Mortar height settings?

General discussion of the Project Reality: BF2 modification.
icecreamterror
Posts: 73
Joined: 2008-06-07 14:31

Mortar height settings?

Post by icecreamterror »

Hey guys.

had a look through the search function, but am having trouble finding info on how to best use the hight function on the mortars.....other then "don't worry about it" and "walk them in"?

Is there a set of maps with elevations somewhere so we can calculate both mortars and targets elevation? or is it all guess work?
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: mortar hight settings?

Post by SShadowFox »

You need to check with the one that is requesting the fire mission if they are on high ground or not, if yes, measure, if the target is in high ground, and you not, then start putting 10~20~30 of height until you get a nice hit on target.
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Killer2354
Posts: 407
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Re: mortar hight settings?

Post by Killer2354 »

I do remember something made by one person in the community that automatically gave you the necessary readings and adjustments according to elevation and range and works properly on every map. Sadly, I don't remember the name of it- hopefully someone else does.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: mortar hight settings?

Post by tankninja1 »

I believe its necessary for air burst rounds to explode properly when shooting at targets above/below your elevation
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L4gi
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Re: mortar hight settings?

Post by L4gi »

The hight isnt that important.
Xander[nl]
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Re: mortar hight settings?

Post by Xander[nl] »

Only if you're firing at a mountain side really. If you're firing at a plateau (and you will be 90% of the time you're firing at elevated positions) it obviously doesn't matter whether the position is higher or not because the round will come down pretty straight anyway.
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Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: mortar hight settings?

Post by Kevokpo »

it doesn't really matter the height on most maps, as the other guys said.
It just works when firing to the top of a mountain of if you are above the target it allows to fire mor accurate to low targets.

To figure out the heights, first you have to know very well the map and know where are you firing the mortars so you alredy know if you are fireing a top of a mountain, or plain ground, etc.
if you don't know have somebody to tell you the height and if he can't tell just fire one round, and ask somebody near the location where the rounds are going and ask if they are going right to the target or too far away, you can always change the height or just the distance degrees, it will be probably the same. But it's too much nonsense theory, what you need is ALOT of practice, and you would be the master.
Last edited by Kevokpo on 2012-08-11 20:44, edited 4 times in total.
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CopyCat
Posts: 353
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Re: mortar hight settings?

Post by CopyCat »

doesn't matter on the hight, you can adjust that fire with distance instead, increasing/decreasing will give you accurate mortar fire on hillsides or mountains, doesn't matter. Done it before, + I trained our mortar platoon in my clan + we are using a software made to calculate distance, range and hights - I can tell you that the software just takes your and the SL requesting fire support time, just a waste of time basically (during rounds and firefights).

/CC
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spawncaptain
Posts: 466
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Re: mortar hight settings?

Post by spawncaptain »

'Xander[nl wrote:;1802497']Only if you're firing at a mountain side really. If you're firing at a plateau (and you will be 90% of the time you're firing at elevated positions) it obviously doesn't matter whether the position is higher or not because the round will come down pretty straight anyway.
The greater the range and the higher the mountain, the greater the effect is. It has nothing to do with the target area being sloped.
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Yellow is the mortar trajectory, from right to left. Note that elevation was not taken into account.
The blue point is the intended target, the red point the actual point of impact.

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Xander[nl]
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Re: mortar hight settings?

Post by Xander[nl] »

Yes, but the ranges in PR are so short that the mortars don't fire in an arch like yours. They fire nearly vertically into the air and the rounds will also land nearly vertically. Now make the yellow line one that comes straight down and it's obvious it doesn't really matter how high the target area is.

The rounds will deviate only a few meters at most. On slopes this is slightly worse but still it's not really an issue. Easy to adjust with a good spotter.
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KillJoy[Fr]
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Re: mortar hight settings?

Post by KillJoy[Fr] »

Mortars are very powerful and always understimate by the team.. i took 3 weeks to know how to handle it properly and tbh height is not important on pr.
Au dela du possible ...
spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: mortar hight settings?

Post by spawncaptain »

'Xander[nl wrote:;1802516']Yes, but the ranges in PR are so short that the mortars don't fire in an arch like yours. They fire nearly vertically into the air and the rounds will also land nearly vertically. Now make the yellow line one that comes straight down and it's obvious it doesn't really matter how high the target area is.
That really depends on the range. Max range, using the ingame calculator (which I always do), is 1500 m IIRC. At that range the trajectory is close to my drawing. Most of the time the difference in elevation isn't that big though. Therefore I very rarely use the height value.
The most important part of mortar ops is speed anyway, not pinpoint accuracy (which is also hindered by deviation).
User Ubaydah: "I used to play Call of Duty a lot and Battlefield 3. I am really good at those games 10th prestige, High K/d., I can kill people easily, etc. But on PR, for me, to be honest, I kind of suck."

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L4gi
Posts: 2101
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Re: mortar hight settings?

Post by L4gi »

Afaik taliban/ins mortars also have greater deviation. The conventional armies mortars are more accurate, as in they dont have as much spread.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: mortar hight settings?

Post by 40mmrain »

height is incredibly important to being accurate, try mortaring on korengal.

Guesses are useful, but dont fucking set it to zero when you know it isnt zero.
paul161616
Posts: 377
Joined: 2008-07-08 17:24

Re: mortar hight settings?

Post by paul161616 »

https://www.realitymod.com/forum/f138-i ... lator.html

This is a mortar calculator, not the one i was looking for though.
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: mortar hight settings?

Post by Anderson29 »

first of all....we only get increments of distance every 50m. so now ur at possibly being 25m+/- off, now add deviation....and you got danm near 30-50m or more in an accuracy gap. now if speed is of the essence, height doesn't really come into play, though u can throw it in if you know the terrain really well.....now if u want to do the calculator and all that then by all means go for it when u dont need rounds in a timely manner....guess it could be used for a time on target mission or something like that when precision matters....but then deviation will F u

and they are proximity rounds....not variable fuse....so "height" in the calculator has no effect on what height the round detonates, after all its only a visual effect in the in game world, so says a DEV
[R-DEV]Sniperdog wrote:I was not able to make the airburst rounds to actually "airburst" using code that worked on a dedicated server (and believe me I spent many countless hours trying) , so to be able to include them ingame I modified the effect to appear like an airburst and gave airburst rounds a wider spread but less potency damage-wise.

Hope that answers your question.
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CopyCat
Posts: 353
Joined: 2010-12-24 19:02

Re: mortar hight settings?

Post by CopyCat »

As I said in previous post... And you'll see what I meant in my next upcoming gameplay video where L4gi tasked me to operate the mortars, out of 4 firemission I had kills on 3 of 'em. It's all about distance, not the height.

/CC
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Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: mortar hight settings?

Post by Gracler »

here is an example testing in-game.

example 1: target is 1300m away in a horizontal line and is 90 meters higher than the mortars.

Mortar setup:
Range:1300
Height: 0

Result: Missing target by 30-40 meters doing zero damage to the target area.

example 2: Mortars are placed 90 meters higher than the target

Mortar setup:
Range:1500
Height:0

Result: The actual horizontal range to the target is now 1590 meters




Conclusion.

at higher range and when the target is significantly lower or higher than yourself it really starts to matter with the Height.
spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: mortar hight settings?

Post by spawncaptain »

spawncaptain wrote:The greater the range and the higher the mountain, the greater the effect is.
I wrote that one page back... :wink:
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SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: mortar hight settings?

Post by SGT.Ice »

Killer2354 wrote:I do remember something made by one person in the community that automatically gave you the necessary readings and adjustments according to elevation and range and works properly on every map. Sadly, I don't remember the name of it- hopefully someone else does.
Mortars calcs are always a good way to cheat.

From what I remember height is only used for air burst.
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