Mortar mathematics

General discussion of the Project Reality: BF2 modification.
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TheLordHighExecutioner
Posts: 6
Joined: 2015-12-12 05:20

Mortar mathematics

Post by TheLordHighExecutioner »

My friend and I are trying to use math and field tests to pre-calculate mortar firing positions. I just have a few questions about mortars and maps.

1. What is the velocity of the mortar projectile?

2. Does the mortar projectile obey physics? I.e. range = v^2 * sin(2*angle) * (1/g).

3. Or does it follow the polynomial approximation: Angle = -8.869232072*10^(-22)*x^8 + 5.863078464*10^(-18 )*x^7 - 1.645660969*10^(-14)*x^6 + 2.552955503*10^(-11)*x^5 - 2.385872722*10^(-8 )*x^4 + 1.370373343*10^(-5)*x^3 - 4.712480004*10^(-3)*x^2 + 8.691949397*10^(-1)*x + 19.70789909, where x is the range

4. Is there a way to measure distance on maps, besides the lasers and the squad leader's marker?

5. How large is each map square on Muttrah and Al-Basrah?
Last edited by TheLordHighExecutioner on 2015-12-12 19:19, edited 1 time in total.
Scubbo
Posts: 264
Joined: 2014-09-06 06:13

Re: Mortar mathematics

Post by Scubbo »

the answer is 7
SkyEmperor
Posts: 186
Joined: 2015-06-22 17:34

Re: Mortar mathematics

Post by SkyEmperor »

TheLordHighExecutioner wrote:My friend and I are trying to use math and field tests to pre-calculate mortar firing positions. I just have a few questions about mortars and maps.

1. What is the velocity of the mortar projectile?

2. Does the mortar projectile obey physics? I.e. range = v^2 * sin(2*angle) * (1/g).

3. Or does it follow the polynomial approximation: Angle = -8.869232072*10^(-22)*x^8 + 5.863078464*10^(-1 8) *x^7 - 1.645660969*10^(-14)*x^6 + 2.552955503*10^(-11)*x^5 - 2.385872722*10^(- 8) *x^4 + 1.370373343*10^(-5)*x^3 - 4.712480004*10^(-3)*x^2 + 8.691949397*10^(-1)*x + 19.70789909, where x is the range

4. Is there a way to measure distance on maps, besides the lasers and the squad leader's marker?

5. How large is each map square on Muttrah and Al-Basrah?

1. Don't know

2. Most of the games don't have 99% accurate physics, so not sure about that

3. Probably

4.You can use Pythagoras, I believe you can see this hint sometimes while loading.

5. Check the bottom right corner of your map,depending on how big is the map you should see something like 150m or 300m or 200m...
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Mortar mathematics

Post by rPoXoTauJIo »

TheLordHighExecutioner wrote:My friend and I are trying to use math and field tests to pre-calculate mortar firing positions. I just have a few questions about mortars and maps.

1. What is the velocity of the mortar projectile?

2. Does the mortar projectile obey physics? I.e. range = v^2 * sin(2*angle) * (1/g).

3. Or does it follow the polynomial approximation: Angle = -8.869232072*10^(-22)*x^8 + 5.863078464*10^(-1 8) *x^7 - 1.645660969*10^(-14)*x^6 + 2.552955503*10^(-11)*x^5 - 2.385872722*10^(- 8) *x^4 + 1.370373343*10^(-5)*x^3 - 4.712480004*10^(-3)*x^2 + 8.691949397*10^(-1)*x + 19.70789909, where x is the range

4. Is there a way to measure distance on maps, besides the lasers and the squad leader's marker?

5. How large is each map square on Muttrah and Al-Basrah?
1. 148.643923 bf meters/s
2. Yes. Keep in mind that bf G is not 9.8, but around14.86 m^2\s.
3. wat
4. Depends on conditions. If you're ingame dude, then nothing you can do besides those you mentioned + Pythagoras stuff. If you're server admin, you can develop a python tool that will measure distance for you, just need to specify conditions and output format.
5. Bottom right, scale is displayed.
Image

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Fir3w411
Posts: 341
Joined: 2014-03-01 17:56

Re: Mortar mathematics

Post by Fir3w411 »

Image


"Sometimes you just gotta use torture tactics."
TheLordHighExecutioner
Posts: 6
Joined: 2015-12-12 05:20

Re: Mortar mathematics

Post by TheLordHighExecutioner »

rPoXoTauJIo wrote:1. 148.643923 bf meters/s
2. Yes. Keep in mind that bf G is not 9.8, but around14.86 m^2\s.
3. wat
4. Depends on conditions. If you're ingame dude, then nothing you can do besides those you mentioned + Pythagoras stuff. If you're server admin, you can develop a python tool that will measure distance for you, just need to specify conditions and output format.
5. Bottom right, scale is displayed.
1. Okay, so my estimated projectile velocity as 148.492424 was pretty close.
2. Do you have a source on this and the projectile velocity? I've heard that g is 14.7.
3. This is the equation the mortar calculator uses.
4. What is Pythagoras? Is it just the Pythagorean theorem? Also, if I make a local server, can I make a Python tool to measure distance?
BlackGus
Posts: 152
Joined: 2012-05-19 20:59

Re: Mortar mathematics

Post by BlackGus »

Image
[TP]Olsen
Posts: 25
Joined: 2012-01-30 15:09

Re: Mortar mathematics

Post by [TP]Olsen »

TheLordHighExecutioner wrote: 4. What is Pythagoras? Is it just the Pythagorean theorem? Also, if I make a local server, can I make a Python tool to measure distance?
On a 300m grid Map:
D=sqrt((300m^2)+(300M^2))
This will find the distance across a grid on the diagonal.

So you can also apply more advanced mathematics of geometry and sin/cos/tan
Tit4Tat
Posts: 514
Joined: 2009-12-11 12:41

Re: Mortar mathematics

Post by Tit4Tat »

BlackGus wrote:Image

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Tommygun
Posts: 325
Joined: 2011-03-16 08:08

Re: Mortar mathematics

Post by Tommygun »

Isn't there a random variance around the target, like a 25m hit spread either side? If so, your fancy mathematics may amount to nowt? Can one really get pinpoint accurate with mortars & maths in this game? Would it mean you have to deploy your mortars in exactly the same position each time on each map?
Mortars are pretty fast, simple and effective with good operators right now.
HarryTheGuv'nor
Posts: 11
Joined: 2015-12-13 19:23

Re: Mortar mathematics

Post by HarryTheGuv'nor »

I know how to write boobs on a calculator.
TheLordHighExecutioner
Posts: 6
Joined: 2015-12-12 05:20

Re: Mortar mathematics

Post by TheLordHighExecutioner »

Tommygun wrote:Isn't there a random variance around the target, like a 25m hit spread either side? If so, your fancy mathematics may amount to nowt? Can one really get pinpoint accurate with mortars & maths in this game? Would it mean you have to deploy your mortars in exactly the same position each time on each map?
Mortars are pretty fast, simple and effective with good operators right now.
The more accurately I can pinpoint where to shoot, the more accurate my shots land, even accounting for dispersion. If my aiming has a 2m dispersion, my shots will land, at most, 27m away from my target. If my aim has a 50m dispersion, my shots will land as far as 75m away from my target.
[at]Vio-Lence
Posts: 64
Joined: 2013-06-29 20:13

Re: Mortar mathematics

Post by [at]Vio-Lence »

An old player by the name of JordacheJeans figured out an equation when the mortars were bugged (around version 1.0 i think?). If I remember correctly he figured out how many seconds you need to hold the W key down for any specific distance when the mortar is at maximum range (by holding A down for like 20 seconds or something to get it zeroed so to speak). The shorter the time you hold W the greater the distance
Last edited by [at]Vio-Lence on 2015-12-15 02:36, edited 1 time in total.
In game name: Vio-Noob__
Fir3w411
Posts: 341
Joined: 2014-03-01 17:56

Re: Mortar mathematics

Post by Fir3w411 »

Pythagoras is really useful for exact ranges with the mortars. The range given in the caps screen is a range rounded to nearest 50 meters. So if you have 160 meter range, it shows as 150 meters. This results inaccuracy in shots (which is why you almost always land short or far.)

It's a really nice way to land targets dead on if you have to hit armor or a roof.

Edit:

I made a docs of the mortar equation. It's a bit cleaner now:

https://docs.google.com/document/d/11GO ... sp=sharing
Last edited by Fir3w411 on 2015-12-25 05:06, edited 3 times in total.
Image


"Sometimes you just gotta use torture tactics."
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