questions about mortars

General discussion of the Project Reality: BF2 modification.
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Meza82
Posts: 279
Joined: 2009-06-13 21:26

questions about mortars

Post by Meza82 »

(searched but not found)

what is the minimum and maximum ranges for the mortars for the different teams/factions (USA, USMC, MEC, PLA, etc) in pr 0.96? can they hit "anywhere on the map" as someone from the TG clan told me?

also, does PR make mortars fired to further distances targets take longer to land on target?
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: questions about mortars

Post by Rudd »

iirc (and I'm not 100% certain)

its minimum range about 100m and max range of 1500m iirc

edit, theres not much difference on nearer and further target times iirc since the round still has to reach the height of its arc before it falls

the manual doesnt actually say, good question
Last edited by Rudd on 2011-07-28 02:19, edited 1 time in total.
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Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: questions about mortars

Post by Gracler »

There are 2 kinds of mortar emplacements.

the conventional army one: (us-army, german army etc.)

Has 3 types of ammunition. 1 Impact, 2 Air-burst & 3 smoke.

The unconventional army one: (for taliban and insurgents etc.)

Has 1 type of ammunition. 1 Impact.

higher deviation than the conventional army mortars.

The time from you fire till it hits is pretty much the same for any distance i believe.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: questions about mortars

Post by Gracler »

dsi1 wrote:How much deviation do conventional and unconventional mortars have though? Will I hit within the same few meters^2 using a conventional mortar?

Conventional army mortars deviates from about 0-30 meters = circle up to 60m diameter

Unconventional army mortars deviates from about 0-50 meters = circle up to 100m diameter

This deviation is rather high so it is important that you know the exact distance to your target.

The distance you get on your map jumps with 50m intervals so this means that you will get another 0-25m of deviation if your not careful.

In order to be more precise i do the following steps while leading a mortar squad.

1. place myself directly next to the mortar i wanna use.

2. mark the target i want to hit with a move-marker on the map (arrow move markers are better pointers than the crosshair attack markers i think)

3. Note the distance from my map (for example 550meters)

4. align myself (taking a step forward or backwards) with the target using the compass.

5. using the binoculars and setting the distance 550meters and call in a fire-mission.

6. checking my map to see if my move-marker is closer or further away than my fire-mission marker. If it is closer i might subtract 0-20 meters it is further away I might add 0-20 meters

alternatively you can use one of the 3rd party calculators that someone made.... I dont bother with them though and i find it to be a cheap way of calculating exact distances. the only good thing is that you can make proper fire-missions going from 1 grid to another without to much trouble. With my example you get quite close anyway.

minimum range is 80 meters
Last edited by Gracler on 2011-07-28 08:12, edited 7 times in total.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: questions about mortars

Post by lucky.BOY »

Actually, there was a teaser /testing video by a dev, before the mortars were put ingame, that showed that when you fire on distant targets, it takes round less time to travel then when you fire on closer targets. Might be wrong on that thou.

-lucky
kampfpilot
Posts: 3
Joined: 2011-05-11 16:26

Re: questions about mortars

Post by kampfpilot »

dsi1 wrote:same amount of energy = same amount of time
Meza82 wrote:does PR make mortars fired to further distances targets take longer to land on target?
It's time to clear things up! :D

The further you shoot, meaning the smaller the angle horizon/barrel (if it's at least 45deg) is, the less time your mortar round will travel.

Why?

The exit speed of the round is always the same, that's right, but it splits up into two components, the horizontal speed, Vx and the vertical speed Vy (Respective cosine and sine btw).
Vx doesn't affect the round's travel time, so we're only looking at Vy.

The faster something is travelling vertically, the longer it takes until it reaches its top point and the higher the top point will be.
The higher the top point is, the longer it takes the object to fall down.

So: Lower range to target == higher angle == greater Vy == longer travel time.


I could also explain things more scientificly, just ask ;)

Sry 4 spam :D
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BoZo_135
Posts: 130
Joined: 2011-04-23 16:40

Re: questions about mortars

Post by BoZo_135 »

:tired: Ugh... mathhh
havoc1482
Posts: 315
Joined: 2009-02-28 19:39

Re: questions about mortars

Post by havoc1482 »

I understood that completely. The shot has to travel up, then come back down and that takes more time at higher angles.
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Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: questions about mortars

Post by Mikemonster »

Yeah, I.e. throw a tennis ball at a wall 4m away.

Now throw it the same strength into the air so it falls to the wall on a [more] curved trajectory.

That takes longer.

Thanks for making me think mate. Also, made me realise how I hate maths. Never learnt what Sin Cos Tan was and I did fairly well in school.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: questions about mortars

Post by Gracler »

It makes sense that it takes longer to hit something close than something far away when the angle is low. Also it is much easier to adjust the distance/angle on a target far away than if it is close.
In other words its always best to place your mortars as far away as possible from your target area.

if there is tall buildings or a lot of steep mountains you might not want to be at maximum range though or it will hit the sides of it when coming down.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: questions about mortars

Post by Bringerof_D »

^similar philosophy as using an MG, the beating zone stretches longer the lower your attack angle is by relation to the target terrain. meaning if your target is on the reverse side of a slope, you want to try and get those shells to fall as straight as possible.

like how for direct fire weapons an elevation difference gives you an advantage if you're above, if you miss their heads you'll hit their feet. or if you're bellow and you miss their heads, well you're bullets are gone.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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