Simulating Artillery firing balistically
Posted: Thu 05 Jan 2012 9:49 am
Simulating Artillery firing balistically.
until we have an Artillery that is firing correctly, we should think of how to simulate that.
Also DynamicWeather looks promissing but doesn´t seem to work in Multiplayer.
If you want to take a look at the readme.pdf, download the mod here:
http://www.mediafire.com/?n5w5d63wzzmpklg
until we have an Artillery that is firing correctly, we should think of how to simulate that.
This mod looks very promissing with some of the features, like Artillery, Barrage and Box.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.
http://www.sas1946.com/main/index.php/t ... 973.0.html
Also DynamicWeather looks promissing but doesn´t seem to work in Multiplayer.
If you want to take a look at the readme.pdf, download the mod here:
http://www.mediafire.com/?n5w5d63wzzmpklg
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.