conKORD 10 Posted August 21, 2010 Which of them especially? Share this post Link to post Share on other sites
conKORD 10 Posted August 24, 2010 Which weapon in OA are unable to use calculator? I need to know concretely to fix it. Share this post Link to post Share on other sites
b00ce 160 Posted August 26, 2010 Wow, disregard that. Apparently you need to move the piece around a bit. I don't know why I never got it working with the OA stuff before. Interesting. Also, is there a way to get it client-side again? I would really like to be able to provide fire-support on servers that don't have this addon. And it's inconvenient on my end, because I can never remember the script stuff to put it in my inventory. :p Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted August 26, 2010 conKORD, have you tried arty in the latest patch? Share this post Link to post Share on other sites
conKORD 10 Posted August 26, 2010 (edited) OA beta? No. Only with 1.52. EDIT Oh . . . 1.54 is released. Downloading. ---------- Post added at 09:36 PM ---------- Previous post was at 07:48 PM ---------- About new BIS arty. Works nice, looks like does nothing with shell, it can be tracked with bulletcam. Now arty an mortars have variable charges. Now shells while flying aligns with their velocity vector. Finally, Grad and MLRS is useful. Comparing to BalCa. Not enabled to grenade launchers, does no provide low solution, only high. Currently BalCa can't read new initial velocities implemented with variable charges and don't work with arty and mortars. ---------- Post added at 10:00 PM ---------- Previous post was at 09:36 PM ---------- In 1.54 very originally solved problem with influence of airfriction on ballistic calculations. Now there is no airfriction for arty shells, mortar shells, and Grad/MLRS rockets :D ---------- Post added at 10:04 PM ---------- Previous post was at 10:00 PM ---------- 2) More important - rocket speed after using thruster is not equal (_initSpeed+(_thrustTime*_thrust)) :confused: . In ArmA speed of rocket ~20% lesser than in formula. I need to know reasons of it or to get right formula for speed. It would be perfect if BIS employees will answer to me. Problem solved. Now in OA 1.54 Grad/MLRS have no thruster. Them appears with initial speed 445m/s and behave as normal shells in flight. Edited August 26, 2010 by conKORD Share this post Link to post Share on other sites
conKORD 10 Posted August 27, 2010 (edited) Balca v1.4demo New Works with Grad and MLRS. Additional crosshair that helps to aim in direct fire mode. Rangefinder. Enable BalCa, aim to target place and push "space". Added support for variable arty charges. Changed Recalculates solutions when fire mode or current magazine changed. No more compatible with ArmA2, works only with OA. Do not requires CBA. Comparing it with the new BIS arty. Still works with every weapon, not only where shells are with disabled airfriction. Also provides low solution, so minimal range for arty does not exist. Should be more handy to cover area. Notes It is demo/prerelease version, so it works with every weapon and every vehicle. Therefore server key not included. Download http://www.sendspace.com/file/2y4seu Edited August 27, 2010 by conKORD Share this post Link to post Share on other sites
gamers2000 10 Posted August 27, 2010 Is there any way to use BalCal without the item in your inventory (i.e. clientside)? Share this post Link to post Share on other sites
conKORD 10 Posted August 27, 2010 Balca v1.4demo works without item in inventory. Share this post Link to post Share on other sites
gamers2000 10 Posted August 27, 2010 I understand that 1.4 does not support Vanilla A2 w/o AO, so is it possible with 1.3? Share this post Link to post Share on other sites
conKORD 10 Posted August 27, 2010 Ok, I'll do it soon. Likely, if BIS chose that arty computer no needs any additional requirements, BalCa will not require item in inventory to work. Maybe BalCa in inventory will allow player to use ballistic calculator with every vehicle. Share this post Link to post Share on other sites
b00ce 160 Posted August 28, 2010 It seems as though the calculator will stop working after a while. It will work just fine and then all of the sudden it won't work on a vehicle (namely the US Army M119, so it should have worked) that I just used it with. Share this post Link to post Share on other sites
gamers2000 10 Posted August 28, 2010 Thanks conKORD! Awesome mod, by the way. Thought I'd just put that there ;) Share this post Link to post Share on other sites
b00ce 160 Posted August 28, 2010 Thanks conKORD! Awesome mod, by the way. Thought I'd just put that there ;) This. I really don't know how I got by without. :o Share this post Link to post Share on other sites
conKORD 10 Posted August 28, 2010 It seems as though the calculator will stop working after a while. It will work just fine and then all of the sudden it won't work on a vehicle (namely the US Army M119, so it should have worked) that I just used it with. What happened? BalCa display stops refreshing? Or string in action menu don't appears? Is any errors in RPT? Share this post Link to post Share on other sites
b00ce 160 Posted August 28, 2010 The action menu option disappears. I don't know where I'd find an error report, sorry. Share this post Link to post Share on other sites
conKORD 10 Posted August 28, 2010 In 1.3 after disabling BalCa you may need to reenter vehicle to get action menu option again. Share this post Link to post Share on other sites
conKORD 10 Posted August 28, 2010 Balca v1.4 New Works with Grad and MLRS. Rangefinder. Enable BalCa, aim to target place and push "space".By default rangefinder is enabled on BMP3, AAV, BTR90. To enable it to other vehicles add balca_rangefinder = 1; to vehCfg. Additional crosshair that helps to aim in direct fire mode. It appears only on vehicles with enabled rangefinder. Added support for variable arty charges. Changed Now works without item in inventory. But BalCa item allows you to use it with every weapon on every land vehicle. Recalculates solutions when fire mode or current magazine changed. Works only at gunner's place in vehicle. Do not requires CBA. 1.4demo>>1.4 changes Now again compatible with ArmA2. Comparing it with the new BIS arty. Still works with every weapon, not only where shells are with disabled airfriction. Also provides low solution, so minimal range for arty does not exist. Should be more handy to cover area. Download http://www.sendspace.com/file/mzwfod Share this post Link to post Share on other sites
b00ce 160 Posted August 28, 2010 In 1.3 after disabling BalCa you may need to reenter vehicle to get action menu option again. Tried that, several times, Didn't work. :( It was in the editor, I spawned without the ability to use it, when I could before, which I thought was really weird. Share this post Link to post Share on other sites
conKORD 10 Posted November 21, 2010 BalCa 1.5 [+]Script preload, now BalCa will work faster. [+]By default BalCa now enabled on BAF GMG (british version of Mk19) [!]Minor issues in russian localisation. [!]Demo mission changed to "Proving ground" [-]In OA shell flytime has not been shown. Fixed. Download http://www.sendspace.com/file/esif7b Share this post Link to post Share on other sites
imutep 0 Posted November 21, 2010 Very nice, thx for the update! :) Mirror updated on ArmedAssault.info. Share this post Link to post Share on other sites
Guest Posted November 21, 2010 Updated release frontpaged on the Armaholic homepage. Ballistic Calculator v1.5Community Base addons Share this post Link to post Share on other sites
conKORD 10 Posted December 9, 2010 BalCa v1.6 [!]Removed RPT messages like Updating base class* [+]Reworked addon structure, added function BALCA_FNC_GET_SOLUTION that will return needed elevation to engage designated target. With CBA function will be initialized automatically. Without - open balca window or execute call compile preProcessFileLineNumbers 'x\addons\balca\init.sqf' Input: [_ndist,_altitude_impact,_initSpeed,_friction,[_minElev,_maxElev]] _ndist - distance to target _altitude_impact - relative target elevation _initSpeed - initial bullet speed _friction - airfriction of current bullet Optional - [_minElev,_maxElev] - turret elevation limitation to speed up calculations. Output: [_reachable,[_low_solution,_ls_mult,_flytime_low],[_high_solution,_hs_mult,_flytime_high]] _reachable - bool, target can be reached with current shell and current turret limitations _low_solution - it is _ls_mult - range multiplier. 1 means that if the barrel screw up by 1 degree above _low_solution - bullet drop at 100 meters further _ndist _flytime_low - it is Same for high solution. Example: _table = []; for [{_dist = 100},{_dist <= 1200},{_dist= _dist + 100}] do { _table set [count _table,[_dist,(([_dist,0,870,-0.00096] call BALCA_FNC_GET_SOLUTION) select 1) select 0]]; }; _table as result we have ballistic table for SVD [[100,0.0396113],[200,0.0847235],[300,0.136202],[400,0.195057],[500,0.262473],[600,0.339831],[700,0.428755],[800,0.531145],[900,0.649235],[1000,0.785648],[1100,0.943469],[1200,1.12633]] Download http://www.sendspace.com/file/3lpor4 Share this post Link to post Share on other sites
343rdBadger 0 Posted December 9, 2010 Which @folder should we be using if we have arma2 and OA as a combined install? @balca_reloader or @balca_reloader_OA ?? Share this post Link to post Share on other sites
conKORD 10 Posted December 10, 2010 @balca_reloader_OA for CO Share this post Link to post Share on other sites
Shinra123 10 Posted December 11, 2010 How select targets pn map I can not figure it. Please help Share this post Link to post Share on other sites