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granQ

Need longer range on artillery

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Hi there.

I am making some config for artillery that I want to useable with the artillery module and stuff.

Right now I got only like:

class my_artillery : M119 
{
  displayname="155 mm artillery";
};

With this, it works splendid but I still got the shitty range of the m119, any idea how this can be tweaked? Can I just make new ammo with some setting or is it hardcore settings in the artillery module and I need to fix my own stuff?

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You need to change a bunch of parameters in your config. You're on the right road though, just need to add more details for weapon, magazines, ammo.

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thanks, just needed to know :)

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I will have a mod out soon (a few weeks probably) that will allow the M119 to shoot out to its real range with the M760 HE round. That range is 14Km on charge 4 (not sure what the real charge number is).

Also this mod has low angle fire, and it counts kills.

Only problem is you have to manually aim it using a fire control computer... :P

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Shitty range of the M119? You do realize that Chernarus is only about 14km wide and tall? The M119 range is 14km on charge 8 (ref), upping to 19km with RAP. Don't know what range Arma2 operates with, but my problem has been creating an FB which cannot reach everywhere. Having artillery being out of reach for some (dynamic) parts would have been fun for the added challenge, but hard to implement in a mission.

Put M119s in the middle of the map, and they can reach well beyond the borders of the map.

As for damage, I think the M119s are doing 155mm damage already, as well as having some 155mm munitions. For me, the only M119'ish about them is the looks. That being said, I think the current M119s (and mortars) are way too destructive. Maybe you could add reduced damage values to the existing ones, and use the M119s current values for the 155mm?

Some ideas/requests:

Proximity fusing for HE shells. Might need different shells with higher blast radius. Airbursts are fun :)

DPICM rounds (maybe reduced count to reduce multiplayer lag problems).

DPICM dud simulation. Makes you think twice about using it where you're going.

RAP makes for some very cool

missions.

AI responses to different munitions. But have to be controllable from mission in case designer needs to define own reactions, or to prevent clashes with other scripting.

Only problem is you have to manually aim it using a fire control computer... :P

Not sure I like this part. I play infantry. Not FDC or artillery gunner. I couldn't care less how FDC works, real or magical, as long as I get my rounds where I want them, within reasonable time :) Our unit is not big enough to also man artillery, so an AI or scripted approach have to be implemented as well. Low angle mode is most welcome though.

Edited by CarlGustaffa

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DPICM are coming in an addon module by Charon Productions, check his thread in the Addons Discussion forum. I have to say they are incredibly kick ass.

Also for the FDC stuff. I plan to put a simple calculator on each gun, so people can use it manually. They just need to put in the grid coordinates of their target and it will poop out the numbers to adjust to. The big FDC fire control computer will handle a bunch of stuff like tallying fire missions (even exporting them probably to a CSV file), laying TRP for previous fire missions, handling multiple missions and time on target timings. I also plan to have it calculate correct plots for guns to do different types of dispersion and stuff like that. Also it will intergrate with PFED and other entry devices used by FO and Command elements to help coordinate fire with moving elements, as well as track counter-battery radar input.

Its def bordering on the batsh*t insane side of realism or semi-realism, but its more of a personal "OMG I CAN GO NUTS" sorta addon. We have 10 people in FA in our group right now too... :P

As for LA for AI that will probably be added soon after.

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