until we have an Artillery that is firing correctly, we should think of how to simulate that.
Zoi posted at the HQ forum wrote:Command and Control Mod This could be interesting for campaigns like this one. I'm not sure if it works having never used it in HSFX and only in UP 2.01 prior to 4.10.
This mod looks very promissing with some of the features, like Artillery, Barrage and Box.
Also DynamicWeather looks promissing but doesn´t seem to work in Multiplayer.
readme.pdf wrote:Artillery
These objects simulate artillery spotting, as provided by either ground
based or naval batteries.
Placement: Place anywhere.
How it works: Artillery strikes will be called in on any ground unit the
player padlocks (default F5 key). The firing cycle takes about 70 seconds
before a new target can be selected, so choose your target carefully.
- Once selected, the player will receive messages from the Fire Control
Center. When the rounds are about to hit, the player will receive a "Splash!"
warning. Each artillery strike is about 20 rounds.
- Once a target is selected, the player does not need to keep padlocking
it. If a player is still padlocking a target when a strike ends, a new strike
will be called in on the target.
- There are two types of artillery objects available: Ground: "Arty(g)"
and Naval: "Arty(n)". Ground artillery is less powerful (~75-105mm), but
more accurate (+/- 100m). Naval artillery is more powerful (up to 300mm),
but less accurate (+/- 200m).
- There is no need to place real friendly artillery or ships on the map,
the artillery strike is spawned independently. Shell flight times are
abstracted, and assume "Time on Target" fire co-ordination is in effect.
- Multiple Artillery objects can be placed in a mission. Each one will add
another "battery" to the barrages called in by the player. This is a good
way to scale artillery effects. A rough scale might look like this:
Arty(g)/(n) Batteries Ships
1 Battalion Destroyer
2 Regiment Cruiser
3 Division Battleship
4+ Corps Task Force
Barrage
This object will create a series of explosions over a 1km x 1km area centered
on the object, randomly timed and spaced to create the impression of an
artillery barrage. The barrage will only occur when the player is within
10km of the object. It is intended more to create immersion then as a weapon,
though it will damage buildings and units.
Soldiers (SLD and SLD2)
These objects spawn running soldiers (like the ones who run from trucks)
when the player is within 10km of the object. The SLD object will spawn
soldiers from the object itself. SLD2 will spawn soldiers from "prone
infantry" units within 5000m of the object (designed to give infantry
battles more life on the ground). Intended to create a sense of activity
and panic during ground attacks, airfield strafing, etc. Box
Simulates a box barrage. Enemy planes flying over this object will trigger
a series of flak bursts at the height of the aircraft, filling a 1km x 1km
x 500m space centered on the object. Multiple objects can be combined for
a larger barrage.
This mod shows promise of allowing humans to participate in the ground war directly by directing artillery etc. I hope that the HSFX designers take a look at it or something similar and include the drivable vehicles as control units.
hoping that someone in the MOD community would take this up. Perhaps if more people would reply in this thread some one would decide to work on it. If a MOD gets developed then including it in HSFX should be possible.
C&C mod is already included as a jsgme beta mod in 5.01 (not all functionality is present). You can ask Maraz and JP-Dore for necessary files if you want to try it for yourself....
My first post regarding SEOW. I am fascinated and rather overwhelmed with the detail and potential of SEOW. I am a history/aviation fan but quite unskilled in the black arts of the computer .
I just wanted to comment on the concept of "ballistic" artillery in IL2/SEOW.
I have posted about this before on other forums. My basic question is why do we need ballistic calculations going on to achieve the "effect" of in game artillery?
(As I see it) In terms of the ingame needs ,
we need the relationship :
Artillery Spotter , Artillery Battery , Target
We need basic data for accuracy (based on range , observer/firing unit experience and conditions such as weather , target movement ,radar rangefinder assistance etc ),
which will generate some probability of accuracy.
In game we need (the potential)
1) to see the spotter working ( infantry figures with binos,rangefinder, radio or fieldphone; spotter aircraft circling, vehicle with spotter in hatch/standing, etc).
2) to see the battery firing
3) to see the rounds arrive on/near target
Why worry about the ballistics until you want to see those slow firing mortar rounds or nebelwerfer rockets travelling through the air?
I think sometimes we tend to overcomplicate the problem solving required to achieve and end and this seems to me to be one of those instances. I am not saying there is not work required to achieve this "level" of artillery ingame , but certainly it is more simple than having the poor old overtaxed game engine sweating out ballistic calculations?
Does this not make sense?
You are correct in saying that the appearance and effect are what is necessary in a virtual environment.
The CC Mod gives these two things, but in a way that is not sufficient to maintain the feel and fidelity of the SEOW environment, and the CC Mod was implemented for the single-player mode only.
But, of course, there is more than one way to skin the cat. We have been developing an HSFX Mod that simulates long-range artillery capability using the stock IL-2 Rocketry class. This feature will be released shortly through HSFX6. It will offer:
1. Long range artillery capability (in direct fire or indirect fire modes)
2. The ability to switch off long range direct fire modes (which is realistic)
3. Full SEOW support for long-range indirect fire (barrages)
4. But it will NOT have artillery observer features (yet)
The ability to re-task artillery pieces in the middle of a coop is not something that IL-2 engine supports, so it would need a specific mod. CC Mod is not appropriate because it does not use artillery objects at all - it virtualizes artillery fire, which is against SEOW design rules. In SEOW, every bullet, shell, bomb comes from a deployed object which itself is destroyable - nothing is virtualized.
1. Long range artillery capability (in direct fire or indirect fire modes)
2. The ability to switch off long range direct fire modes (which is realistic)
3. Full SEOW support for long-range indirect fire (barrages)
4. But it will NOT have artillery observer features (yet)
This will be a very interesting development.
To my thinking - which is very "uncomputerese" - it seems that all the basic components to achieve this are in place , and what remains to be done is the coding to relate the pieces :
observer - might be infantry , vehicle , aircraft , or ship
target - well , something to shoot at
battery - may be ground troops or ship
targeting computation - that is range , movement of firer , movement of target , experience factors for observer and firer , accuracy of fire by national characteristics(eg equipment and training quality) , bracketing and fire correction
There exists all the graphic elements necessary in th IL2 world already for all of these components ( though admittedly some could be improved for this specific purpose) it just remains for an intrepid coder to write it.