mr burns 132 Posted February 28, 2013 It´s not an exact how to, but you can see me operating the thing in this video: (note: the "Ent", "Up","Down" and "Lay" buttons on the gui are actually clickable, you just don´t see my mouse pointer) Most notably you´ll have to work with 8 digit grid coordinates (where ArmA2 comes with 6 grid as standard). Just divide the square you´re shooting at into 10 more sections (0 - 9 from "left to right and bottom to top" [which is the same fashion as you read grids]) and add it to the grid reading you have from the map. You need target height aswell, should be easy enough to work out by yourself by looking at the map. When computing the firing solution it´ll show a specific reading for MACS Zone (dont know what the hell that is), which correlates to the number of needed charges in the gunner seats firing menu. Lastly: TOF (time of flight i presume) is interesting for fusing DCIPM at certain points for spray or conentrated damage. Share this post Link to post Share on other sites
noubernou 77 Posted February 28, 2013 MACS Zone is the charge number. MACS stands for Modular Artillery Charge System and it replaces the old bag charge system (but doesn't correspond exactly to the old bag numbering system, which was pretty confusing). Zone is just another word for charge number basically. Also remember TOF is calculated for optimal burst height on base ejecting cargo rounds such as DPICM, ADAMS, RAAMS, etc. If you want to adjust the spread of a cargo round the easiest/most accurate way is to use the "UP/DOWN" adjustment fields and let the computer work out the best TOF. Lower is more concentrated, higher is less concentrated. Usually adjusting in 50m increments is best, but be careful, if you adjust down too much you are probably gunna be putting cargo rounds into the ground, where they wont do much at all! Share this post Link to post Share on other sites
nmdanny 22 Posted April 15, 2013 Is this mod going to be ported to ArmA 3? The initial laying works fine but when I press Fire nothing happens, and then the CD and CE in the FCS doesn't show anything, and laying the gun makes it spin 360 degrees. Share this post Link to post Share on other sites
noubernou 77 Posted April 15, 2013 We need new Oxygen for it to be fully ported. I have 90% of it working fine in A3. :) It is really fun. Share this post Link to post Share on other sites
scrim 1 Posted April 16, 2013 We need new Oxygen for it to be fully ported. Bohemia, he hast spoken! Make great haste! Seriously, can't wait for this. It's just incredibly good. Share this post Link to post Share on other sites
friznit2 350 Posted April 16, 2013 Probably a stupid question, but I'm assuming there are no plans to make an unscripted AI drivable version? I'm quite fond of using arty support scripts such as RUM Assets and Support Radio that require physical firing units. However, AFAIK there is no AI drivable SPG in game and AI are unable to move 119's around, so arty is stuck in one place (excepting the rather over powered MLRS). Share this post Link to post Share on other sites
mahuja 12 Posted April 16, 2013 friz, there is the 120mm mortar in one of the stryker variants. Vanilla OA, I believe. Beyond that, there's the attachto script command, which can put a howitzer on a truck, among other things. Though if it's moving when it gets a fire mission, you never know what will get hit. Share this post Link to post Share on other sites
_William 0 Posted April 16, 2013 Probably a stupid question, but I'm assuming there are no plans to make an unscripted AI drivable version? I'm quite fond of using arty support scripts such as RUM Assets and Support Radio that require physical firing units. However, AFAIK there is no AI drivable SPG in game and AI are unable to move 119's around, so arty is stuck in one place (excepting the rather over powered MLRS). Not sure what you are looking for, but even if the AI could drive this beautiful M109A6, it wouldn't be able to fire it - aiming is something special with this vehicle. The Stryker MCV with 120mm mortar is available (as MaHuJa indicates) but needs an additional script to register the weapon and magazine with the ARTY module, so the AI can use it. Send me a PM or generate a mission at PlannedAssault to get the scripts (included with missions involving the MCV). Vilas' P85 units also include early M109s, and Soviet 2S1, 2S3 and 2S7 Pion all configured for use by the AI. The Pion is really impressive. William Share this post Link to post Share on other sites
maturin 12 Posted May 12, 2013 Whenever I fire SADARM, the shell blows up in the barrel and kills us all. 900 0.5 900 0.5 No shape for ammo type SA_SADARM_BURST No shape for ammo type SA_SADARM_BURST Share this post Link to post Share on other sites
J. Schmidt 10 Posted June 3, 2013 I've set up a paladin in the southern most airfield on Chernarus and have imputed a fire mission for a target in Cherno. I've selected the highest solution and for the M795 round and it keeps hitting the trees just 300 yards from the paladin. What may be causing this issue, and how can I counter it? Also I was wondering if you would be willing to updated the Paladin so the commander, or gunner can use the 50cal machine gun? Any help would be appreciated. Update: It seems that when I drove the paladin to higher ground where there was a clearing and the trees where lower than the barrel of the paladin it works. Is this what I'll have to do every time if I need to shoot over trees/hills/mountains? Share this post Link to post Share on other sites
noubernou 77 Posted June 3, 2013 I've set up a paladin in the southern most airfield on Chernarus and have imputed a fire mission for a target in Cherno. I've selected the highest solution and for the M795 round and it keeps hitting the trees just 300 yards from the paladin. What may be causing this issue, and how can I counter it? Also I was wondering if you would be willing to updated the Paladin so the commander, or gunner can use the 50cal machine gun? Any help would be appreciated.Update: It seems that when I drove the paladin to higher ground where there was a clearing and the trees where lower than the barrel of the paladin it works. Is this what I'll have to do every time if I need to shoot over trees/hills/mountains? Highest charge or highest elevation? Check the CE value in the AFCS. Pick one that is higher. It will even give you high angle (over 800 mils) which should never have a problem hitting trees. Share this post Link to post Share on other sites
J. Schmidt 10 Posted June 3, 2013 @NouberNou I selected the highest solution of the three that had the highest TOF and Elevation of the paladins barrel, which the AFCS gave me. Share this post Link to post Share on other sites
noubernou 77 Posted June 3, 2013 @NouberNou I selected the highest solution of the three that had the highest TOF and Elevation of the paladins barrel, which the AFCS gave me. Did you lay the barrel? Share this post Link to post Share on other sites
J. Schmidt 10 Posted June 3, 2013 Yes, I did everything the manual said to do, could it be because the paladin is at the same elevation as the target? Share this post Link to post Share on other sites
mahuja 12 Posted June 4, 2013 (edited) You may need to get further away from the target. The closer you are, the lower the ballistic path. In particular, there's a certain distance at which high angle (over ~800 mils) becomes possible. In comparison, the relative altitude is negligible. edit: Saw you specified exactly where they're at. Working from memory here: - The "source" position is quite close to some rather steep hills. - The distance is too short for a high angle shot. - The distance is too short for a curving ballistic path. (compared to the steepness and proximity of the hill it has to pass) Edited June 4, 2013 by MaHuJa Share this post Link to post Share on other sites
noubernou 77 Posted June 4, 2013 I've set up a paladin in the southern most airfield on Chernarus Ahhh I for some reason in my head just thought the main airfield. Yea too close for high angle solutions, and you are not clearing your minimum crests for low angle. You need to move the gun someplace else. Share this post Link to post Share on other sites
J. Schmidt 10 Posted June 5, 2013 Thanks, I'll keep that in mind, also my team has recently deployed to Esbekestan for MSO and our base is at the main airfield on there. From playing the map I know for certain that there are huge mountains between the airfield and the closest town Zregurat, I'll go ahead and see if I set up the paladin as far SE while staying on the airbase as possible and see if I can shoot arty rounds over the mountains. Also I was wondering if you'd be interested in updating the paladin so the 50 cal on-top of the paladin is operable? Share this post Link to post Share on other sites
mahuja 12 Posted June 5, 2013 There is a version of it where you can fire it, but you have little idea what elevation your gun is firing at other than following the tracers. I think it's part of the UnitedOperations modset. Though frankly, that should probably be enough for how much you should use it. It is, after all, mostly just there to discourage close attackers. (Certainly beats getting out the vehicle entirely should some enemy infantry slip through the lines.) Share this post Link to post Share on other sites
noubernou 77 Posted June 5, 2013 Yea the UO version is much more up to date. Share this post Link to post Share on other sites
J. Schmidt 10 Posted June 5, 2013 (edited) Well I'm willing to put in the work of getting the 50 cal of the paladin working, I do have some experience with model.cfg and config.cpp due to working on some projects of mine. I don't want to have to go join a team just to use the updated paladin and getting extra addons that I'll probably never use. NouberNou and other developer(s) of this addon just let me know if your up to letting me update the paladin with a working 50 cal. Edited June 5, 2013 by JSF 82nd Reaper Share this post Link to post Share on other sites
mahuja 12 Posted June 5, 2013 have to go join a team just to use the updated paladin and getting extra addons that I'll probably never use. http://six.unitedoperations.net/@UOMods/addons/sa_m109a6.pbo.gz Download, uncompress, drop in an addon folder. Comes without signature, though. I wouldn't mind seeing the .50 completed, but there's no m in snr, so don't look at me. I'm just a fairly clueful user. Btw, how goes the arma3 update? Did you need SA to update the model so it doesn't plant the barrel in the ground? Share this post Link to post Share on other sites
noubernou 77 Posted June 5, 2013 Yea I think, I am not sure, haven't talked to him in a couple weeks. Been sorta busy myself. To be honest A3 alpha was rather underwhelming and combined with a big move and starting school again I haven't really had much of a desire to work on anything Arma related. Share this post Link to post Share on other sites
Morganator 10 Posted February 11, 2014 Hey Guys just a Question, but is it possible to aim with the normal vanilla Arma Lasermarker on a Target and then lock this Target onto the Paladin? If so, how? And if no, do i need ACE? Greetings Share this post Link to post Share on other sites
mahuja 12 Posted February 13, 2014 is it possible to aim with the normal vanilla Arma Lasermarker on a Target and then lock this Target onto the Paladin? If so, how? The important part to note is that the laser guidance is by script. Therefore it doesn't need a pre-fire lock unlike all vanilla LG munitions. If ace is not installed, I think it'll fall back on an internal version of the laser guidance scripts. Unless you use ace and the spotter is clueful* enough to ask for a different code, use the default code (1001 AFAIR) or even leaving the field blank(?). The procedure goes as follows: Paladin loads and fires a copperhead (laser-guided heat shell) 10-15 seconds before time of impact, a radio call goes out to the spotter, who turns on the laser. When the shell reaches its time setting, the laser sensor turns on. The shell steers towards its (code-matched) laser as soon as it can see it. As you can see, there's a number of user errors that can cause it to miss. Share this post Link to post Share on other sites
Morganator 10 Posted February 14, 2014 Thx for the answer but how do i convert these steps into the editor? Share this post Link to post Share on other sites