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kolpo

Is artillery really this accurate in reality?

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I just got CO and was trying the new artillery computer with the editor(with unmanned copter so I could see my rounds landing). I was amazed at how extremely accurate it is. I fired many rounds of a rocket artillery vehicle at an house and only that house was destroyed, non of the other got damaged. Also normal artillery and mortars landed very close to where I targeted the artillery computer.

I expected artillery to be extremely inaccurate, barely able to target a certain part of a distant city, is artillery really this accurate in reality?

Edited by kolpo

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Arty shots don't have any spread in ARMA, which is a shame.

IRL is not THAT accurate but get the job done anyway.

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They have spread, but it is not enough. You could pretend that the MLRS rounds are the GPS-guided rounds, or you could just install ACE.

Modern artillery is quite accurate, but knowing the exact location of the target and obtaining a perfectly accurate firing solution like the computer allows is very rare in reality.

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Pinpoint accuracy makes up for the lack of fragmentation. You could miss a vehicle by a few meters IRL and damage it, miss it by a few feet in ARMA and do nothing.

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That would be a problem with the projectile config. You can set blast radius among other things.

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Nu-uh. Fragmentation simply doesn't work against vehicles the same way. Detonate a grenade next to a rifleman and a rifleman manning an M2, and see what happens...

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It works the same way, the cases you are describing are just different. There is a certain radius in which things take damage based on their armour value. If a soldier is 'in' the 'm2' then then it's using the m2's armour value. Since you don't want an m2 to be totally destroyed by a grenade, its armour value must be higher. Right here, though, we are describing the effects of a grenade vs. a soldier and a soldier as crew in another vehicle, which is not the same as you were describing earlier.

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Artillery rounds precission depends on many factors such as:

Distance of target - The closer your target is the preciser your splash will be, precission is lost with targets that are on not on a flat surface and are far from artillery firing positions.

Shell type - There are several, each serves its purpose and has it's own level of accuracy.

Weather - Yes, this can affect accuracy too, strong wind, storms, extreme heat etc have minor but still accountable effect on shells fired.

Crew skills - Obviously, crew skill is very important and plays big role with artillery accuracy.

Artillery itself - Different artillery different accuracy.

That's in real life. ArmA 2 may be a simulator for public use but it's still a game so you may expect variations.

In ACR, BM Grad has a new computer, I tried it, it's very nice, and it's very precise. In real life MB Grad's do have big range but are not precise like that, whatsoever over larger distances they are very inaccurate and can flatten a smaller city regardless if the target is a building or several buildings. The reason why BM Grad-like artillery was so effective in WW2 is because of its ability to cover large areas as in WW2 there were large fronts with large armies so the more you can cover the more you can kill/destroy and eventually win your battle.

This is how the WW2 artillery looked like, and from which all modern Soviet style artillery advanced (Including BM Grad in ACR) -

Edited by MAVEN

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Having served in coastal artillery myself I can say that some modern cannons are impressively accurate but then it's also thanks to a well functioning fire control unit.

I've also used the 88 flak which was awesome and easy to see why it was so effective against allied armor in ww2.

About the dispersion I'm not sure since we did not use so many shells but we did sure sink the target ferries.

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If you want more realism for the artillery, and if your using ACE, try setting up the mortars and firing them manually. using the range tables, vector, map tools, compass and DAGR (DAGR is optional when firing mortars) but is a fantastic tool. Then you will find that the artillery is not so acurate. It has wind to consider too when using ACE.

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  Max Power said:
It works the same way, the cases you are describing are just different. There is a certain radius in which things take damage based on their armour value. If a soldier is 'in' the 'm2' then then it's using the m2's armour value. Since you don't want an m2 to be totally destroyed by a grenade, its armour value must be higher. Right here, though, we are describing the effects of a grenade vs. a soldier and a soldier as crew in another vehicle, which is not the same as you were describing earlier.

You're being pedantic. Hillsills is talking about the lack of realistic threat artillery poses to vehicles in this game, a problem which CANNOT be solved with projectile config. He was not talking in the same narrow terms. Inability to kill crew is the same thing as the inability to knock out vehicles.

A) Artillery can't kill the crew of even thin-skinned vehicles, where in reality that M2-manning soldier or humvee driver would be shredded.

B) Vehicles (and all other targets) sitting just beyond the blast radius are perfectly safe, whereas in reality APC have armor designed to protect against large pieces of shrapnel that can fly hundreds of meters. ACE solves this problem, but not the former, which needs a heck of a lot more effort than a config tweak.

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  ringoray said:
If you want more realism for the artillery, and if your using ACE, try setting up the mortars and firing them manually. using the range tables, vector, map tools, compass and DAGR (DAGR is optional when firing mortars) but is a fantastic tool. Then you will find that the artillery is not so acurate. It has wind to consider too when using ACE.

Really? Not very long ago I threw up a 60mm mortar and managed to hit a single guy more than 1000m away in the strongest wind there is.

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  maturin said:
You're being pedantic. Hillsills is talking about the lack of realistic threat artillery poses to vehicles in this game, a problem which CANNOT be solved with projectile config. He was not talking in the same narrow terms. Inability to kill crew is the same thing as the inability to knock out vehicles.

A) Artillery can't kill the crew of even thin-skinned vehicles, where in reality that M2-manning soldier or humvee driver would be shredded.

B) Vehicles (and all other targets) sitting just beyond the blast radius are perfectly safe, whereas in reality APC have armor designed to protect against large pieces of shrapnel that can fly hundreds of meters. ACE solves this problem, but not the former, which needs a heck of a lot more effort than a config tweak.

This is not what you were arguing earlier ;) You said that blast radii affect vehicles 'differently'. The fact of the matter is that is not true. There are no discrete shrapnel projectiles for men class vehicles or for wheel class vehicles. All I know is when I send an artillery barrage into the hidden base in Manhattan, all of the soft skinned vehicles are damaged or destroyed. You would have be believe that each of those vehicles was hit directly by a shell. Sounds like BS to me. If the ability to stay on topic with what was said two posts ago is being pedantic, then I guess I am pedantic, but you are not.

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  Max Power said:
This is not what you were arguing earlier ;) You said that blast radii affect vehicles 'differently'. The fact of the matter is that is not true. There are no discrete shrapnel projectiles for men class vehicles or for wheel class vehicles. All I know is when I send an artillery barrage into the hidden base in Manhattan, all of the soft skinned vehicles are damaged or destroyed. You would have be believe that each of those vehicles was hit directly by a shell. Sounds like BS to me. If the ability to stay on topic with what was said two posts ago is being pedantic, then I guess I am pedantic, but you are not.

To be completely accurate, I should have said that explosions affect humans differently so long as they have two hands on a static weapon or steering wheel. Which doesn't make 'it's a projectile config issue' any less incorrect when discussing one of the game's most serious and gameplay-affecting bugs.

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  scrim said:
Really? Not very long ago I threw up a 60mm mortar and managed to hit a single guy more than 1000m away in the strongest wind there is.

Aren't you just amazing, and modest as well :p

---------- Post added at 22:10 ---------- Previous post was at 22:09 ----------

  scrim said:
Really? Not very long ago I threw up a 60mm mortar and managed to hit a single guy more than 1000m away in the strongest wind there is.

We all get lucky at least once in our life hahaha

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Or mentioning vehicle crews anywhere would have been a good start. This is not at all what Hillsbills was talking about.

  Hillsbills said:
Pinpoint accuracy makes up for the lack of fragmentation. You could miss a vehicle by a few meters IRL and damage it, miss it by a few feet in ARMA and do nothing.

You introduced vehicle crews completely on your own. And I agree vehicle crews don't take enough damage when they are exposed.

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  ringoray said:
Aren't you just amazing, and modest as well :p

---------- Post added at 22:10 ---------- Previous post was at 22:09 ----------

We all get lucky at least once in our life hahaha

No, it isn't luck, as I managed to do it several times in a row. Considering that just about anyone can learn how to use the ACE mortars, and that the smallest has a kill zone of ~40m, it's very easy to hit. If you don't hit, I don't know how you're aiming.

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  scrim said:
No, it isn't luck, as I managed to do it several times in a row. Considering that just about anyone can learn how to use the ACE mortars, and that the smallest has a kill zone of ~40m, it's very easy to hit. If you don't hit, I don't know how you're aiming.

oooooo arent you wonderful, happy new year!;)

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How about not being sarky when people point out that you're flat out wrong?

Btw, Vector, compass and DAGR? You don't need half those things if you're using the mortar correctly. You take the compass to make sure you place the baseplate directly to the North, South, etc., and then you use your map tools, simple maths and the sight. Nothing more to it. Considering that the DAGR doesn't even show mils, why would you use that?

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That artillery in that movies looks very accurate but it seems to have a bigger spread then most arma 2 artillery.

I just tried an MLRS in ACE and it is indeed far less accurate in that mod.

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  scrim said:
How about not being sarky when people point out that you're flat out wrong?

Btw, Vector, compass and DAGR? You don't need half those things if you're using the mortar correctly. You take the compass to make sure you place the baseplate directly to the North, South, etc., and then you use your map tools, simple maths and the sight. Nothing more to it. Considering that the DAGR doesn't even show mils, why would you use that?

I just use The DAGR to get good distance and position readings is all, each to his own method. Im sure yours is the best though. I Just use these things for handiness. And what im doing is having a bit of banter with you Mr Serious head. I wished you happy new year, you not gonna return the gesture? I've actually read about and watched video on the real life military talking about how the DAGR can be used for Mortar fire, but i guess they are flat out wrong too, no question.

Edited by ringoray

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Yeah, the DAGR would be used by the FO, not the mortar gunner to actually aim the mortar.

None of your "banter" sounds very friendly.

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  scrim said:
Yeah, the DAGR would be used by the FO, not the mortar gunner to actually aim the mortar.

None of your "banter" sounds very friendly.

Well sorry if you find it offensive, its not my intention to offend anyone. So again happy new year., and happy gaming!

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