to reach the objective
Should have read as "30-50 seconds" from lanyard pull to boom, depending on munition and range. At 12km with that round, maybe just over 20 seconds if you take weather and drag into account?
I'm still trying to get used to this old keyboard. My regular keyboard and mouse got fried when my USB ports shorted out about 2 weeks ago. I think this keyboard might be as old as some of the PR players.
Now I'm off to get some sleep, my lack of proof-reading shows that my attention span is too low right now.
I'm still trying to get used to this old keyboard. My regular keyboard and mouse got fried when my USB ports shorted out about 2 weeks ago. I think this keyboard might be as old as some of the PR players.
Now I'm off to get some sleep, my lack of proof-reading shows that my attention span is too low right now.

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KP
- Posts: 7863
- Joined: 2006-11-04 17:20
Re: Slow the artillery time to reach the objective
Roger, that makes more sense. 
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.
-Paul Howe
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Herbiie
- Posts: 2022
- Joined: 2009-08-24 11:21
Re: Slow the artillery time to reach the objective
Like Ninja Said.
The Spotter has to tell the Firing Director where he needs the strike, the Firing director then needs to contact the nearest Battery, and that battery needs to find the target on the map, get the aim right, turn the 105mm, load the shell, then fire, then 30 or so seconds until boom.
Tbh if you're doing your job on the ground properly then it's not a problem - suppress them so they can't move and all is solved.
The Spotter has to tell the Firing Director where he needs the strike, the Firing director then needs to contact the nearest Battery, and that battery needs to find the target on the map, get the aim right, turn the 105mm, load the shell, then fire, then 30 or so seconds until boom.
Tbh if you're doing your job on the ground properly then it's not a problem - suppress them so they can't move and all is solved.
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spawncaptain
- Posts: 466
- Joined: 2009-05-22 20:11
Re: Slow the artillery time to reach the objective
What also needs to be done is adjusting the fire. I'm in no way an expert, but I guess that even with today's technology, the first round always lands a few meters off target.
Another aspect is that we have squad leaders requesting fire support from at least brigade level howitzers (source: Wikipedia). The time it takes for the SL to get the approval from the brigade commander would be longer than one minute.
These facts make me think that the current delay is still way too low.
Another aspect is that we have squad leaders requesting fire support from at least brigade level howitzers (source: Wikipedia). The time it takes for the SL to get the approval from the brigade commander would be longer than one minute.
These facts make me think that the current delay is still way too low.
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Acemantura
- Posts: 2463
- Joined: 2007-08-18 06:50
Re: Slow the artillery time to reach the objective
Guys I think the new commander time limits also have something to do with the time it takes...maybe?
I adjusted the time it takes for a JDAM (its not just a JDAM its probably a Mk84 with a JDAM attached, so that's what I'll call it, a Mk84) strike to 10 seconds on Kashan. It took 2 minutes to go boom if I did it one after another. Perhaps that is something to take into account.
I adjusted the time it takes for a JDAM (its not just a JDAM its probably a Mk84 with a JDAM attached, so that's what I'll call it, a Mk84) strike to 10 seconds on Kashan. It took 2 minutes to go boom if I did it one after another. Perhaps that is something to take into account.
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Roguehellhound
- Posts: 134
- Joined: 2009-05-18 21:13
Re: Slow the artillery time to reach the objective
I think the fire support should be slightly speeded up, to think you run faster then an olympic runner, you can practically dodge the 2nd, 3rd and + rounds after you see the first one hit.
just sprint out of the danger zone if you know intended target.
but again, look at the new arty update
just sprint out of the danger zone if you know intended target.
but again, look at the new arty update
Doom on You
]CIA[ Clan Founder (RET)
Finally back for some Project Reality-been a couple of years.
]CIA[ Clan Founder (RET)
Finally back for some Project Reality-been a couple of years.
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Slow the artillery time to reach the objective
You guys should remember when doing your calculations that mortar rounds from howitzers go up first... Not straight!
And I think the time is perfectly fine. Don't know about JDAM though.
And I think the time is perfectly fine. Don't know about JDAM though.
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Scared_420
- Posts: 403
- Joined: 2009-06-25 07:15
Re: Slow the artillery time to reach the objective
artillery arches,,, /\ ,,, you cant shoot through mountains,, i think it is pretty realistic as it is, although 1 hour for each strike is too long,,, i think it should be 20 mins for mortars, 40 mins for artillery,, 1 hour for JDAM,,, and since the jets already have jdams and the area attack jdam works even worse can we PLEASE bring in the MOAB for usa and the FOAB for the russiansTirak wrote:The muzzle velocity of an M101 Howitzer is 472.4m/s if my source is correct, ninja could probably give that info better, in any event, that means it'll take the shell about 8-10 seconds to cross 4km.


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