o3oDeath 0 Posted July 24, 2008 just got back from deployment / hosptial vacation and made a new version of real artillery. Spent some time optimizing some of the scripts and dialogs for this release and I am at a point to where I can find no major bugs. I also revamped all the balistics, they are far better now. you can hit ranges up to 12 - 14 km  So please give it a try and flame away at me with any bugs or critisisms. new features: Dialogs to manage ammo types and powder charges. HE, SABOT, and timed delay for air burst. Registration Fire mode: once activated will show real time tracking of round trajectory ( Bearing, Distance, and Altitude) Fire control script: included in a user mission template. It brings up a map dialog and when you click on the  target area it displays data to target ( bearing, distance, and elevation). I recomend madd matt's arma effects with this mod as the air burst on the timed delay are fairly weak with out it. Screens Fire control center Gun settings dialog Registration fire mode Download  Real Artillery 2 beta here This addon is signed with keys Feel free to use this however you like and have fun. any questions you can ask here i will check periodically or email me at o3odeath@live.com Very Respectfully Jones UPDATE I have integrated the fire control scripts in to the addon, so you just have to plug and play. I had to rewrite most of the addon to get it to work and I haven't tested it in Mp yet but I think there shouldn't be any problems as almost everything is ran local. I also totally revamped UI to integrate the fire control scripts. As soon as I test it out and Rewrite the addon for the LRD30 as I have only done the LRM119 thus far i will be ready to release a final version. thanks to all those who gave some good feed back. hopefully I will have a bug free final release soon. screenshot of the new UI (WIP) Share this post Link to post Share on other sites
CrazyAce 0 Posted July 24, 2008 This is awsome man... Now how to implement this into Warfare Share this post Link to post Share on other sites
o3oDeath 0 Posted July 24, 2008 i haven't messed with the warfare much yet as I just was released from the hospital. Retiring in 2 weeks from the army been a long road and I am glad it is over. I will mess around with it as I have already started working on some more scripts and stuff for the addon. To those who Pmed me about using the first version of real artillery, i am sorry i was unable to respond as I got deployed to the middle east and got wounded and spent a litle time getting patched up. To any one who wishes to use this or the first release of real artillery feel free to do so. You have my permission to use it as you see fit. a note on the config.cpp I created ammo classes for every round as it made it easier to test different configurations. i was going to define the ammo as a single class but figured I would leave it as is seeing it works just fine. and i am still tweaking with it to see if I can get  better results. Makes it easier to test fire with 20 ammo classes available opssed to 1 or 2 and have to exit and restart the game every dang on time. Share this post Link to post Share on other sites
big 0 Posted July 24, 2008 Armaholic mirror updated: - Real artillery 2 Beta Share this post Link to post Share on other sites
dmarkwick 261 Posted July 24, 2008 A speedy recovery to you mate. And, well done on the new version I will try it out for sure. Share this post Link to post Share on other sites
the_shadow 0 Posted July 24, 2008 too bad this cant be used with AI spotter/Forward observer.. would be good if the guns could get a target from a soldier named fex FO_East or FO_West (depending on side) and then the AI battery gets a target from the FO... could probably be scripted i guess but then there would be the problem with deciding exactly WHEN the guns should fire.. anyhow i guess you understand what im talking about.. also i would like the guns to fire on trigger activation, but i guess thats already possible (havnt tried the new version yet) Share this post Link to post Share on other sites
o3oDeath 0 Posted July 24, 2008 the_shadow This isn't scripted artillery. A gunner has to man the gun and manually aim it with guidance from a human spoter. No triggers or anything like that it is fully manually operated. the only scripts used where to track the round and to show the tangent and elevation of the tube. This what the gunner can record his settings and make adjustments. I was working on making some firing tables with tube angles and powder charge formulas to show the potential range. however this wouldn't always be 100% accurate due to elevation changes in terrain. It would only represent potential range ona flat surface with no influence from terrain elevation. The one good thing about this addon is since it actually fires the round from the gun i.e not scripted. The gunner gets kills credit and any anti-team killing scripts or base killing scripts will work with it. It takes alot of trial and error to get it down, especially at longer ranges where a slight movement can throw you off a 100 meters. If the hint window shows a tangent and you move slightly it might not change but the change will be reflected if you have registration fire mode on and you can see the full result of how your round flew out and landed. The timed delay are the trickiest to pick up but once you get it down it is great for AA flak up to about 7 km this is where elevation plays a big part. If you are trying to put flak at a 100 meters above ground and the elevation is 300 then the end result of your round should be 400. It is extremely hard to hit anything at long ranges but it can be used to provide sector fires on an enemy LZ. The damage radius was increased for the times delay and damage is slightly reduced. If the round hits the ground it will lay on the ground and cook off. If you hear a whistling sound on the ground near you that means to run and take cover. i made spread sheets of round data while i was testing it and I might make a dialog for a quick reference. If you know anything about camera.sqs a good way to train is to creat a cam over looking the target area and attaching it to a fired event handler. If you click on the fire control center it moves an invisible helipad called EFM or WFM depending on side east or west. you can use that as a point of reference. I will try and dig something up and make a artillery training range. Share this post Link to post Share on other sites
CrazyAce 0 Posted July 24, 2008 If you know anything about camera.sqs a good way to train is to creat a cam over looking the target area and attaching it to a fired event handler. If you click on the fire control center it moves an invisible helipad called EFM or WFM depending on side east or west. you can use that as a point of reference. I will try and dig something up and make a artillery training range. Dude that is a brilliant idea for an MLRS. Share this post Link to post Share on other sites
Stavanger 0 Posted July 24, 2008 Mirror by ePrison.de. Regards, Stavanger Share this post Link to post Share on other sites
mr_centipede 31 Posted July 25, 2008 too bad this cant be used with AI spotter/Forward observer..would be good if the guns could get a target from a soldier named fex FO_East or FO_West (depending on side) and then the AI battery gets a target from the FO... could probably be scripted i guess but then there would be the problem with deciding exactly WHEN the guns should fire.. anyhow i guess you understand what im talking about.. also i would like the guns to fire on trigger activation, but i guess thats already possible (havnt tried the new version yet) I think he meant it would be awesome if AI knows how to use it too. because right now, only the human can rain down the steel of death upon the AI, but human player would never feel the taste of being bombarded by the AI. at least thats what i think he meant... Share this post Link to post Share on other sites
o3oDeath 0 Posted July 25, 2008 trying to script Ai to determine the proper trajectory to and pwder charge to use to lob a round ove the map at 10 km is just a little bit beyond my ability. Hell i have a hard enough time doing it myself. Share this post Link to post Share on other sites
mr_centipede 31 Posted July 25, 2008 its okey.. i understand. i did a bit of scripting here and there too, but never got the patience/motivation to do what you do... and peoples like you do (madmatt, dmarkwik, 6thsense, nwd, to just name a few). if it's not too much to ask, can this script be modified a bit to make a direct fire support? eg, the M2 HMG, or humvee or tanks put on a hill somewhere, then designate them to fire in an area. i could try to do it myself... Share this post Link to post Share on other sites
o3oDeath 0 Posted July 25, 2008 I couldn't do that with this addon. There is little to no scripting involved. the gun mechanics are basically like vannila arma i just reconfigured it and add custom ammo classes that can be loaded via a script. The only way the guns fire is if a human gets in it and points and shoots. and at long ranges. the gunner has to do some calculations to lob the round in. this is by no means a scripted event The round leaves the tube just as it would any other gun. Where as most other artillery scripts have to create the round seperate from the gun. and triggers and commands can be scripted to alter the behavior. with this one all the behavior is pretty much dictated by the human players. I have got some feed back from a few folks and i am trying to integrate the fire control script into the addon itself. Then every gunner will have access to it. I am also cleaning it up and making the UI look pretty. Share this post Link to post Share on other sites
gunterlund 0 Posted July 28, 2008 030 THIS is a great mod. I tried this on a MP server and it worked great. I created a firing table for your charges that includes range and flight time. A couple of questions 1. Sometimes I get a negative elevation. What does that mean. 2. If you fire out 5km with charge 3 it may take 30 seconds to reach the target. How do you use fuse delay if the max setting is 7 seconds. Can you explain this further. I just wish one of our brilliant modders would redo the in game arty pieces to make them more realistic (ie recoil and smoke). With this mod it would be brilliant. Share this post Link to post Share on other sites
o3oDeath 0 Posted July 28, 2008 I am removing the timed delay rounds from the final release. The timed delay all have the same muzzle velocity. Maybe if I do a 3rd version i will find a way to set powder charge and a way to adjust fuze time. To do that I would have to write 5 pages of ammo configs. So the timed delay really was only good for ant-air could have some flak. i will put them back in a alater time but with out using an effects mod the air burst look really weak so i will have to create the effect for it later and possibly implement powder charges with timed fuzes. I am remaking the whole user interface and including the fire control scripts into it so that every gun will have a fire control computer. this way you can spread a battery out and every gunner can still plot their fire solutions accurately. Also the fire control will be plug and play no additional scripting needed. I was using an invisible helipad to move around and calculate the data I integrated it into the addon itself and no i create a logic and calculate the data and deleta the logic. I need to test this out fully in MP to make sure it doesn't blow anything up. Â i am going to strat writing up a range table and put it in a dialog that can be called up in the action menu also. Just haven't had much time to make one yet. as far as the negative elevation that is how it reads all the time I haven't figured a way to show it as positive. it always shows negative to me. just ignore that. Share this post Link to post Share on other sites
Mark XIII (DayZ) 18 Posted July 28, 2008 Heya mate, Great work buddy, glad to see this released as a standalone addon! Anyways mate, if you need some sounds for incoming arty or new sounds for fire/detonation of shells, just pm me! Thanks for putting the effort in to bring us this very useful & fun bit of kit Cheers Mark XIII Share this post Link to post Share on other sites
gunterlund 0 Posted July 28, 2008 Thats good news o3o. Also how does it calculate elevation. or What is elevation. Is it the height of the gun or the angle you raise the gun tube to hit the target. Depending on the charge used to hit a specific range could require a different elevation. ie to hit a target out 5000m with charge 3 requires an elevation of 18, Charge 4 elevation 10, charge 5 elevation 5 Share this post Link to post Share on other sites
o3oDeath 0 Posted July 28, 2008 The Elevation is the angle of the tube in relation with the ground. Â If you create a range table, it will be thrown off if the gun isn't placed on level ground. That is why I added the registration fire mode you can always make corrections to a fire table for things like that. knowing your actual height elevation in relation to the target height elevation is crucial for ploting a fire solution. A fire table will be created on a flat surface but when engaging targets you will have a elevation difference that will effect the distance the round will go. for example if you are firing at targets that are 300m higher than the gun the round will have less travel time and not go as far as you calculated in a firing table i provided a cheesey diagram to show how elevations factors in on trajectory. .Cheesey trajectory diagram One thing I didn't put in my notes and note sure anyone has done it is to adjust your control settings when you gun. if you map the vehicle aim to the arrow keys you can use that for quick traverse and then adjust your floating point up and you mouse sensitivty all the way down and use the mouse for fine tuning. if you adjust your mouse sensitivity all the way down you can make adjustments down to 0.01 degrees effectively. I had some one ask me if I could make adjusting the aim easier but the only way is to adjust the settings with your mouse. if you sensitivity is high you will jump in higher increments like 5.12 degrees to 5.28 degrees but with a very low sensitivity it will adjust from 5.12 to 5.13 easiliy Share this post Link to post Share on other sites
gunterlund 0 Posted July 28, 2008 The Elevation is the angle of the tube in relation with the ground. Â If you create a range table, it will be thrown off if the gun isn't placed on level ground. That is why I added the registration fire mode you can always make corrections to a fire table for things like that. knowing your actual height elevation in relation to the target height elevation is crucial for ploting a fire solution. A fire table will be created on a flat surface but when engaging targets you will have a elevation difference that will effect the distance the round will go. for example if you are firing at targets that are 300m higher than the gun the round will have less travel time and not go as far as you calculated in a firing table i provided a cheesey diagram to show how elevations factors in on trajectory..Cheesey trajectory diagram One thing I didn't put in my notes and note sure anyone has done it is to adjust your control settings when you gun. if you map the vehicle aim to the arrow keys you can use that for quick traverse and then adjust your floating point up and you mouse sensitivty all the way down and use the mouse for fine tuning. if you adjust your mouse sensitivity all the way down you can make adjustments down to 0.01 degrees effectively. I had some one ask me if I could make adjusting the aim easier but the only way is to adjust the settings with your mouse. if you sensitivity is high you will jump in higher increments like 5.12 degrees to 5.28 degrees but with a very low sensitivity it will adjust from 5.12 to 5.13 easiliy Very good information. So does the elevation given when you click on the map take into account your height and the target height and the charge your using? OR..... is the elevation given the differential between your height and the target height. that may explain the neg value??? good info on the mouse sensitivity. It was driving me nuts. Also looking forward to inbound Arty sound. Right now when you spotting in MP you dont hear the round coming in until it explodes on your head :-). Share this post Link to post Share on other sites
o3oDeath 0 Posted July 28, 2008 the data provided is raw data. Actuall distance from the fire control center and actual range. The elevation is the topographical elevaltion. you have to calculate the difference yourself. you can do this just by clicking the ground where the gun is to find the guns elevation. I had the guns elevation displayed in the hint window with the T&E but removed it. I am a minimalist with scripts the less you use to get the job done the less bugs and system usage you have. I just wrapped up the final release and need to MP test it. Each gun will have their own fire control computer now Share this post Link to post Share on other sites
gunterlund 0 Posted July 28, 2008 the data provided is raw data. Actuall distance from the fire control center and actual range. The elevation is the topographical elevaltion. you have to calculate the difference yourself. you can do this just by clicking the ground where the gun is to find the guns elevation. I had the guns elevation displayed in the hint window with the T&E but removed it. I am a minimalist with scripts the less you use to get the job done the less bugs and system usage you have. I just wrapped up the final release and need to MP test it. Each gun will have their own fire control computer now if you need mp testing PM me. Share this post Link to post Share on other sites