zodd 14 Posted December 12, 2013 I was working with the fired EH and tracking projectiles for some scripts I was working on and noticed that the "Splash" call is actually being called at the peak point in trajectory (ie. When the projectile's upward velocity peaks and it starts heading back to earth) Splash should be called approx 5 seconds prior to the round impacting - unsure if it was a misunderstanding or just a quick implementation by BIS (or other). The artillery computer tracks ETA so I would think it shouldn't be too hard to just have the splash call come 5 seconds prior to the first round impact. Far from a warstopper but something that could potentially be an easy fix? Share this post Link to post Share on other sites
das attorney 858 Posted December 12, 2013 Maybe related to this: http://forums.bistudio.com/showthread.php?167460-getArtilleryETA-sometimes-wrong-with-doArtilleryFire&highlight=eta Share this post Link to post Share on other sites
zodd 14 Posted December 12, 2013 Not sure - every time it was called exactly at the peak of the trajectory (regardless of range/platform/AI or player fired etc) Share this post Link to post Share on other sites
Jezuro 452 Posted December 12, 2013 This is how "Splash" is currently implemented: the system waits until the projectile has downward trajectory and is closer than 1000 meters to its target. The delay was usually around 5 seconds during testing, but can be longer when artillery is used over shorter distances. Calculating the exact impact time could be achievable and I'll try to take a look at it. Thanks for the feedback. Share this post Link to post Share on other sites
zodd 14 Posted December 12, 2013 Gday Thanks for the prompt reply! Like I said - far from a war stopper but thought it might be worth mentioning. Makes sense - I was using a lot of closer range artillery hence the longer splash delay I suppose. When calling via the support requester it gives the ETA prior to firing as is - even if it the pre calculated ETA isnt exactly spot on, ETA-5 seconds after firing first round would be a pretty good solution (And in line with reality!) Understood it might not be as simple as that behind the scenes! Cheers again! Share this post Link to post Share on other sites