that kinda takes the fun out of it. doesent it?deathadder wrote:well celestial that is exactly what i wanted to do. make something that was possibly lengthy to set up ( size of map, position of mortar ect.) then could be altered with just one or two simple variables then get the spot on distance.
Question about rangefinding for mortar
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kaufman_23
- Posts: 115
- Joined: 2010-02-01 09:03
Re: Question about rangefinding for mortar

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deathadder
- Posts: 12
- Joined: 2010-08-30 20:39
Re: Question about rangefinding for mortar
somewhat but it puts the fun back in when you just obliterate your enemy with 3 HE's and an airburst on there fob.
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Cp
- Posts: 2225
- Joined: 2006-04-17 18:21
Re: Question about rangefinding for mortar
It's more fun calculating your own solution than just drone like turn mortar towards attack marker input range to marker, fire, repeat.kaufman_23 wrote:that kinda takes the fun out of it. doesent it?
anyhow, I thought I was original calculating the range to the target with Pythagoras theorem but I don't think anyone has mentioned that you can use arctangent to calculate the compass heading.
I don't need no stinking attack marker just my trusty calculator.
I always wondered what trigonometry would be good for back when I learnt it in the 9th grade, but now I know, shelling the **** out of people with mortars from beyond view distance.

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Joery(NL)4
- Posts: 45
- Joined: 2009-01-18 11:30
Re: Question about rangefinding for mortar
Couldyou please explain how to do that, I miss the fun as well with atack markers.Cp wrote:It's more fun calculating your own solution than just drone like turn mortar towards attack marker input range to marker, fire, repeat.
anyhow, I thought I was original calculating the range to the target with Pythagoras theorem but I don't think anyone has mentioned that you can use arctangent to calculate the compass heading.
I don't need no stinking attack marker just my trusty calculator.
I always wondered what trigonometry would be good for back when I learnt it in the 9th grade, but now I know, shelling the **** out of people with mortars from beyond view distance.
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: Question about rangefinding for mortar
Yeah please SL's calling in the grid you want mortar fire rather than just putting down the inaccurate markers. The mortar crew will be able to calculate the angle to grid.

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SkyJumpy
- Posts: 27
- Joined: 2008-04-17 17:28
Re: Question about rangefinding for mortar
Is it possible that the DEVs publish the formula (projectile motion formula?) used within the ingame-calculator? That would be helpful.
A calculator-app for pc or phone would get very interesting if topographical information is stored within the maps and used in the calculations as well. Creating those with the editor is a pain though.. but then you'd just have to get height-values based of colors of the created map and then put it all together.
A calculator-app for pc or phone would get very interesting if topographical information is stored within the maps and used in the calculations as well. Creating those with the editor is a pain though.. but then you'd just have to get height-values based of colors of the created map and then put it all together.

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SkyJumpy
- Posts: 27
- Joined: 2008-04-17 17:28
Re: Question about rangefinding for mortar
just wanted to note that i'm comming pretty close with this formula and using 121,306 as muzzle velocity and 9,81 gravitation.
just if someone's working on some software for this..
just if someone's working on some software for this..

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darklord63
- Posts: 389
- Joined: 2008-12-07 20:18
Re: Question about rangefinding for mortar
How big is one grid on a 2km map? Because once you know that you can pythagor it up and get closer details by finding keypad length (Grid/3) If you want a 4km grid just multiply the 2km grid by 2.
Semper Fudge
In game alias- LEUTShinySides
In game alias- LEUTShinySides
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HeXeY
- Posts: 1160
- Joined: 2008-06-28 18:03
Re: Question about rangefinding for mortar
Says on the map, it's 150mdarklord63 wrote:How big is one grid on a 2km map? Because once you know that you can pythagor it up and get closer details by finding keypad length (Grid/3) If you want a 4km grid just multiply the 2km grid by 2.

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SkyJumpy
- Posts: 27
- Joined: 2008-04-17 17:28
Re: Question about rangefinding for mortar
Here's how I calculate at the moment: Using the ImageJ analyzing software and a selfmade macro-script.
*calculates direction to target based on mortar position and target
*calculates barrel elevation based on distance (mil and deg) and height-to-target
*easy corrections by manipulating top or base of arrow
*incl. minimaps of all maps
biggest benefit here is that you can communicate all settings to the mortarteam without them having to calculate anything or setting markers. = speed increase.
I uploaded the version i use so if someone wants to give it a try:
Download:
Mirror 1
Mirror 2
v1.2:
*added relative height to target to the calculator.
followed by a quick guide on what to do:

open a map

select image ("program folder / minimaps")

select the macro!

notice the log-window.

drag arrows on map and see what happens.
so yeah, its all put together pretty sloppy for now but it works - faster than a spreadsheet i'd guess (no typing) so i'm happy. Still some stuff to do thought (like displaying grids and keypads so you know where u are while zoomed in etc.)
pls tell me what you think.
edit*
notes on what to add in the future:
*fix for maps with higher res than 1024x1024 (reset first digit of mapname to 1km or 2km for now)
*performance optimisations (calculations are done when left mousebtn is pressed, not the best way i imagine..)
*grid/kp-system features
*multible arrows if possible? (just open 2nd window for now)
*target-manager = caching of predefined or saved target pos. and access to fast switching
*... and maybe someone could write a plugin with voice recognition so i can just speak out the keypad? or is that too nerdy?^^
*calculates direction to target based on mortar position and target
*calculates barrel elevation based on distance (mil and deg) and height-to-target
*easy corrections by manipulating top or base of arrow
*incl. minimaps of all maps
biggest benefit here is that you can communicate all settings to the mortarteam without them having to calculate anything or setting markers. = speed increase.
I uploaded the version i use so if someone wants to give it a try:
Download:
Mirror 1
Mirror 2
v1.2:
*added relative height to target to the calculator.
followed by a quick guide on what to do:
open a map
select image ("program folder / minimaps")
select the macro!
notice the log-window.
drag arrows on map and see what happens.
so yeah, its all put together pretty sloppy for now but it works - faster than a spreadsheet i'd guess (no typing) so i'm happy. Still some stuff to do thought (like displaying grids and keypads so you know where u are while zoomed in etc.)
pls tell me what you think.
edit*
notes on what to add in the future:
*fix for maps with higher res than 1024x1024 (reset first digit of mapname to 1km or 2km for now)
*performance optimisations (calculations are done when left mousebtn is pressed, not the best way i imagine..)
*grid/kp-system features
*multible arrows if possible? (just open 2nd window for now)
*target-manager = caching of predefined or saved target pos. and access to fast switching
*... and maybe someone could write a plugin with voice recognition so i can just speak out the keypad? or is that too nerdy?^^
Last edited by SkyJumpy on 2010-11-04 19:11, edited 15 times in total.

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BGratz
- Posts: 26
- Joined: 2009-11-21 05:16
Re: Question about rangefinding for mortar
Make a CAS, Mortar, and Support Sqad
1 Men in Field as Sniper who Spott
1 Men Who Reload the Mortars and Defend the fob (most times From the AA)
2 Men in the Mortars who fire
2 Men who Drive or fly to deliver Supply Crates Or fly the Atack Helo if its available
and a Commander who Spotts if SNiper cant see target
And then it should work so.
Build Mortars (so that enemy has problems to Spot them but even so that Support Crates can be Delivered Fast and without danger)
With a Distance of 10-20 Meters (hold longer by enemy Mortar shootings and bether Spread.)
And then Work in the Following steps
Step 1:
Commander or Sniper give target. (Sqadleader (Sniper) set Atack marker on this Position
Step 2:
The Mortarshooter 1 Read the Distanze from the map (its exactly enough) and estimate the High Difference . He Calculate the Angel (with a Difference of 20 Meters away from the own Troop Positions (so that the mortars shoot not accidentially on own Troops).
Step 3:
Mortarshooter 2 Use the Angle Shooter 1 Has Calculated
Step 4:
Shooter 1 fires one round high explosive
Shooter 2 counts up to 7-15 and fires then his round
Step 5:
Spotter and/or Commander watch for impackt and give feedback. Because of the 15 Sekonds delay they know which impact is caused by which Shooter.
Step 6:
Both Mortars adjust their Distanze so near as possible (if no own Troops near 50 Meters to near.)
Step 7: Request for Full fire. (Commander and Sniper check that theres no change at Target area last (1-2) Minutes since Step 1
Step 8 If Fire Command is Given
Mortar 1 Fires all 10 Rounds he got but after each Shoot he press W or S shortly and/or A or D Shortly
Mortar 2 does the same but in the other direktion (along the Front)
So you will have an ideal Spread and really heavy impact
(Imagine it like you Paint a X with the mortars, or maybe a II ,(dont try to make an O its hard to Explain and most time useless
) Or both Shoot an I but with different ammo types.
If you have the Commander support he can watch the behavior of the enemy after the first 2 Singel Shoots.
If enemy go in cover maybe make a Short Break after Step 6.
Step 9:
Both Shooter go out and put 1-2 Ammo Bags inside the Mortars
(The rest makes the Reloading guy)
Back to Step 1:
(the rest of reload could be done so long the mortars going Trough Step 1-7
If Cobra is Activ the mortars could be Reloadet by the Shooters and the Reloader does the Resupply Part.)
I have tried this (without Cobra) and it worked superius.
1 Men in Field as Sniper who Spott
1 Men Who Reload the Mortars and Defend the fob (most times From the AA)
2 Men in the Mortars who fire
2 Men who Drive or fly to deliver Supply Crates Or fly the Atack Helo if its available
and a Commander who Spotts if SNiper cant see target
And then it should work so.
Build Mortars (so that enemy has problems to Spot them but even so that Support Crates can be Delivered Fast and without danger)
With a Distance of 10-20 Meters (hold longer by enemy Mortar shootings and bether Spread.)
And then Work in the Following steps
Step 1:
Commander or Sniper give target. (Sqadleader (Sniper) set Atack marker on this Position
Step 2:
The Mortarshooter 1 Read the Distanze from the map (its exactly enough) and estimate the High Difference . He Calculate the Angel (with a Difference of 20 Meters away from the own Troop Positions (so that the mortars shoot not accidentially on own Troops).
Step 3:
Mortarshooter 2 Use the Angle Shooter 1 Has Calculated
Step 4:
Shooter 1 fires one round high explosive
Shooter 2 counts up to 7-15 and fires then his round
Step 5:
Spotter and/or Commander watch for impackt and give feedback. Because of the 15 Sekonds delay they know which impact is caused by which Shooter.
Step 6:
Both Mortars adjust their Distanze so near as possible (if no own Troops near 50 Meters to near.)
Step 7: Request for Full fire. (Commander and Sniper check that theres no change at Target area last (1-2) Minutes since Step 1
Step 8 If Fire Command is Given
Mortar 1 Fires all 10 Rounds he got but after each Shoot he press W or S shortly and/or A or D Shortly
Mortar 2 does the same but in the other direktion (along the Front)
So you will have an ideal Spread and really heavy impact
(Imagine it like you Paint a X with the mortars, or maybe a II ,(dont try to make an O its hard to Explain and most time useless
If you have the Commander support he can watch the behavior of the enemy after the first 2 Singel Shoots.
If enemy go in cover maybe make a Short Break after Step 6.
Step 9:
Both Shooter go out and put 1-2 Ammo Bags inside the Mortars
(The rest makes the Reloading guy)
Back to Step 1:
(the rest of reload could be done so long the mortars going Trough Step 1-7
If Cobra is Activ the mortars could be Reloadet by the Shooters and the Reloader does the Resupply Part.)
I have tried this (without Cobra) and it worked superius.
Last edited by BGratz on 2010-10-25 06:50, edited 1 time in total.
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Rick Bazooka
- Posts: 45
- Joined: 2009-01-10 01:31
Re: Question about rangefinding for mortar
superbSkyJumpy wrote:Here's how I calculate at the moment: Using the ImageJ analyzing software and a selfmade macro-script.
*calculates angle based on start to end of line
*calculates barrel elevation based on distance (mil and deg)
*easy corrections by manipulating top or base of arrow
*incl. minimaps of all maps
biggest benefit here is that you can communicate all settings to the mortarteam without them having to calculate anything or setting markers. = speed increase.
I uploaded the version i use so if someone wants to give it a try:
Download: http://bit.ly/9ivevN
followed by a quick guide on what to do:
open a map
select image ("program folder / minimaps")
select the macro!
notice the log-window.
drag arrows on map and see what happens.
so yeah, its all put together pretty sloppy for now but it works - faster than a spreadsheet i'd guess (no typing) so i'm happy. Still some stuff to do thought (like displaying grids and keypads so you know where u are while zoomed in etc.)
pls tell me what you think.
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SkyJumpy
- Posts: 27
- Joined: 2008-04-17 17:28
Re: Question about rangefinding for mortar
@BGratz,
good idea to use the CAS as munition-delivery-service in case they got shot down
overall 3 people on the mortarposition should do most of the time. (2x mort, 1x def or reload) + some occasional ammo delivery. Or 4 players with 1 on continuous ammo-transport if lots of missions are expected. Anyway i always am for an as slim as possible crew.
Also remember that - when getting ammunition on big maps takes longer than about 2 min - it might be faster to destroy and build the mortarpit again for rearming. (1.30min for 1 person)
and as you said, good spacing between FOB - mortar1 - mortar2 is something to think about, as well as the time-break between "adjust fire" and "fire for effect".
anyway just always try to coordinate the fire of the 2 mortars, cause 2 rounds impacting on a fresh target at the same time with noone in cover can do much more harm than just one etc..
good idea to use the CAS as munition-delivery-service in case they got shot down
overall 3 people on the mortarposition should do most of the time. (2x mort, 1x def or reload) + some occasional ammo delivery. Or 4 players with 1 on continuous ammo-transport if lots of missions are expected. Anyway i always am for an as slim as possible crew.
Also remember that - when getting ammunition on big maps takes longer than about 2 min - it might be faster to destroy and build the mortarpit again for rearming. (1.30min for 1 person)
and as you said, good spacing between FOB - mortar1 - mortar2 is something to think about, as well as the time-break between "adjust fire" and "fire for effect".
anyway just always try to coordinate the fire of the 2 mortars, cause 2 rounds impacting on a fresh target at the same time with noone in cover can do much more harm than just one etc..

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Joery(NL)4
- Posts: 45
- Joined: 2009-01-18 11:30
Re: Question about rangefinding for mortar
For some reason I cant open the programm, ij.jar won't open.SkyJumpy wrote:Here's how I calculate at the moment: Using the ImageJ analyzing software and a selfmade macro-script.
*calculates angle based on start to end of line
*calculates barrel elevation based on distance (mil and deg)
*easy corrections by manipulating top or base of arrow
*incl. minimaps of all maps
biggest benefit here is that you can communicate all settings to the mortarteam without them having to calculate anything or setting markers. = speed increase.
I uploaded the version i use so if someone wants to give it a try:
Download: http://bit.ly/9ivevN
followed by a quick guide on what to do:
open a map
select image ("program folder / minimaps")
select the macro!
notice the log-window.
drag arrows on map and see what happens.
so yeah, its all put together pretty sloppy for now but it works - faster than a spreadsheet i'd guess (no typing) so i'm happy. Still some stuff to do thought (like displaying grids and keypads so you know where u are while zoomed in etc.)
pls tell me what you think.
edit*
notes on what to add in the future:
*fix for maps with higher res than 1024x1024 (reset first digit of mapname to 1km or 2km for now)
*performance optimisations (calculations are done when left mousebtn is pressed, not the best way i imagine..)
*grid/kp-system features
*multible arrows if possible? (just open 2nd window for now)
*target-manager = caching of predefined or saved target pos. and access to fast switching
*... and maybe someone could write a plugin with voice recognition so i can just speak out the keypad? or is that too nerdy?^^
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SkyJumpy
- Posts: 27
- Joined: 2008-04-17 17:28
Re: Question about rangefinding for mortar
might be some problem with your java install. does it give that error-message when you start ImageJ.exe?Joery(NL)4 wrote:For some reason I cant open the programm, ij.jar won't open.
what you can try is to download the original version or maybe use the installer from their page (including the java runtime on Download)
then just paste the "macros" folder from my archive (or just the "StartupMacros.txt" in there) and the into the "macros" folder of the installed version.
same with the "minimaps" folder if you want to, but not required.
btw: for some reason it sets the arrow to black tho when i try this, so just double-click on the arrow-tool in the toolbar to change the color.

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jediwithredeye
- Posts: 21
- Joined: 2010-02-16 01:04
Re: Question about rangefinding for mortar
LoL by the time you have done the calculations the enemy would have Had a cuppa and a smoke and gone home for the night.
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PetetheSweet
- Posts: 43
- Joined: 2007-08-03 02:51
Re: Question about rangefinding for mortar
Sky Jumpy is using it all the time when hes in a Mortar Team.
Calculation to first shot about 5-8 Seconds, its very effective.
SQ Leader types Coords. in Teamchat, about 5 secs. later the first two mortars going down the field, very nice.
Nice Work!
Calculation to first shot about 5-8 Seconds, its very effective.
SQ Leader types Coords. in Teamchat, about 5 secs. later the first two mortars going down the field, very nice.
Nice Work!
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SkyJumpy
- Posts: 27
- Joined: 2008-04-17 17:28
Re: Question about rangefinding for mortar
well thats the point - i don't do any calculations: drag mouse to target and set mortar to displayed settings. (turning/pushing the mortar takes most of the time..)jediwithredeye wrote:LoL by the time you have done the calculations the enemy would have Had a cuppa and a smoke and gone home for the night.
and you don't need a marker for this system.
fastest way to mortar still is to use ingame-marker and a list for all settings from 100m to 1500m in 50m steps, with questionable precision though..

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Joery(NL)4
- Posts: 45
- Joined: 2009-01-18 11:30
Re: Question about rangefinding for mortar
Now its giving me some kind of message that javaw.exe is missing.SkyJumpy wrote:might be some problem with your java install. does it give that error-message when you start ImageJ.exe?
what you can try is to download the original version or maybe use the installer from their page (including the java runtime on Download)
then just paste the "macros" folder from my archive (or just the "StartupMacros.txt" in there) and the into the "macros" folder of the installed version.
same with the "minimaps" folder if you want to, but not required.
btw: for some reason it sets the arrow to black tho when i try this, so just double-click on the arrow-tool in the toolbar to change the color.
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Muffinman840
- Posts: 3
- Joined: 2010-10-24 06:07
Re: Question about rangefinding for mortar
Well I hold a ruler to my computer screenCelestial1 wrote:If you swap to the "calculate" screen, then go to your Spawn/Squad screen you will see "Distance: xxxx" to the left of the Suicide button. That increments by 50m, so it can be off by 25m.
For more accurate gauges of distance, you could, if so inclined, use the distance formula.
sqrt( (DeltaX)^2 + (DeltaY)^2 ) where DeltaX/Y refers to "the change in" X/Y (calculated by subtracting the first value from the second).
a^2 * b^2 = c^2 is the pythagorean theorem, it is used to find the hypotenuse of a triangle; if you can figure out how far North/South and how far East/West the target is, you can use those values for a & b, which will give you c, which when you take the square root of to find the distance "as the crow flies".
Both equations do the same thing, they're just "phrased" differently. I'd suggest keeping a calculator nearby if you pride yourself on accurate hits.For less effort and quicker results, you can use the rangefinder on the Spawn/Squad screen.


