Apocal 10 Posted July 3, 2009 I've already got the M119, M252 and MLRS up and running, with all the ammunition types I want, thanks to the the Mission And Editing thread but now I have some questions about the "Target Artillery" GUI itself. I see three blue lines and several red hashmarks between, along with a red guideline. I notice that the three blue lines are labelled 1360, 340 and -660. Is that elevation of your target? Elevation difference between the gun and the target? And what do the hashmarks correspond to exactly? Just a rough guesstimation tool? Or some specific value? I've noticed that the display "cuts out" and centers on the gun position when elevation is below 30 degrees. Is that saying there is intervening terrain between the gun and the projected aimpoint or does the system simply not calculate anything below 30 degrees? Is there any way to zoom in or otherwise expand the targetting box? Or at least provide a six digit grid reference? Overall though, I really, really like it. Makes it relatively straightforward to do lots of cool stuff. Share this post Link to post Share on other sites
blakeace 11 Posted July 4, 2009 The middle value will the same height as the artillery object. With the example you gave the mortar would be sited at a height of 340m above sea level. So if the target was at the same height as you, you would place this line on the desired target. The two extreme values indicate impact points if the target was 1000m above or below you. So if your target was situated on a hill whose height was 1360m above sea level, using you example you would place the 1360 line on the desired target. 6 figure grid reference. If you open the map and are viewing the same area as the fall of shot cursor is located, if you have your map zoomed in you get a much more detailed image of the cursor. You will then also notice another value after the height. This value is the time of flight for the round. Now the problem is you cannot use your mouse to alter the mortar while in map mode. Answer map something like keys, or in my case my joystick to the Aim up,down,left,right controls so that while in map view I can fine tune the aim. I imagine that below 30 degree's the method of calculating the fall of shot would be very inacurate and subject to intervening objects as well, which is probably why the cursor disapears. Share this post Link to post Share on other sites
Apocal 10 Posted July 4, 2009 The middle value will the same height as the artillery object. With the example you gave the mortar would be sited at a height of 340m above sea level. So if the target was at the same height as you, you would place this line on the desired target. The two extreme values indicate impact points if the target was 1000m above or below you. So if your target was situated on a hill whose height was 1360m above sea level, using you example you would place the 1360 line on the desired target.6 figure grid reference. If you open the map and are viewing the same area as the fall of shot cursor is located, if you have your map zoomed in you get a much more detailed image of the cursor. You will then also notice another value after the height. This value is the time of flight for the round. Now the problem is you cannot use your mouse to alter the mortar while in map mode. Answer map something like keys, or in my case my joystick to the Aim up,down,left,right controls so that while in map view I can fine tune the aim. I imagine that below 30 degree's the method of calculating the fall of shot would be very inacurate and subject to intervening objects as well, which is probably why the cursor disapears. Thanks for the response. I didn't realize the middle value was tied to gun height and I certainly didn't realize that marker was placed on the actual map. EDIT: I just realized where I've seen your name before. I loved the FCC, it was an incredibly useful tool for me, especially when planning out sheafs and getting first round FFEs using nothing more than Real Artillery and a competent FO with a paper (non-target marking) map. Easy to use, but plenty to master in that. Big ups. Any plans on converting it into ArmA2? Share this post Link to post Share on other sites