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nickk13579

Artillery-pre determined impact zone?

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I had an interesting idea to make use of the artillery in arma, but i dont know if its possible. The M119 doesnt have any marks on the scope, so elevation for distance targeting is nearly impossible. (even with markings on the scope crosshair it would be impossible)

My idea was that maybe somehow you could make a script that placed a marker on the map in the direction and depending on the elevation your guns barrel is set at..

Here is a picture i created displaying my basic idea:

artyexample.jpg

For example, a team mate calls for artillery 1500 meters away... (Normally you would have to start randomly guessing what elevation to put your barrel in order to hit the targeted area, and you risk hitting friendly units...) But instead, you adjust your barrel to a certain elevation, press M, and look at the map to see aproximatly where the round will land via a marker.

If anyone could tell me if this is possible, and would be willing to give me some idea of how to make it happen, or hell, if you would like to even script it for me, i would appreciate it.

smile_o.gif

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Using the intersect-command lets you read out the elevation of the barrel - from that you either calculate the curve or you simulate the physics by just adapting it somehow you want.

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The shells from artillery have timed life it roughly will travel 4800meters.

if you can make yourself a system using setvector then you will be able to define an arty system without any config changes the problem is that because of the near to none existance of any parabolic trajectory or arc in arma arty you will have a very hard time ,to say that if angle of _gun = 35 then distance to impact =_x

because if there is a hill in the way your angle will be increased and the shell will not impact in relation to the added angle.

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Manday, this is what i put into my init line of my unit:

[arty, "?"] intersect [[1500, 1500, 2], [1550, 1500, 2]]

What do i need to put in the "" (where the question mark is)?

Also, ofp2, I made an addon that allows my artillery to shoot farther, so i dont have the distance limiting. As for the elevation issue, even if you were able to do what i have suggested above, I can change the initial velocity of the artillery round so that it doesnt go as far, thus making more of an arc.

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Quote[/b] ]For example, a team mate calls for artillery 1500 meters away... (Normally you would have to start randomly guessing what elevation to put your barrel in order to hit the targeted area, and you risk hitting friendly units...) But instead, you adjust your barrel to a certain elevation, press M, and look at the map to see aproximatly where the round will land via a marker

you need to understand ballistic model in Arma for this and get math formula for shell trajectory. it's very hard task -i didn't manage to solve it for ofp sad_o.gif

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im pretty sure i know what formula you are talking about... Ive seen it before and its enough to give you a headache just looking at.. So i guess there is no real way to do this then?

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Manday, this is what i put into my init line of my unit:

[arty, "?"] intersect [[1500, 1500, 2], [1550, 1500, 2]]

What do i need to put in the "" (where the question mark is)?

Also, ofp2, I made an addon that allows my artillery to shoot farther, so i dont have the distance limiting. As for the elevation issue, even if you were able to do what i have suggested above, couldnt you adjust the firing by simply reading the elevations from the map, even though the marker may be off?

Haha, nah, it's not that simple biggrin_o.gif Especially since the artillerie can be turned arround its vertical axis without actually changing its VectorDir there is some more expensive calculation required wink_o.gif

Sorry, I'd like to do it, but I've already engaged myself in so many things lately - I just can't (wont) take on another thing right now.

A short explaination how it works (assuming you got an understanding of the intercept-command).

1.) Constrain one end of the Intersection-String (IS) to [0,0,5] in OSCS (obj.-space-coord.-sys.)

2.) Rotate the other end of the IS arround the object's origin with a radius of about 5 (?).

3.) Stop the rotation if the IS intersects with the barrel (will the only possible entity it may intersect with).

4.) => Get the angle of rotation which equals the angle the arty aims at (not AOA)

5.) Get the AOA by trigonometry:

6zBoGk3i.png

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Quote[/b] ]Ive seen it before and its enough to give you a headache just looking at.. So i guess there is no real way to do this then?

You got the formula - you got the task wink_o.gif i don't know any other way

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Thank you guys for all the help. I would love to make something like this and help out the community for those who have the same interests, but I simply lack the skill when it comes to mathmatics, and i am not necessarily familiar with grid coordinates within the game. So for now I guess this is just one of my impossible-but-creative ideas that will have to go on the shelf. tounge2.gif Once again thank you guys for your help, and good luck on any other work your doing.

-Nick

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Quote[/b] ]You got the formula - you got the task i don't know any other way

I came up with a formula for low velocity Mortar rounds for OFP. Well at least it was accurate to within 10 meters over 1500 meters. So for the likes of the M119 with extended time to live, I'm not 100% certain it's possible using that method.

So far in OFP, the most flexible solution was used by CoC's UA. Which uses Neural Networks rather than ballistic equations. But using either method is not a simple task and could possible take months of concerted effort, by an already experienced scripter.

Don't want to put any off, but thats the way it appears to be sad_o.gif

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Quote[/b] ]So far in OFP, the most flexible solution was used by CoC's UA. Which uses Neural Networks rather than ballistic equations

they used Neural Networks to find the formula wink_o.gif +they used simplified unreal trajectories (shells were actually missles).

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