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

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Does the azimuth and elevation data show in the players view without the map? Using the map looks like it makes it way to easy to get a first hit everytime (dont know for sure as Im still waiting for the game).

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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.

So these "fall lines" are the shadowed lines under the theoretical trajectories that the round would travel? They are lines which connect the gun to the impact point? So there are multiple lines for various target elevation changes from the start? Then it would be natural to assume that all of these "fall lines" are perfectly on top of each other, simply varying in length. Would this be a fair ASCII representation of what you see?

(Gun)------------------------------(-100m)---(-50m)---=+=---(+50m)---(+100m)-|

I'm curious why there should be any ambiguity in impact point given az/elv of the gun and the gun's position. The height of the gun if of course known, as is the altitude of all possible impacts, and given az/elv there can be only one solution or impact.

If the map fall line(s) are a passive display of the current az/elv, then is the proper way to target to set to an estimated az/elv, check map, adjust the az/elv, check map, etc until the line falls where you want it to?

Does the azimuth and elevation data show in the players view without the map? Using the map looks like it makes it way to easy to get a first hit everytime (dont know for sure as Im still waiting for the game).

I think an az/elv readout would be meaningless (although extremely moddable, as it has been in the past) without a ballistic calculator (or table, if you want to be old school) that informed you of the correct az/elv for your target.

I imagine that BIS would create something "surefire and easy" not to make less accessible the boom-boom. I was surprised it wasn't just mapclick-and-script-turns-your-gun-for-you easy.

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So these "fall lines" are the shadowed lines under the theoretical trajectories that the round would travel? They are lines which connect the gun to the impact point? So there are multiple lines for various target elevation changes from the start? Then it would be natural to assume that all of these "fall lines" are perfectly on top of each other, simply varying in length. Would this be a fair ASCII representation of what you see?

Negative. They represent specific altitude points along the same trajectory.

EDIT: It's sort of like that, Frederf--why don't you pick the game up and try it out? There's also youtube vids floating around of it, I think.

Edited by Headspace

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Oooooh, that makes sense to get an idea of if your shot will hit the mountain or sail over it if your target is on the other side. I'll keep my eye out for YouTube videos of the feature in action, seen none so far.

I may get ArmA2 earlier than the more stable UK or US releases. I haven't decided.

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Frederf: Precisely the point. If you search youtube for "ArmA artillery module" or similar, I believe you will find videos of people using it.

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Yeah I've just seen it. They overlay a small map over the aiming view. There's a kind of "set of hashes" at the end to represent small elevation changes. It's a little brain dead but it could be stupider.

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how do you change the magazine. Im trying to do it as player . I put MLRS on map and the artillary module. also i put this in the mlrs init for the magazine this addMagazine "ARTY_12Rnd_227mmHE_M270"; and it still is not working for me. i get it working fine for the mortar

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You also need to synchronize the artillery module with the MLRS. Synchronize button in menu to the right. Click on module and hold mouse to drag a line to MLRS.

Then in game: Load the ammo first and after that you use the TARGETING. Works perfect. ;)

Make sure to add the MLRS far out in a corner of chernarus. Range is insane and too short range to your target and targeting wont work. It starts but you cant land "crosshair" onto target. Too close so to speak.

Alex

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I can't get the targeting system to show up. I've put the MLRS all the way in the NW corner of Chenarus and I don't get anything. Also, I keep getting this error:

No entry

'bin\config.bin/RscTitles/RscArtyMap/Task.iconCreated'

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Artillery module is broken for mobile artillery (Grad and MLRS) since 1.02.

Now in 1.03 you get a new message error on top of it...

It works with D30 static artillery.

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And just for those who would enjoy firing artillery manually (I certainly do in maps like Domination), here's a quick diagram of the aiming reticule and how it's read.

armaarty1b.jpg

The middle blue line is your current altitude in the artillery piece. The closer line is your altitude + 1000m, and the further line is your altitude - 1000m. Therefore, each red hash mark equals about 200m. By reading the topographic map, I can see that my target's elevation is around 135m. So if I aim with the first red hash mark after my current altitude, the shell should land within 5m (since that hash is the 140m mark).

I fired the round when the second-hand struck 12 on my watch. The round will have a 43.16s flight time (41.8+(48.6-41.8)/5), so should arrive two seconds before the second-hand strikes 9.

Observing the target area...

armaarty2.jpg

Kaboom. (Watch reads exactly 43 seconds)

armaarty3.jpg

Accuracy was within 5-10m, at near maximum range of the M119.

That truck is toast.

armaarty4.jpg

Another tip is to setup a game controller to manipulate the artillery piece with. This way, you can aim using the larger map (see first picture) instead of that pansy minimap. This will make you much more accurate. You still have to close the map to actually fire, however.

God, I love artillery.

Edit: Scaled first image down slightly. Click to see full size.

Edit2: Oh nice, they made the minimap a lot bigger in 1.03!

Edited by MH6

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I find them to be useless, in the way that they provide excessive firepower. I only use them as targets and objectives to be neutralized.

I'd rather have smaller 60mm mortars as proper CSWs, than heavier missiles.

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