Question about rangefinding for mortar

General discussion of the Project Reality: BF2 modification.
aguatero
Posts: 2
Joined: 2009-02-10 18:35

Re: Question about rangefinding for mortar

Post by aguatero »

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.
I can't figure it out where the minimaps are...
Any help?
SkyJumpy
Posts: 27
Joined: 2008-04-17 17:28

Re: Question about rangefinding for mortar

Post by SkyJumpy »

aguatero wrote:I can't figure it out where the minimaps are...
Any help?
in the archive i uploaded you should find it right in the main directory of the programm. (folders there are ImageJ.app, luts, macros, minimaps, plugins)
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SkyJumpy
Posts: 27
Joined: 2008-04-17 17:28

Re: Question about rangefinding for mortar

Post by SkyJumpy »

Joery(NL)4 wrote:Now its giving me some kind of message that javaw.exe is missing.
can you run the java web-version of the programm?
Fiji via Web Start


also try updating your java environment:
Download Free Java Software
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jediwithredeye
Posts: 21
Joined: 2010-02-16 01:04

Re: Question about rangefinding for mortar

Post by jediwithredeye »

Squad leader marks target , i jump on Mortar, press 4 , then hit capslock.. get range (next to suicide button).
Then put range in box, hit calculate put the calculated number on the barrel elevasion compass and fire.
I get told all the time i rockets are bang on target... quick..easy..effective
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Question about rangefinding for mortar

Post by AfterDune »

jediwithredeye wrote:Squad leader marks target , i jump on Mortar, press 4 , then hit capslock.. get range (next to suicide button).
Then put range in box, hit calculate put the calculated number on the barrel elevasion compass and fire.
I get told all the time i rockets are bang on target... quick..easy..effective
Yep, this works fine for me as well :) . It does get a bit boring after a while though, since you don't have to do much.

I like the spotting much better though. Love the impacts ;) .
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deathadder
Posts: 12
Joined: 2010-08-30 20:39

Re: Question about rangefinding for mortar

Post by deathadder »

yeah same here dune. im enjoying being a spotter more than actually manning the damn motar. i know i would hate this in-game on PR but i realy enjoyed the FH mortar system. where you dial it in but then you can have eyes on target when it hits. just so you can have that satisfaction of seeing your rounds obliterate the enemy positions. BUTTT, this would mean i could spot for snipers all day long with it and make pinpoint hits without a calculator.
its just somthing about PR that makes it so different. anyway love the new mortar system, it feels great.

and that program you made skyjumpy, its just brilliant.
chuck77c
Posts: 3
Joined: 2008-05-11 08:58

Re: Question about rangefinding for mortar

Post by chuck77c »

I also rule with a ruler. Nothing beats it in accuracy or speed if you are able to calc it manually.
SkyJumpy
Posts: 27
Joined: 2008-04-17 17:28

Re: Question about rangefinding for mortar

Post by SkyJumpy »

sry, just heard the link was broken. should be fixed and i'll add some mirrors.
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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Question about rangefinding for mortar

Post by Cassius »

'[R-DEV wrote:AfterDune;1476394']Yep, this works fine for me as well :) . It does get a bit boring after a while though, since you don't have to do much.

I like the spotting much better though. Love the impacts ;) .
Thats why players need to make a pledge to do the more boring part of the game each 20 rounds or so, like commanding or taking it easy at the mortar pit. Sadly there will always be the one guy who only wants to gun and refuses to drive.
|TG|cap_Kilgore
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deathadder
Posts: 12
Joined: 2010-08-30 20:39

Re: Question about rangefinding for mortar

Post by deathadder »

@skyjump thanks for the mirrors works like a charm :D

@Cassius i agree with you there it would make the game much better. but...... there is going to be that one noob who thinks logi trucks are actually battering rams or somthing. kind of like the "If you want it done right you have to do it yourself." type of deal.
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: Question about rangefinding for mortar

Post by LITOralis.nMd »

All you math whizzes are getting way too complicated...

K.I.S.S.

As the SL, when standing in or next to the mortar pit... !!The keypad grid system is all you need!!

Question, why do you need to walk in actual rounds on to the target?
Question, why can't the SL walk in simulated rounds using the target marker on to the target?

As SL, zoom in the map all the way, mark your target.
Simply move the target marker on the map extending the 'as the crow flies' line until you reach the next 50M interval range.
Then walk the target marker shorter along the 'as the crow flies' line until you can calculate the error of margin of the SL marker to the shorter 50M marker range.

Between the further marker and the closer marker you have a 75M normal distribution of error.

If you are in my mortar team squad and you hear the "Attack this Location" audible 10 times in under 20 seconds it is me ranging in the mortars through simulating the margin of error on the marks.

This method takes care of all the problems besides elevation, which I haven't seen anyone else create a formula for yet, though that java program posted above has the potential possibly.
It also stays in the spirit and character of the game.
SkyJumpy
Posts: 27
Joined: 2008-04-17 17:28

Re: Question about rangefinding for mortar

Post by SkyJumpy »

LITOralis.nMd wrote:... though that java program posted above has the potential possibly.

*included relative height to target based on heightmaps to the calculator.

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download 1.2:
Mirror 1
Mirror 2
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aguatero
Posts: 2
Joined: 2009-02-10 18:35

Re: Question about rangefinding for mortar

Post by aguatero »

SkyJumpy wrote:in the archive i uploaded you should find it right in the main directory of the programm. (folders there are ImageJ.app, luts, macros, minimaps, plugins)
Thank you very much, I had downloaded the original software but not your uploads.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Question about rangefinding for mortar

Post by Kain888 »

SkyJumpy wrote:*included relative height to target based on heightmaps
You should call this software "lolSpotter".
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: Question about rangefinding for mortar

Post by Elektro »

Works perfect, we managed to get 25 kills on Qinling.

I cant belive no one has given Sky a cookie yet:

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WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

Re: Question about rangefinding for mortar

Post by WeeD-KilleR »

all i have to say is: AWESOME!!!!!!!!!!!!!!!!
Jorgee!
Posts: 350
Joined: 2008-03-23 17:57

Re: Question about rangefinding for mortar

Post by Jorgee! »

You should keep out of programs and make maths with pen and paper in order to compensate the study loss caused by videogames.

lol, downloading
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CopyCat
Posts: 353
Joined: 2010-12-24 19:02

Re: Question about rangefinding for mortar

Post by CopyCat »

[quote=""Darklord63"]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.[/quote]

[quote="HeXeY""]Says on the map, it's 150m[/quote]

I remember that I learned that...

2Click size - One grid 150m, one keypad 50 m

4Click size - One grid 300, one keypad 50 m

/CC
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Central Asian Treaty Alliance [CATA] - Campaign 9
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"The only thing neccesary for the triumph of evil, is for good men to do nothing"
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