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M270 MLRS - any way to use the long range missiles?

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Just wondering if there was a way to use the long range missiles in the M270 MLRS. In the website description it says -

'The M270 Multiple Launch Rocket System (M270 MLRS) is an unguided rocket artillery system. It is a very mobile unit well suited for the 'shoot-and-scoot' tactic. The system is capable of firing guided or unguided projectiles to distances of 42 km; or ballistic missiles to distances of 300 km.'

Now obviously the range would be curtailed somewhat so you couldn't shoot from one end of Chenarus to the other, but in-game it seems it is restricted to line of sight usage.

Can anyone shed any light if it possible to shoot long range targets using a UAV or targets highlighted on the map, or even just pound a target where you know the enemy is situated.

Thanks :)

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You can try MLRS on this land, I think its bit bigger then Chernarus.

http://www.armaholic.com/page.php?id=5865

edit: I tried it for you :). XM31 magazine have range about 16 km in ArmaII. So Chernarus map in diagonal its long enough for test.

Edited by BoboCZ

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Now obviously the range would be curtailed somewhat so you couldn't shoot from one end of Chenarus to the other

Why obviously?

The MLRS is an AI-only toy. While you can point and shoot it manually there's absolutely no way to do so in the indirect fire manner.

EDIT: Correction, gamelogic-assisted player gunnery of the MLRS (and indeed all indirect fire-capable weapons) is supported by the Artillery Module.

Edited by Frederf

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I made a quick and dirty mission where I was the MLRS and I put a helicopter flying around on the island. I was able to shoot it down 2/2 times. It's not that bad.

Abs

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You were able to shoot down a helo with a MLRS... great job ><

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It was moving. :butbut:

...you're mean. :p

Abs

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You can find the wiki examle here

http://community.bistudio.com/wiki/Artillery_Module

and you can also download the mission examples

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I believe there are examples on Youtube of the MLRS with Artillery Logic being used for over the horizon fire. Matter of fact the links are in the BIS form. Just can't remember where. Sorry.

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You can try MLRS on this land, I think its bit bigger then Chernarus.

http://www.armaholic.com/page.php?id=5865

edit: I tried it for you :). XM31 magazine have range about 16 km in ArmaII. So Chernarus map in diagonal its long enough for test.

That test map is 51km x 51km. Chernarus is 225km x 225km. I don't think it's bigger.

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this test map is on a whole much much larger than Chernarus.

I was flying the F35 from the bottom of the map and after about 3-4 mins I checked the map and I didn't seem to have moved much, in that time your off the map in Chernarus.

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Chernarus is 225km x 225km. I don't think it's bigger.

Hell no :eek:

Chernarus is more like 15kmx15km. About 225 square km.

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Why obviously?

The MLRS is an AI-only toy. While you can point and shoot it manually there's absolutely no way to do so in the indirect fire manner.

What?

You absolutely can use the MLRS as a player and apply indirect fire to any location on the map within its firing envelope; just use the Artillery Module's firing interface. Do it in Chernarus where there's enough area. Why would you say something like that without knowing?

Edited by Headspace

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Why obviously?

The MLRS is an AI-only toy. While you can point and shoot it manually there's absolutely no way to do so in the indirect fire manner.

I am confused as to why you are talking authoritatively about features within a game that you have no first-hand experience with.

:confused:

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I am confused as to why you are talking authoritatively about features within a game that you have no first-hand experience with.

:confused:

But, why doesnt it work as the mortars do? The mortars u can simply move around the targeting map.... But this doesn't seem to work with the MLRS... Do you need additional scripting, and if so... why?

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no, you don't need aditional scripting, you just need to aim far anough away from you, as the fire envolope for the mlrs is quite different than the mortar ( or even the m119 in range )

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But, why doesnt it work as the mortars do? The mortars u can simply move around the targeting map.... But this doesn't seem to work with the MLRS... Do you need additional scripting, and if so... why?

The system is described in detail on the biki, here:

http://community.bistudio.com/wiki/Artillery_Module

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One question I have, is why do we have to start modules or use scripts to use the artillery systems?

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One question I have, is why do we have to start modules or use scripts to use the artillery systems?

Why not? It's simple to setup. Also, the system is easy to mod and expand upon, which probably wouldn't be the case if it was hardcoded.

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What?

You absolutely can use the MLRS as a player and apply indirect fire to any location on the map within its firing envelope; just use the Artillery Module's firing interface. Do it in Chernarus where there's enough area. Why would you say something like that without knowing?

My apologies, all of the videos and documentation I had read were solely for the purpose of AI-combined-GameLogic mortar control. I even saw a video of a human player as MLRS gunner with no sight, no pop-up targeting assistant, no azimuth/elevation readout, in fact no way visible manner of human gunner support of any kind. In light of this evidence and BIS's terrible habit of leaving large gaps in features (the ArmA1 D30/M109 howitzers are perfect and similar examples), I thought they had overlooked it.

It also doesn't help that every frickin' yahoo that posts YouTube videos does so only in 3rd person view!

The Artillery Firing Interface

If you just want to play around with the Artillery as a player, you can do so by doing the following. Set up a static Artillery vehicle (empty). Put an Artillery GameLogic on the map. Then, start the game and get into the Artillery.

You will see an option to target the artillery in your action menu. Clicking this brings up the artillery firing interface map. Each fall line on the map shows the fall altitude of your shell (or mortar round) at a given elevation and azimuth.

Note that you will need to be using ARTY ammo for this to work. Load an ARTY Magazine in your vehicle if you do not have one loaded already.

--Biki, Artillery Module (Except)

So, while sitting in the gunner's seat of the MLRS the map shows "fall lines" (what's a fall line? why are there multiple?) for the given elv/azi (how is elv/azi "given"?). Can you show or explain how this works?

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Hell no :eek:

Chernarus is more like 15kmx15km. About 225 square km.

my bad, got the math wrong.

It also doesn't help that every frickin' yahoo that posts YouTube videos does so only in 3rd person view!

I really wish people would stop using that as well in videos. More so in vidoes of flying. Show off that spiffy cockpit with the Mi-24 dammit, I don't need to see the outside of the chopper while you fly.

Edited by Steakslim

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So, while sitting in the gunner's seat of the MLRS the map shows "fall lines" (what's a fall line? why are there multiple?) for the given elv/azi (how is elv/azi "given"?). Can you show or explain how this works?

There are multiple lines to account for target terrain elevation. If the artillery is firing on terrain elevated at 800m ASL, it will hit at a different location than if the terrain were elevated at 400m ASL, due to the parabolic arc of the trajectory.

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One question I have, is why do we have to start modules or use scripts to use the artillery systems?

Wondered the same thing just yesterday. Wanted to add some artillery for a little fight I set up in the editor but didn't get it to work. The depth of the editor is great for the editing experts but why you have to read wiki pages and know scripting code just to get artillery support in your missions is beyond me. For beginners, the editor is anything but user friendly.

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Add MLRS and add the Arty module just as you added the MLRS and drag a sync line between. How can that be hard? Would be easier if everything worked in a certain way, but this system makes it possible to have things work in more different ways than one.

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Add MLRS and add the Arty module just as you added the MLRS and drag a sync line between. How can that be hard? Would be easier if everything worked in a certain way, but this system makes it possible to have things work in more different ways than one.

You don't have to sync to use it personally. Just have the artillery module on the map and it will "artillery enable" player controlled pieces.

Wondered the same thing just yesterday. Wanted to add some artillery for a little fight I set up in the editor but didn't get it to work. The depth of the editor is great for the editing experts but why you have to read wiki pages and know scripting code just to get artillery support in your missions is beyond me. For beginners, the editor is anything but user friendly.

I agree with you that the scripting can be a bit daunting for new players, however that is partially why there are now demo missions on the biki for you to try. Using the Secop Manager, you can boil the costly scripts down to one or two lines in the activation field of an editor trigger--and the demo missions already show you how to do this.

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