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The arty spotting is working fine but the results were not very impressive. When I finally adjusted the fire to be on target (against a Tank group) I was only able to achieve one kill. I think the quantity of rounds in "fire for affect" is 20. According to Google AI, a D-20 152mm battery (which the Egyptians should have had at the time):

A Russian D-20 artillery battery, comprising six guns, could potentially fire approximately 30-36 rounds per minute at its maximum rate of fire, with each gun firing 5-6 rounds per minute. 

Could you increase the quantity to 30 and maybe increase the splash circle? Maybe twice as large. What size gun is the artillery?

Posted
11 hours ago, Vonrd said:

The arty spotting is working fine but the results were not very impressive. When I finally adjusted the fire to be on target (against a Tank group) I was only able to achieve one kill. I think the quantity of rounds in "fire for affect" is 20. According to Google AI, a D-20 152mm battery (which the Egyptians should have had at the time):

A Russian D-20 artillery battery, comprising six guns, could potentially fire approximately 30-36 rounds per minute at its maximum rate of fire, with each gun firing 5-6 rounds per minute. 

Could you increase the quantity to 30 and maybe increase the splash circle? Maybe twice as large. What size gun is the artillery?

This is a "fake" artillery script so there are no real artillery units involved at this time. My original script was going to use real units but it was having problems so I turned back to this option for now while I'm getting used to using Hal (yes I think that's an appropriate name :) ). The artillery TNT for shell is set for 20, which seemed to be a fairly typical number. I can change the number of rounds per fire for effect to 30 no problem. I also included in player options to choose from 25, 50 (default), 75 and 100 meter impact radius. There was also a problem where changing distance/direction for subsequent fire was based on map marker vs last impact area. This has been corrected.

The other issue is using blank map markers. I put an option in the script options to be able to change this to a named marker, such as "arty." I left it as a blank marker for now, but the only problem with this is if someone puts a marker on the map and names it, the marker is still being considered "used" by the script. Not a way to get around this except to 1) change the script so you have to name the marker (e.g. "arty") or 2) If as a player you want to name a marker (such as for navigation in F-4), you need to first create a "throw away" marker somewhere then name all your markers you want and go back to delete the throwaway marker. This will then release the marker to the arty script for someone to use. 

I'm trying to balance the use of artillery. I want it to be useful but not too useful or powerful (which is one reason I limit it to only one player per side). That's why play testing this I'm hoping to come up with a balance. 

Without external views if definitely makes it more tricky. Patriot and I were testing it where I was in OV-10 circling target and giving distance/direction changes for Patriot controlling the artillery which worked fairly well.

Also, @Vonrd I realized after you left why you couldn't get a lock on the Hawk site in the Su-25T. I had to go back and put all the units on Weapons Free and alarm state Red. Now all the radar units along with every other unit is active and at high state of alert.

Posted

On a lighter note I was thinking of using the script to make a “ Battleship” game. I can put a big sinkable ship in a defined area for each player with map options off and each player gets a turn with the artillery 🤣

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