the arty system in PR
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77SiCaRiO77
- Retired PR Developer
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the arty system in PR
well, since mortars are going to be added in sometimes in the future , im wonder how will they work , are they gonna use a spoter system like DCon and FH2, or a sytem like USI and POE2?
in DCon,, you need a spoter with a soflam to mark the target , then a camera spawn at the top of the target ,the camera follow the proyectile until it reach to where it was aiming, and then back to the place where the target was .
in POE2 , first the system was something like DCon ,the spotter spawn a camera with the binuculars , but the camera always follow the proyectile from above , giving a more view of the trayectory . afther the last parcht , that sytem was removed and replaced by a "free camera" , that always follow the proyectile , without needing a spoter.
in FH2 , the player in the arty/mortar got a milimetrical sigh (vertical degrees and horysontal degrees ,always pointing at the front of the cannon), you can move the cannon , but the sight always pointing at the front of the "vehicle", but , when a spoet called for arty , the 0-0 mark of the sight moved to point the place from where the call was maded , you then should move the cannon to mach again with the 0-0 mark , and fire , it also got a camera , but a static one , so you cant follow your shell , but you cn see if your shot hit or not hited the target .
in USI , the sytem was a lot simple , each shell from an arty/missil form a MLRS got a mark in the minimap , so the operador only need to open the minimap and see where his shoot was landing , without needing a spotter .
what system might work better for a realism mod ?
in DCon,, you need a spoter with a soflam to mark the target , then a camera spawn at the top of the target ,the camera follow the proyectile until it reach to where it was aiming, and then back to the place where the target was .
in POE2 , first the system was something like DCon ,the spotter spawn a camera with the binuculars , but the camera always follow the proyectile from above , giving a more view of the trayectory . afther the last parcht , that sytem was removed and replaced by a "free camera" , that always follow the proyectile , without needing a spoter.
in FH2 , the player in the arty/mortar got a milimetrical sigh (vertical degrees and horysontal degrees ,always pointing at the front of the cannon), you can move the cannon , but the sight always pointing at the front of the "vehicle", but , when a spoet called for arty , the 0-0 mark of the sight moved to point the place from where the call was maded , you then should move the cannon to mach again with the 0-0 mark , and fire , it also got a camera , but a static one , so you cant follow your shell , but you cn see if your shot hit or not hited the target .
in USI , the sytem was a lot simple , each shell from an arty/missil form a MLRS got a mark in the minimap , so the operador only need to open the minimap and see where his shoot was landing , without needing a spotter .
what system might work better for a realism mod ?
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Ironcomatose
- Posts: 3471
- Joined: 2007-02-21 06:07
https://www.realitymod.com/forum/arty-s ... 31450.html
TIME PARADOX!!
But seriously i like the FH2 method much more. Ive always wanted an arty system to work like that.
TIME PARADOX!!
But seriously i like the FH2 method much more. Ive always wanted an arty system to work like that.
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Ninja2dan
- Retired PR Developer
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- Joined: 2007-10-29 03:09
To be honest, all of those methods make my ears bleed. Too much Anti-Realism.
For real artillery you need both a spotter and the weapon system seperate. The cannoneer can NOT see his rounds impact (unless they are doing direct-fire, possible but rarely happens). The spotter's role isn't just to spot the target and call for fires. His job is to watch the impacts and adjust fire as needed.
This means that in order to use artillery realistically in PR, you need to come up with a realistic aiming system. The gunner of the artillery will need to have some way of aiming his weapon in the direction of the target and be able to get his first round within a reasonable distance of the target. Once that happens and the spotter calls in the adjust, the gunner will need to make adjustments properly. Once the spotting rounds are on target, the spotter calls in fire for effect. This is when the artillery can fire freely without adjusts.
This method will be required for all forms of artillery, be it a mortar team or a missile system such as the MLRS. Although mortars are generally a short-range weapon, there are many times they will still not see the impacts themselves to make adjustments. All artillery needs a spotter, if not then forget about adding it.
Adding realistic artillery will be time-consuming and code-heavy, but it is probably possible. If someone wants to take a stab at it, I'm available for assistance. I have training on 105mm and 155mm, both towed and SP. I only have minimal experience with mortars, as my job was primarily howitzers. But until it can be done accurately, it should stay out of PR.
Because of the complex nature of artillery, I am sure this is the reason it has been discussed over and over with minimal work done on it.
For real artillery you need both a spotter and the weapon system seperate. The cannoneer can NOT see his rounds impact (unless they are doing direct-fire, possible but rarely happens). The spotter's role isn't just to spot the target and call for fires. His job is to watch the impacts and adjust fire as needed.
This means that in order to use artillery realistically in PR, you need to come up with a realistic aiming system. The gunner of the artillery will need to have some way of aiming his weapon in the direction of the target and be able to get his first round within a reasonable distance of the target. Once that happens and the spotter calls in the adjust, the gunner will need to make adjustments properly. Once the spotting rounds are on target, the spotter calls in fire for effect. This is when the artillery can fire freely without adjusts.
This method will be required for all forms of artillery, be it a mortar team or a missile system such as the MLRS. Although mortars are generally a short-range weapon, there are many times they will still not see the impacts themselves to make adjustments. All artillery needs a spotter, if not then forget about adding it.
Adding realistic artillery will be time-consuming and code-heavy, but it is probably possible. If someone wants to take a stab at it, I'm available for assistance. I have training on 105mm and 155mm, both towed and SP. I only have minimal experience with mortars, as my job was primarily howitzers. But until it can be done accurately, it should stay out of PR.
Because of the complex nature of artillery, I am sure this is the reason it has been discussed over and over with minimal work done on it.
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Hx.Clavdivs
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G.Drew
- Posts: 4417
- Joined: 2006-04-30 23:02
i remember using the arty system in FH for 1942, it was tricky but once u got used to it it was pretty good
Last edited by G.Drew on 2007-11-28 18:30, edited 1 time in total.


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supahpingi
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Ninja2dan
- Retired PR Developer
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Ballistic tables for the artillery systems will help, but I would think those tables are going to change once other artillery addons are in place. The different shells will each have their own velocity, and we would need at least 3-4 values. For mortars we can use either one or two, and artillery should have one or two as well.Jonny wrote:If you want ballistic tables (Angle -> range, on a flat surface) I can calculate a lot of values without the need for testing in-game for each set of values needed.
I will try to find my old manuals and see if I still have the data tables from the real thing, it might help you get the PR version's tables more accurate.
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Doom721
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Ecko
- Posts: 925
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Disagree, they were teh rapes!supahpingi wrote:hmm....
I guess artillery should have a realistic way of using it,but itneeds to be in a way that is usable.
Anyone ever played wolfenstein ET?those mortarts where freaken useless bcuz u didnt have a clew where ur firing at.
You just needed a spotter.
AKA Ecko1987
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zangoo
- Posts: 978
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Doom721 wrote:I think the arty should be scrapped and just be a big dang bomb like a JDAM... that'll shut up a cluster of people.
like the one me and cas made, i think it would be well suited for this job, it takes some teamwork and is also fun in my eyes. i also think that a jdam would be a little more realistic then a arty in some maps.

Jaymz