Jump to content
Sign in to follow this  
tswords

Mortar Ammo/IR Lights

Recommended Posts

I serve as a FO in the US army and ive seen my share of explosion types. Now, a suggesstion that im sure made its way to the forums a few times, along with one i havent seen

- Mortar/Artillery Ammo Airburst/Delay -

it would be awesome if the artillery module supported Airburst munition fuzes, as well as fuze delay. For instance, if i have infantry dug in a defensive position, i would want a VT shell in the fire for effect mission, creating a shotgun like shrapnel effect raining down into the position.

Another thing would be delay fuzing, say for instance i have a bunch of baddies in a treeline shooting at my platoon, i would call for a fuze delay fire for effect mission, preventing the rounds from exploding on impact with the branches (which happens all too often in my experience with Arma II) instead, the round would strike a branch, and continue flight for another .05 seconds, just enough time for it to hit the ground level of the forest and send chedaki limbs flying my way, rather than tree limbs.

-Another Artillery Suggestion

On one particular training event i got to use (call in) something i thought was very practical for modern warfare.

IR Illumination. Acts as a normal flare, but to the naked eye looks like nothing more than a star in the night sky, but with NVGs on it lights up the whole grid square, enabling the FO to pick out his targets without really having to worry about them going "oh sh*t! flare, FLARE!!!! RUN!!!" (assuming they dont hear the subtle pop of the round overhead)

this would be complimented by IR flashlights as well.

Just sharing some of my experiences IRL and wanting to see them in game is all, let me know what you think!!

Share this post


Link to post
Share on other sites

Those are excellent suggestion. Unfortunately this would not work with the current engine because it does not account for the fragmentation pattern of the round. In other words, a shell in ArmA 2 has it's direct and indirect hit radius and value; but it's abstracted to the point where it doesn't matter if it explodes on the ground or in the air - it's going to inflict exactly the same damage within the given range.

Coming up with a better simulation for the fragmentation and the explosives would definitely make the game more interesting and realistic; it would also the fortified positions a lot more important than they are right now.

Peace,

DreDay

Share this post


Link to post
Share on other sites

yeah thats a pain in the ass really. im sure BIS would be able to work something out, i mean, the guys up at ACE were able to make that buckshot-like tank round so a frag pattern is doable, but combining it with concussion im sure would be a major coding PITA.

but it would still be a nice thing to have =]

Share this post


Link to post
Share on other sites

I agree 100%. It should definitely be doable, but it would require a lot of the CPU cycles to simulate individual fragmentation projectiles (even in an abstracted way). Then again, the hardware is cheap and getting cheaper; so hopefully BIS would be able to work this in for ArmA 3 - by that time most of the potential players should have to hardware to support it!!

Share this post


Link to post
Share on other sites

Please dont mention ArmA 3. I can only imagine so much awesomeness...that much would make my head explode.

But what about the IR Flares? anything on that?

Share this post


Link to post
Share on other sites

I am not a config editing guru, but I would hope that it's possible in a same way that ACE does IR strobes right now.

It's definitely a great suggestion that would enhance both the realism and the game play!

Share this post


Link to post
Share on other sites

The guys over at ACE2 are working on different things. I'd suggest taking a look over at their thread and see how it's coming along. It seems like good work so far. Choosing fuse and such for the rounds sounds fun! Then again, you may not want to Download such a large thing. :/ -Shrugs- Which ever you choose ^^ Wait for BIS to do it or wait for ACE2. Either way :D It'll be fun.

Share this post


Link to post
Share on other sites
Those are excellent suggestion. Unfortunately this would not work with the current engine because it does not account for the fragmentation pattern of the round. In other words, a shell in ArmA 2 has it's direct and indirect hit radius and value; but it's abstracted to the point where it doesn't matter if it explodes on the ground or in the air - it's going to inflict exactly the same damage within the given range.

This is sadly a common misconception. Its not if the round explodes in the air or not, but more so if the round explodes next to some sort of protection for the soldier.

I will post some videos to demonstrate in a few minutes using the proximity fuze setting for the new ACE artillery stuff with the normal M1 105mm HE round. I will compare it to the PD fuze.

---------- Post added at 12:09 AM ---------- Previous post was Yesterday at 11:20 PM ----------

Here is a video detailing the effects of PD vs VT fuzes.

iJKi7KQldKk

As for the original posts suggestion on delay fuzes, currently the game mechanics make that a bit hard to achieve. I am looking for potential solutions though.

IR flares are also something I am looking at implementing.

All of these suggestions are things I plan to implement across the board from the M224 up the the M198/M777/M109A6 (and maybe an M110 for the hell of it, I DONT CARE IF ITS RETIRED, ITS BAD-F%#@NG-ASS!).

Share this post


Link to post
Share on other sites

this would be complimented by IR flashlights as well.

+1 for this please.

Turn those IR gun mounted lasers into gun mounted IR laser illuminators please.

Think torch beam rather than laser dot.

The daddy of course would be if the enemies/wildlife's eyes shone out like cats eyes in the road, giving their position away long before visual recognition range.

Edited by Baff1

Share this post


Link to post
Share on other sites

King of Battle Bump :D

but yeah, IR Illumination would be amazing to have, as well as the different fuzings for artillery.

i mean, it could be done as simple as adding another radio conifg menu when calling for a fire mission. Just like it is now.

Step 1- Select 0-8-1:Artillery Barrage

Step 2- Select 1 for Immediate Suppression HE

then a new one:

Step 3-

1:HE/Quick (PD)

2:HE/Delay

3:HE/VT (Airburst)

seems simple enough no? im actually asking cuz im not a big config modder guy, im just a big fan of booms =]

Share this post


Link to post
Share on other sites
King of Battle Bump :D

but yeah, IR Illumination would be amazing to have, as well as the different fuzings for artillery.

i mean, it could be done as simple as adding another radio conifg menu when calling for a fire mission. Just like it is now.

Step 1- Select 0-8-1:Artillery Barrage

Step 2- Select 1 for Immediate Suppression HE

then a new one:

Step 3-

1:HE/Quick (PD)

2:HE/Delay

3:HE/VT (Airburst)

seems simple enough no? im actually asking cuz im not a big config modder guy, im just a big fan of booms =]

Check out what we are doing in ACE.

We simulate from the FO to FDC through the gunline over to the target and back to the FO for adjust (of course you are first round FFE right though right?).

Share this post


Link to post
Share on other sites

i dont like to brag but, yes lol. all i need is a map, compass and protractor. but thats some good stuff to hear! :D

Share this post


Link to post
Share on other sites
i dont like to brag but, yes lol. all i need is a map, compass and protractor. but thats some good stuff to hear! :D

1HtV5Vbsr44

SH4aG4Yroeg

Would this work? :D

I am a field artillery fanatic. When I'm not working on ArmA2 I am reading the archives of FA Magazine. :)

Share this post


Link to post
Share on other sites

hell yeah it will work just perfectly!

hey if you have any questions at all id be more than happy to share my experiences if it would help contribute to any of your modding! :D

Share this post


Link to post
Share on other sites

If I recall correctly CoC's united artillery had different fuze types and this was back in ofp days. VT, delay the works.

Share this post


Link to post
Share on other sites
If I recall correctly CoC's united artillery had different fuze types and this was back in ofp days. VT, delay the works.

I just finished adding delay fuzes to ACE artillery last night. :) We now have the 4 most common fuze types (point/sq, vt/prox, time, and delay) simulated to a pretty astonishing degree of accuracy (which isn't that hard with the new induction set fuzes... :p).

Should be out in Fridays release with the BCS.

If you want the premier artillery experience ACE is the platform to choose!

Share this post


Link to post
Share on other sites

lookin forward to it, as the days of the FOB personal internet are not far off lol.

Glad to see work ethic among the developing teams.

now if only we could get a FISTV... *hint*

:D

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×