conKORD 10 Posted July 16, 2010 (edited) Ballistic CalculatorbyconKORD Features: No more need to have precalculated ballistic tables. Does not produce any manipulation with shell. It flying as is. BalCa automatically calculates needed azimuth and elevation to hit place selected on map. OA compatible. ACE compatible. Weapons with enabled ballistic calculator: Automatic grenade launchers (static and mounted): AGS30, AGS17(BTR90), Mk19. Mortars: M252, 2B14. Cannons: D30,M119,2A70(BMP3). To enable it for 3rd party weapons add "ballistic_calculator = 1;" to weaponconfig. Example: class CfgWeapons { class CannonCore; class M119 : CannonCore { ballistic_calculator = 1; }; } If vehicle should have built-in ballistic calculator, add "ballistic_calculator = 1;" to vehicleconfig; Example: class CfgVehicles { class Tracked_APC; class AAV : Tracked_APC { ballistic_calculator = 1; }; }; Usage: Get in vehicle. Select weapon with enabled ballistic calculator (if needed). Select "Use Ballistic Calculator" in action menu. Open map and click on the target place. Point the gun at the target using azimuth and elevation indicators on BalCa display. Fire!!! Changelog: Version 1.3: Smoke, illum, laser-guided shell works as intended. Now it is not just sabots. New BalCa reloader. It is tool to customize ammo loadouts on vehicles. Generally it was designed to give a second life to commonly unused advanced arty shells, but it can much more :) For example it can load Su-34 with only FAB-250. Or 10 R73. Or 10 Kh29. Or various combination of them. Usage - get close to warfare ammo truck or warfare supply point and select in action menu "Change loadout". In OA version is possible to change loadouts in each turret separately. Also in this release included two demo missions. Missions are based on KRONzky's targetrange. Version 1.2: Azimuth and elevation markers now calibrated. Extreme position of them means deflection 200 meters.Deflection 200 meters. Horizontal and vertical axes now have marking, so possible to shoot, for example, 50 meter righter designated target location.Deflection 50 meters Be aware that those adjustment do not assumes altitude changes of terrain. To minimize deviation, caused by it, use high solution. Calculations optimized. BalCa now is item. To add it to inventory write in unit init this addWeapon "ItemBalCa"; To use ballistic calculator you should be inside vehicle (cannon, mortar, grenade launcher) and have BalCa in inventory.Also some vehicles (AAV,BMP3,BTR90) have built-in ballistic calculator, so no need to have BalCa in inventory. Version 1.1: Multilanguage support. Now BalCa provides fire solution in entire range of elevation angles => we have high solution for cannons, mortars can shoot for their maximum range. UI fixes. Restrictions: Nothing. Download http://www.sendspace.com/file/roarqr http://www.armaholic.com/page.php?id=11266 http://www.armedassault.info/index.php?game=1&cat=addons&id=1514 Edited April 19, 2011 by conKORD v1.7 Share this post Link to post Share on other sites
STALKERGB 6 Posted July 16, 2010 pretty cool idea, i'll take a look at this! :) Share this post Link to post Share on other sites
manzilla 1 Posted July 16, 2010 Yes sir, I really like this. Thank you! Share this post Link to post Share on other sites
the.d 0 Posted July 16, 2010 Overwhelmed by the current flood of high quality fan content! O.o This will definitely come in handy - thank you, conKORD! Share this post Link to post Share on other sites
gonk 0 Posted July 25, 2010 looks very interesting... has potential thx Share this post Link to post Share on other sites
conKORD 10 Posted July 27, 2010 Version 1.1 released Changes Multilanguage support. Now BalCa provides fire solution in entire range of elevation angles => we have high solution for cannons, mortars can shoot for their maximum range. UI fixes. Download http://www.sendspace.com/file/k9weuq Currently Balca consist only two languages. I need to know how to translate strings "Use Ballistic Calculator" "Disable BalCa" (or "Disable Ballistic Calculator") to German, Spanish, Czech, Italian, Polish, French, Hungarian languages. And why BalCa doesn't provide support for Grad and MLRS. 1) Grad's and MLRS's rockets disappears in 3-th seconds. I don't know reasons of it, but anyway it easily fixable in ammoCfg. 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. I will be grateful for any help :) Share this post Link to post Share on other sites
Guest Posted July 27, 2010 Thanks for sending us the updated release :cool: Release frontpaged on the Armaholic homepage. Ballistic Calculator v1.1Community Base addons Share this post Link to post Share on other sites
Q1184 0 Posted July 27, 2010 And why BalCa doesn't provide support for Grad and MLRS. 1) Grad's and MLRS's rockets disappears in 3-th seconds. I don't know reasons of it, but anyway it easily fixable in ammoCfg. 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. I will be grateful for any help :) 1) It's done because afterwards the BI Arty module spawns shells representing the missiles going ballistic (no thrust). Shell class is used because it allows to use the same method (pre-calculated ballisic tables), as used for the rest of arty in the module. 2) In this thread we tried to come up with something, maybe it'll help. Share this post Link to post Share on other sites
conKORD 10 Posted July 28, 2010 Thanks, at least not only I have this problem :( Share this post Link to post Share on other sites
gunterlund21 10 Posted July 28, 2010 Hopefully you will be able to add ammo types? Share this post Link to post Share on other sites
conKORD 10 Posted July 29, 2010 To change magazine in mission use removeMagazines and addMagazine . Magazines list for arty can be found here. Share this post Link to post Share on other sites
oldbear 390 Posted July 29, 2010 New on front page at Armed Assault.info Link to mirror : Ballistic Calculator (v 1.1) : http://www.armedassault.info/index.php?game=1&cat=addons&id=1514 Share this post Link to post Share on other sites
conKORD 10 Posted August 5, 2010 Version 1.2 released see changes in first post Share this post Link to post Share on other sites
conKORD 10 Posted August 7, 2010 Some news. Unit of measure on BalCa display changed from degrees to mils. 2*Pi rad = 6400 mils. Now correctly works smoke, illum, laser-guided shells. Share this post Link to post Share on other sites
bigpickle 0 Posted August 8, 2010 Great Mod mate, Thank you its now really accurate too. Share this post Link to post Share on other sites
conKORD 10 Posted August 9, 2010 Announcement. BalCa reloader - tool to customize ammo loadouts on vehicles. Share this post Link to post Share on other sites
bigpickle 0 Posted August 9, 2010 (edited) Sadly I'm now getting an issue were balcal sometimes wont show up like i haven't loaded up the mod. Is this because it now has to be added into the mission for it to be used? Edited August 9, 2010 by Bigpickle Share this post Link to post Share on other sites
conKORD 10 Posted August 9, 2010 Yes, likely you should add "ItemBalCa" to inventory. To add it to inventory write in unit init this addWeapon "ItemBalCa"; Share this post Link to post Share on other sites
conKORD 10 Posted August 11, 2010 (edited) Version 1.3 released. Changes Smoke, illum, laser-guided shell works as intended. Now it is not just sabots. New BalCa reloader. It is tool to customize ammo loadouts on vehicles. Generally it was designed to give a second life to commonly unused advanced arty shells, but it can much more :) For example it can load Su-34 with only FAB-250. Or 10 R73. Or 10 Kh29. Or various combination of them. Usage - get close to warfare ammo truck or warfare supply point and select in action menu "Change loadout". In OA version is possible to change loadouts in each turret separately. Also in this release included two demo missions. Missions are based on KRONzky's targetrange. Download http://www.sendspace.com/file/6bici5 Edited August 11, 2010 by conKORD Share this post Link to post Share on other sites
Guest Posted August 11, 2010 Thanks for informing us again about the new version :cool: New versions frontpaged on the Armaholic homepage. Ballistic Calculator v1.3Community Base addons Share this post Link to post Share on other sites
conKORD 10 Posted August 14, 2010 Are here any wishes, suggestions? All comments are welcome. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted August 14, 2010 Are here any wishes, suggestions?All comments are welcome. Well I can tell you now that half the guys on the GoN server are in love with your mod.:) Share this post Link to post Share on other sites
bigpickle 0 Posted August 20, 2010 I would love for this to have a client side version as again like in the first release, as some servers wont add it to the mission. Share this post Link to post Share on other sites
b00ce 160 Posted August 21, 2010 Another thing to be noted, it seems that OA versions of weapons, supported originally in A2, are not able to use the calculator. Share this post Link to post Share on other sites