PR MORTAR techniques

General discussion of the Project Reality: BF2 modification.
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TH3pilot
Posts: 84
Joined: 2008-04-15 13:25

PR MORTAR advanced techniques & tips

Post by TH3pilot »

This thread is about techniques that can be used in the current version of PR when playing with mortars. Mortars are a great tool, though not widely explored by the common pr player, if put to good use they can be a table turner on any game. It might look too complex and anti-dynamic for some but it's meant for those who enjoy the game in a more technical manner.


So in this thread i will be talking about the following topics:

A) Precise distance finding

B) Line of fire procedures

And as soon as i have time i will add

C) Forward Observer techniques

I might be adding more later and i am also open to corrections and suggestions!

A) Precise distance finding:

In order to start the mortar works going everyone knows you need a distance to your target. Problem is that they are always roughly estimated through eyemeter or for those who have patience through the hipotenusa. Yes i know the in-game map gives you distance to a marker, but it's from 50 to 50 meters and that makes a huge diference. To get more precise on your estimations heres a tutorial:
Step 1: Find a ruler, yes the one you never used at school. Now open your aplified map. For mortars ALWAYS use your amplified map. Now by putting the ruler against your screen you are gonna measure how much the "ruler to grid ratio" of yours is. Measure a whole grid or just a keypad, in zoom x1, in zoom x2, and zoom x3.

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Now keep those numbers somewhere handy and remember, the "ruler to grid ratio" is a personalised number and should not be shared, since monitor and resolution size varies from person to person. In my screen for example i estimated it to be 3,65cm.

Step 2: When in-game put the ruler against your map strictly paralel to the marker's line.
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This job must be done with delicacy, or just go back to eyemeter. The key here is to put the zero at the very center of the squadleader circle and count the distance from where the marker LINE FINISHES, not the marker's attack, move or destroy SYMBOL. Can you estimate the distance from the image above? (Guess without looking at comments, answer is at bottom of thread)

Step3:
Now a simple math equation will give you the exact distance as estimated by your meticulous eyes. Take the map's grid range youre playing on (75, 150 or 300m) multiply by the measuring of the ruler that you found, divide by the "ruler to grid ratio" and you have it. Heres an example of a simple excel file you can make, print and glue somewhere in your living room's command center.

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This has proven to be the most precise in-game method of range estimation after the GLTD. As you can see from the image below the diference was by a mere meter. Keep in mind that imprecision will often occur when on 4km maps since a slight wrong estimation means a bigger distance, and that increases in zoom x1!!

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Unfortunately you cannot type in the last number on the mortar pannel, but that stays for the suggestion thread that i'll make later. So just roughen up your calculations by the nearest tenth.

B) Line of Fire procedures:

I will just call Line of Fire the position of the mortars. It's usually refered to as "battery" with artillery pieces. But skipping the language tricks here's some tips for mortars:

-The squadleader should not operate mortars:
Reason: the SL has to manage comunication within the SL radio net and hears other fire mission requests directly from other SLs and he has the ability to place marker . He should be the one taking time to command but not operate.

-Cooperation game mode is good for mortar practice:
Reason: Through playing by yourself you will know your mortar skills are sharp because you can confirm kills by placing markers across the map on teammates and teamkilling without fearing the bannhammer of online servers.

-Decent mortar squad needs eight people:
Reason: As said before, mortars are often underestimated. Heres a decent squad layout for a mortar squad:
-1 SL: commands squad, does calculation and gives out fire missions
-2 mortar operators: calculate the angle and fire mortars
-2 forard observers: are recon players, lone wolfers out in the field, spot enemy positions and call fire missions
-2 security: nothing is worse than having your 15 minute FOB building efforts get destroyed in a 20 second raid. Equiped with standard rifleman kit, security players will be spotting nearby enemy acticity, sit on HMG nests, TOWs and help on ressuplying the guns.
-1 logistics: a player dedicated on keeping the mortar pits supplyed with the logi truck. Highly recommended depending on map layout since trans pilots are usually bad crate droppers and helis over mortars might give away position.

-Distance between mortar pits:
In real artillery when forming a battery the guns are distanced according to the destruction diameter of the shell. The M109A6's 155mm shell for example has a destruction radius of 50 meters if im not mistaken. This means that each gun should be roughly 50m away from eachother. In PR i dont know the exact deadly radius of the mortars and that's where i could be enlightened by someone that knows. Heres a sketch to explain this:
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EDIT: The above should not be taken into account. Reason being is that in real mortars every gun is given the same angle and other elements, therefore making all projectile trajectories parallel. In PR the reference point is the marker, which converges in the same point for everyone in the squad no matter your position.
An estimated range is 15 meters apart from each mortar.

-Position of SL:
since the SL's range calculation is based on the marker, he should be positioned exactly at the center between the two mortar pits. Or next to the mortar operator in case of only one pit.

-Names:
Give the pits a name, it eases the process of coordenation. For example i call one pit "Gun one" and the other "Gun two", that way when i adjust fire i fire only with one gun and depending on the fire mission it makes comms easier: Example: "Gun one fire one round, HE." (after adjust), "Both guns fire mission, three rounds, HE...".
Or even attending two different requests at a time: "Gun one fire two rounds, HE, 1320, Gun two fire one round, smoke, 680"

-Firing command:
A recommended firing command by the SL should include vital information in the shortest sentence possible.
1) Mortar designation: "Gun one", "Southern pit" or just the player's name if you want to keep it informal.
2) Round quantity: "two rounds"
3) Type of ammo: "Prox", "HE"
4) Distance to target: "1290", numbers should be said one by one
5) Firing method: -"Fire when ready": player fires at will once angle is calculated
-"On my command": mortar operators wait for SL's command, used when SL is in close coordenation with an ongoing request or planned strikes.
-"Time On Target": this is too far for pr but i've used it. On this command the SL should specify the time he wants the guns to be fired. This can be standarized by using the in-game clock at top right of screen. Used on coordinated attacks at specific momments.
So a complete command should be: "Left gun, fire three rounds, HE, 980, fire when ready"

(answer to Topic A, Step 2: 6,3 cm)
Hope these were useful!
Last edited by TH3pilot on 2016-10-16 04:27, edited 5 times in total.
TH3pilot
Posts: 84
Joined: 2008-04-15 13:25

Re: PR MORTAR techniques

Post by TH3pilot »

C) Forward Observer

You've probably witnessed the creation of a CAS, Mortar or any other claimable asset squad and have its members begging for information: "CAS up call targets please", "Mortars ready, any targets??"
Just like the mortars, FOs are underestimated and rarely seen, usually played by experienced people who understand their relevance. Mortars and CAS squads should have an FO by default, just like you'd have a gunner for your APC. In real life no artillery fire mission is possible without any kind of observation. It's equivalent to shooting a rifle blindfolded. That being said let's get to some tips.

1) FO's role and choosing a position:
The FO's kit should absolutely include a GLTD or a binocular in its absence. An officer or a spotter kit are perfect choices. As you will see further below it is possible to call missions without these, but they're highly recommended nonetheless. In a Mortar squad, since the Spotter kit is limited and might not be available, the SL can hand his Officer kit to one of his FO's since he won't be making use of it at the mortars, and if necessary he can claim another from a crate.
The FO should wander around the map looking for good spots of which he can have a good field of view.
Image
View of a village, Bijar Canyons

He will usually be in high risk, since he is always looking to engage in visual contact with the enemy alone. So always take advantage of the camouflage around the position.
Opt for higher grounds! This allows the FO to have a better depth perception and thus adjust fire and estimate distances with more precision. (See image below)

Image

Image

Depth perception is obiously lost the lower to ground level (Img 2) and even with the GLTD your "laser" will bump into the first grass blade it finds, rendering it useless.

2) Finding target's position:
Upon spotting a target the first and most vital information is passing to the Squad Leader the position of the target. This should be done as quick as possible since this is what gets all the jobs at the mortars started. There are two main ways of doing this:
-The first, most simple and effortless is through the map-to-field comparison. By using the details of the amplified map, what you see in the field and your compass, you can estimate the Grid/keypad and hand them to the SL. This does however require decent map orientation skills.
In this technique the information you will give are the Grid-Keypad and for precise targets, the Subkeypad.

-The second technique is through "polar" coordinates. The information you will pass are the degrees and distance to your target.

Image

In the image above the degrees can be seen at the bottom of the screen, which are shown from 5 to 5 degrees as marked by the red lines. In this example, the degrees being 200, the FO must estimate the distance to the target since he is making use of a simple rifle optic (ACOG).
However, this would have been a whole lot more precise with a GLTD. Remember that GLTDs aren't the only distance measuring tools in the game, tank and APC optics also usually have distance measuring equipment.

As soon as the SL obtains this information he will be able to set the marker on the map. The process for that is explained below:

The Mortar squad SL should have a compass drawn on a transparent sheet of plastic (acetate or however it's known in english). The ammount of extra precision and degrees is totally up to the person, it just needs the basic N,S,E,W,NE,SE etc.. markings:

Image

On my compass i took it a little far by adding the degree precision from 15 to 15 in written numbers and from 5 to 5 in dashed lines matching the compass that is given in-game. The inner circles are completely optional. They represent the grid distance (blue circles) and keypad distance (green circles). The compass has its circles "tied" to the grids on my current screen resolution, thus the "x2 zoom" and resolution label. If i change resolution or if i zoom in or out the distance won't match anymore, but the degrees always will, this is why the circles are optional.

While on the amplified map, the SL places the center of the compass exactly on top of the observer, aligns the North-South line with the parallel vertical grid lines and this will give him the degree, while the distance can be estimated with the eye or a ruler.

Image

Image

As seen from the images above, while looking at the bridge, the estimation of distance and degree match with that of the SL's.

3) Calling Fire Mission:
In real fire missions the shots are often adjusted with a single gun firing individual shots, the observer then brings the shot to the desired area with subsequent corrections. This is because even after given precise coordinates, right anlges and etc, there are still many factors that affect the trajectory of the projectile (wind, humidity, cold tubes, etc..) and it looks like the game takes this deviation into account as seen bellow:

Image
Four consecutive shots taken at exactly same angle and direction at a distance of 300m from mortars.

When the observer is satisfied, he calls in the "Fire for effect", which then has all the guns of a battery fire all the shots specified for that mission. So it is highly recommended that the Fire Mission (FM) be separated in two fases:
-Adjustment:
He calls in the FM and informs the SL "will adjust", this means one mortar fires while he observes. Make sure adjustment is done with HE rounds, the smoke created is easier to observe and correct. If the shot drops on the desired target he calls in "fire for effect". If not, there are two ways to correct:
1) Experienced players will be able to tell where the round landed in relation to the marker while observing through a binocular and imediately call the correction of where the new marker should be placed. This requires good map and field orientation.

2) Another way is explained bellow:
the SL must have a cross drawn on a transparent plastic sheet (see above), of which one of the lines, that should be purposedly diferentiated, represents the "view line" of the observer:

Image

I added some extra details such as keypads for x2 zoom but that's totally optional. Just two perpendicular lines will do. The red line with the arrow indicates the view line of the FO.

Assuming the shot landed away from where the FO wanted, the SL will place the center of the cross on the very top of the marker and have the view line over the observer. He then listens to the corrections of the observer and puts marker respectively.

Image

Assuming the coordinates are given, the marker is set, (ignore teammates), he calls in the FM with adjustment.
Note: since i was single playing, the marker coincides with the observer's line. This should't be so, since this will be the SL doing over the FO.


Image

The round drops and it's obviously off target, the FO estimates 50m left and sends that back to the SL.

Image

SL puts cross over marker with the main line passing over the observer's "head", and makes adjustment. In this map, Al Basrah, one keypad is 50m, so the SL placed the marker one keypad "left" of the FO's point of view. Had the observer adjusted with "lengthen 100m, left 25m", the SL would put the new marker two keypads beyond and half a keypad left of the center of the cross. He then calls in the "fire for effect.

Image

That's it for now. Might add more later: CAS observer, UAV observation, Target List etc..
All recommendations for me to get a life will be warmly welcome :P
Last edited by TH3pilot on 2016-10-16 04:48, edited 2 times in total.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: PR MORTAR techniques

Post by sweedensniiperr »

I'm sorry for this but

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Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: PR MORTAR techniques

Post by Mouthpiece »

sweedensniiperr wrote:I'm sorry for this but

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Cheers, m9! *clings beer cups*

To OP: If this makes you all tingly inside, do it! But most of this community has lost the tingles - some a long time ago, some few moments ago.
_Fizzco_
Posts: 266
Joined: 2009-06-17 12:51

Re: PR MORTAR techniques

Post by _Fizzco_ »

I feel like i would've started firing my rounds on target already by the time you've done calculations, seems a bit long winded.
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QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: PR MORTAR techniques

Post by QuickLoad »

_Fizzco_ wrote:I feel like i would've missed all my rounds by an entire grid already by the time you've done calculations, seems a bit long winded.
here i fixed it for you mr. 'shoot all your rounds at my marker' mortar crew.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: PR MORTAR techniques

Post by Jacksonez__ »

Well, there is app called "mortar sniper" for Overwolf. It basically does all (calculation) this without the effort.

Nice thread though.

e: nobody mentioned Pythagoras..?
_Fizzco_
Posts: 266
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Re: PR MORTAR techniques

Post by _Fizzco_ »

QuickLoad wrote:here i fixed it for you mr. 'shoot all your rounds at my marker' mortar crew.
Rly? Its easy to be accurate with mortars.
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rPoXoTauJIo
PR:BF2 Developer
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Re: PR MORTAR techniques

Post by rPoXoTauJIo »

I like the ruler part :P
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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.
TH3pilot
Posts: 84
Joined: 2008-04-15 13:25

Re: PR MORTAR techniques

Post by TH3pilot »

_Fizzco_ wrote:I feel like i would've started firing my rounds on target already by the time you've done calculations, seems a bit long winded.
It actually takes me 15-20 seconds to get the distance. What was shown above was just the initial work, you won't go over the first steps again after you've done them once. On average 40-60 seconds from the time of setting marker to the mortar firing. I can tell you that is way faster than a real procedure.
Jacksonez__ wrote:Well, there is app called "mortar sniper" for Overwolf. It basically does all (calculation) this without the effort.

Nice thread though.

e: nobody mentioned Pythagoras..?
Interesting! I shall add that on the thread. Personally the ruler is part of my work so i prefer the traditional methods. I also think i did mention Pythagoras, through the use of the hipotenusa. It's just that this is also an eyemeter estimation of the vertical and horizontal keypads to the marked target. Unless you do it with a ruler, for which you'd have to account two measures instead of one. Do you have a download link or something helpful for this app?
_Fizzco_ wrote:Rly? Its easy to be accurate with mortars.
5 degrees missed are over 80m in a 1km distance. That's a lot, so every action taken to lessen imprecision is important.
[R-CON]rPoXoTauJIo wrote:I like the ruler part :P
wait til you see the rest lol
Shan~Man
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Joined: 2016-09-10 00:58

Re: PR MORTAR techniques

Post by Shan~Man »

Thanks for the info and effort to post TH3pilot.
PeppeJ
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Re: PR MORTAR techniques

Post by PeppeJ »

TH3pilot wrote:On average 40-60 seconds from the time of setting marker to the mortar firing.
I'm not sure how you're using mortars but it definitely does not take that long. It takes max 10 seconds to get calculations for a new target, then it's just a matter of how fast the mortar can turn. By the time you've put your ruler down I'm already done with calculations and I've been turning/elevating the whole time.

If the marker moved, start turning while doing calculations.

If the marker is closer/further, start elevating/lowering while doing calculations. If it's the distance difference is quite large you just let it go further.
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_Fizzco_
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Re: PR MORTAR techniques

Post by _Fizzco_ »

TH3pilot wrote: 5 degrees missed are over 80m in a 1km distance. That's a lot, so every action taken to lessen imprecision is important.
Then don't miss by 5 degrees :D the markings aren't so bad. At most you'd be missing by 1 or 2 degrees. Also you have to keep in mind (I'm pretty sure this is true for normal faction mortars to, defo insurg) that mortars have a random spread on them already, so even if your on point its gonna spread.
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TH3pilot
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Re: PR MORTAR techniques

Post by TH3pilot »

PeppeJ wrote:I'm not sure how you're using mortars
I believe this was answered in the first post! I'm using the mortars with all the methods shown there, but knowing these kind of critiques would swing my way is the reason i added at the very first paragraph that this is meant for people who like the game in a more technical way.
PeppeJ wrote: it definitely does not take that long. It takes max 10 seconds to get calculations for a new target, then it's just a matter of how fast the mortar can turn. By the time you've put your ruler down I'm already done with calculations and I've been turning/elevating the whole time.
Well it does if you want to use the things i mentioned, if not, people can just go back to their method man! Whatever floats your boat! But here you are talking about two distinct things. In my mortar squad suggestion, the SL calculates distance while the mortar operator calculates just the angle, they will be doing the job simultaneously.
PeppeJ wrote:
_Fizzco_ wrote:mortars have a random spread on them already, so even if your on point its gonna spread.
Shouldn't that be a reason to work more on precision? This is all about quality over quantity man. If people want to make a half arsed job it might end well or maybe not. But this is about maths, the numbers will lower imprecision no matter what. Even though they might take you a little more time to find but you'll have less ammo expenditure, more precise effective shots etc...and for the sake of project REALITY, you'll have more "immersion".
L4gi
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Re: PR MORTAR techniques

Post by L4gi »

Theres a reason you always go with P for plenty when handling explosives. :D
dysin
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Re: PR MORTAR techniques

Post by dysin »

quick and dirty mortars with accurate (enough) range

mark the target grid requested. walk your mark up in a straight line away from your pits and find the line that increases the interval to the next point (as in, 1050 becomes 1100). this is the 1100 line. walk it back and find where 1000 becomes 1050. here's the 1050 range. guesstimate where the target is, in our case let's say 1080m. walk left and right as you fire in small increments, left/right 1-5 degrees and use prx on everything except armor. i generally ask the mortar to add or subtract 30m if we're short or long, and that's it. elevation matters little unless you're hitting castle on archer, but then you adjust with some kentucky windage. the key is the 50m range intervals and splitting the middles for accuracy. sorry if this already in thread, i didn't read all of it.
take no possessions
Carl Weathers
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Re: PR MORTAR advanced techniques & tips

Post by Carl Weathers »

TH3pilot wrote: -1 logistics: a player dedicated on keeping the mortar pits supplyed with the logi truck. Highly recommended depending on map layout since trans pilots are usually bad crate droppers and helis over mortars might give away position.
Whoa whoa, no need to bring Trans into this! :lol:

Hey what's the proper way to call in a mission with gtld as the rangefinder?

Nice post thanks.
Mouthpiece
Posts: 1064
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Re: PR MORTAR advanced techniques & tips

Post by Mouthpiece »

Carl Weathers wrote:Whoa whoa, no need to bring Trans into this! :lol:

Hey what's the proper way to call in a mission with gtld as the rangefinder?

Nice post thanks.
IIRC, dial in the range on the SL comm thingie and then press airburst or HE in the other SL thingy. But it's not necessary if you inform people over SL channel in Mumble. E.g., when mortars where introduced it was necessary in order for the mortarmen to use their assets, but now they can use without calling in the firemission.
Heavy Death
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Re: PR MORTAR advanced techniques & tips

Post by Heavy Death »

Mouthpiece wrote:IIRC, dial in the range on the SL comm thingie and then press airburst or HE in the other SL thingy. But it's not necessary if you inform people over SL channel in Mumble. E.g., when mortars where introduced it was necessary in order for the mortarmen to use their assets, but now they can use without calling in the firemission.
I never placed a mortar request after it wasn't obligatory. Kinda sad, because it looks cool and mortar crews could act on those requests without unneeded radio chatter.
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