dr. hladik 231 Posted February 6, 2015 you can disable it with "enableEngineArtillery" command Share this post Link to post Share on other sites
slim_pikins 12 Posted February 6, 2015 you can disable it with "enableEngineArtillery" command Many thanks Dr, do you know if there is any plans in the pipe line to rework the official arty model? Share this post Link to post Share on other sites
gibonez 18 Posted February 6, 2015 you can disable it with "enableEngineArtillery" command Are you then left with an alternative means of firing ? Share this post Link to post Share on other sites
devilslayersbane 28 Posted February 7, 2015 Are you then left with an alternative means of firing ? Yes, you fire from first person using the pg up/pg dn keys to adjust your aim. Share this post Link to post Share on other sites
the_demongod 31 Posted February 7, 2015 An alternative solution I would find acceptable and more engaging is this:Use the artillery to mark an area on the map. The artillery computer gives you elevation, traverse and required charge (we already have different charge amounts in vanilla - you cycle it by pressing F). The calculated results will be displayed in a little window in the gun optic. You then adjust the elevation, traverse and charge of the gun to match the calculated results and fire manually. This would be very easy even, for the average joe. And it requires more user action. I feel like this is the best possible realistic solution so far. Obviously it would be sweet to get the ACE artillery, but it's not going to happen. This is at least a sort of half-way solution, and it's completely probable in terms of how likely BI would be to implement it. Share this post Link to post Share on other sites
gibonez 18 Posted February 7, 2015 I have to agree that the single biggest flaw of the artillery computer is the sheer lack of control. The player at no point has to aim the mortar nor adjust the elevation and charges. Even something as small has having the player have to himself aim would cause enough user inaccuracy to require teamwork and a forward observer. 1. Tell the artillery computer your coordinates in 8 digits. 2. Tell the artillery computer your requested fire mission in 8 digit coordinates. 3. AC gives you a high and low solution time of flight. 4. Manually aim the artillery piece so the azimuth and elevation corresponds with what you desire, page up and page down to increase or decrease number of charges. 5. Fire - Recoil shifts the artillery pieces point of aim so you must re aim the weapon. The above system would probably be ok for TVT use. Share this post Link to post Share on other sites
kbbw123 115 Posted February 7, 2015 If you disable the Arty computer you can still indeed use the 1st person scope. this works abit like ACE to be honest. Although it does take allot of practise to properly fire the arty guns with this as it doesn't work with grids but with elevation and direction. elevation of the gun can be done with arrow up and arrow down making it a challenge to get the right elevation for long distances. this way the Arty operators can still give support where needed (When they can use it properly) but are not aible to just spam AO's with arty Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted February 7, 2015 (edited) I disagree with your option to me the current arty system is like having an aim bot, it should take training, skill, knowledge and maths yes maths (how else will you calculate the rotation of the earth while the shell is in the air) to fire a shell form a field gun. Given how it currently is, how would you suggest scenario designers implement it? I put forth a functional solution to limit ammunition, both in max available and in re-arm (drip feed and/or reward-based). Edited February 7, 2015 by MDCCLXXVI Share this post Link to post Share on other sites